#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Authenticator.h"
#include "OSSupport/BlockingTCPLink.h"
#include "Root.h"
#include "Server.h"
#include "../iniFile/iniFile.h"
#include <sstream>
#define DEFAULT_AUTH_SERVER "session.minecraft.net"
#define DEFAULT_AUTH_ADDRESS "/game/checkserver.jsp?user=%USERNAME%&serverId=%SERVERID%"
#define MAX_REDIRECTS 10
cAuthenticator::cAuthenticator(void) :
super("cAuthenticator"),
m_Server(DEFAULT_AUTH_SERVER),
m_Address(DEFAULT_AUTH_ADDRESS),
m_ShouldAuthenticate(true)
{
}
cAuthenticator::~cAuthenticator()
{
Stop();
}
/// Read custom values from INI
void cAuthenticator::ReadINI(cIniFile & IniFile)
{
m_Server = IniFile.GetValue("Authentication", "Server");
m_Address = IniFile.GetValue("Authentication", "Address");
m_ShouldAuthenticate = IniFile.GetValueB("Authentication", "Authenticate", true);
bool bSave = false;
if (m_Server.length() == 0)
{
m_Server = DEFAULT_AUTH_SERVER;
IniFile.SetValue("Authentication", "Server", m_Server);
bSave = true;
}
if (m_Address.length() == 0)
{
m_Address = DEFAULT_AUTH_ADDRESS;
IniFile.SetValue("Authentication", "Address", m_Address);
bSave = true;
}
if (bSave)
{
IniFile.SetValueB("Authentication", "Authenticate", m_ShouldAuthenticate);
IniFile.WriteFile();
}
}
/// Queues a request for authenticating a user. If the auth fails, the user is kicked
void cAuthenticator::Authenticate(int a_ClientID, const AString & a_UserName, const AString & a_ServerHash)
{
if (!m_ShouldAuthenticate)
{
cRoot::Get()->AuthenticateUser(a_ClientID);
return;
}
cCSLock Lock(m_CS);
m_Queue.push_back(cUser(a_ClientID, a_UserName, a_ServerHash));
m_QueueNonempty.Set();
}
void cAuthenticator::Start(cIniFile & IniFile)
{
ReadINI(IniFile);
m_ShouldTerminate = false;
super::Start();
}
void cAuthenticator::Stop(void)
{
m_ShouldTerminate = true;
m_QueueNonempty.Set();
Wait();
}
void cAuthenticator::Execute(void)
{
for (;;)
{
cCSLock Lock(m_CS);
while (!m_ShouldTerminate && (m_Queue.size() == 0))
{
cCSUnlock Unlock(Lock);
m_QueueNonempty.Wait();
}
if (m_ShouldTerminate)
{
return;
}
ASSERT(!m_Queue.empty());
int ClientID = m_Queue.front().m_ClientID;
AString UserName = m_Queue.front().m_Name;
AString ActualAddress = m_Address;
ReplaceString(ActualAddress, "%USERNAME%", UserName);
ReplaceString(ActualAddress, "%SERVERID%", m_Queue.front().m_ServerID);
m_Queue.pop_front();
Lock.Unlock();
if (!AuthFromAddress(m_Server, ActualAddress, UserName))
{
cRoot::Get()->KickUser(ClientID, "Failed to authenticate account!");
}
else
{
cRoot::Get()->AuthenticateUser(ClientID);
}
} // for (-ever)
}
bool cAuthenticator::AuthFromAddress(const AString & a_Server, const AString & a_Address, const AString & a_UserName, int a_Level /* = 1 */)
{
// Returns true if the user authenticated okay, false on error; iLevel is the recursion deptht (bails out if too deep)
cBlockingTCPLink Link;
if (!Link.Connect(a_Server.c_str(), 80))
{
LOGERROR("cAuthenticator: cannot connect to auth server \"%s\", kicking user \"%s\"", a_Server.c_str(), a_Server.c_str());
return false;
}
Link.SendMessage( AString( "GET " + a_Address + " HTTP/1.1\r\n" ).c_str());
Link.SendMessage( AString( "User-Agent: MCServer\r\n" ).c_str());
Link.SendMessage( AString( "Host: " + a_Server + "\r\n" ).c_str());
//Link.SendMessage( AString( "Host: session.minecraft.net\r\n" ).c_str());
Link.SendMessage( AString( "Accept: */*\r\n" ).c_str());
Link.SendMessage( AString( "Connection: close\r\n" ).c_str()); //Close so we don´t have to mess with the Content-Length :)
Link.SendMessage( AString( "\r\n" ).c_str());
AString DataRecvd;
Link.ReceiveData(DataRecvd);
Link.CloseSocket();
std::stringstream ss(DataRecvd);
// Parse the data received:
std::string temp;
ss >> temp;
bool bRedirect = false;
bool bOK = false;
if ((temp.compare("HTTP/1.1") == 0) || (temp.compare("HTTP/1.0") == 0))
{
int code;
ss >> code;
if (code == 302)
{
// redirect blabla
LOGINFO("Need to redirect!");
if (a_Level > MAX_REDIRECTS)
{
LOGERROR("cAuthenticator: received too many levels of redirection from auth server \"%s\" for user \"%s\", bailing out and kicking the user", a_Server.c_str(), a_UserName.c_str());
return false;
}
bRedirect = true;
}
else if (code == 200)
{
LOGINFO("Got 200 OK :D");
bOK = true;
}
}
else
{
LOGERROR("cAuthenticator: cannot parse auth reply from server \"%s\" for user \"%s\", kicking the user.", a_Server.c_str(), a_UserName.c_str());
return false;
}
if( bRedirect )
{
AString Location;
// Search for "Location:"
bool bFoundLocation = false;
while( !bFoundLocation && ss.good() )
{
char c = 0;
while( c != '\n' )
{
ss.get( c );
}
AString Name;
ss >> Name;
if (Name.compare("Location:") == 0)
{
bFoundLocation = true;
ss >> Location;
}
}
if (!bFoundLocation)
{
LOGERROR("cAuthenticator: received invalid redirection from auth server \"%s\" for user \"%s\", kicking user.", a_Server.c_str(), a_UserName.c_str());
return false;
}
Location = Location.substr(strlen("http://"), std::string::npos); // Strip http://
std::string Server = Location.substr( 0, Location.find( "/" ) ); // Only leave server address
Location = Location.substr( Server.length(), std::string::npos);
return AuthFromAddress(Server, Location, a_UserName, a_Level + 1);
}
if (!bOK)
{
LOGERROR("cAuthenticator: received an error from auth server \"%s\" for user \"%s\", kicking user.", a_Server.c_str(), a_UserName.c_str());
return false;
}
// Header says OK, so receive the rest.
// Go past header, double \n means end of headers
char c = 0;
while (ss.good())
{
while (c != '\n')
{
ss.get(c);
}
ss.get(c);
if( c == '\n' || c == '\r' || ss.peek() == '\r' || ss.peek() == '\n' )
break;
}
if (!ss.good())
{
LOGERROR("cAuthenticator: error while parsing response body from auth server \"%s\" for user \"%s\", kicking user.", a_Server.c_str(), a_UserName.c_str());
return false;
}
std::string Result;
ss >> Result;
LOGINFO("Got result: %s", Result.c_str());
//if (Result.compare("3") == 0) // FIXME: Quick and dirty hack to support auth
//Lapayo: Wtf 3?
if (Result.compare("YES") == 0) //Works well
{
LOGINFO("Result was \"YES\", so player is authenticated!");
return true;
}
LOGINFO("Result was \"%s\", so player is NOT authenticated!", Result.c_str());
return false;
}