// cAuthenticator.h
// Interfaces to the cAuthenticator class representing the thread that authenticates users against the official MC server
// Authentication prevents "hackers" from joining with an arbitrary username (possibly impersonating the server admins)
// For more info, see http://wiki.vg/Session#Server_operation
// In MCS, authentication is implemented as a single thread that receives queued auth requests and dispatches them one by one.
#pragma once
#ifndef CAUTHENTICATOR_H_INCLUDED
#define CAUTHENTICATOR_H_INCLUDED
#include "../OSSupport/IsThread.h"
// fwd: "cRoot.h"
class cRoot;
namespace Json
{
class Value;
}
class cAuthenticator :
public cIsThread
{
typedef cIsThread super;
public:
cAuthenticator(void);
~cAuthenticator();
/** (Re-)read server and address from INI: */
void ReadINI(cIniFile & IniFile);
/** Queues a request for authenticating a user. If the auth fails, the user will be kicked */
void Authenticate(int a_ClientID, const AString & a_UserName, const AString & a_ServerHash);
/** Starts the authenticator thread. The thread may be started and stopped repeatedly */
void Start(cIniFile & IniFile);
/** Stops the authenticator thread. The thread may be started and stopped repeatedly */
void Stop(void);
private:
class cUser
{
public:
int m_ClientID;
AString m_Name;
AString m_ServerID;
cUser(int a_ClientID, const AString & a_Name, const AString & a_ServerID) :
m_ClientID(a_ClientID),
m_Name(a_Name),
m_ServerID(a_ServerID)
{
}
};
typedef std::deque<cUser> cUserList;
cCriticalSection m_CS;
cUserList m_Queue;
cEvent m_QueueNonempty;
AString m_Server;
AString m_Address;
AString m_PropertiesAddress;
bool m_ShouldAuthenticate;
/** cIsThread override: */
virtual void Execute(void) override;
/** Connects to a hostname using SSL, sends given data, and sets the response, returning whether all was successful or not */
bool ConnectSecurelyToAddress(const AString & a_CACerts, const AString & a_ExpectedPeerName, const AString & a_Data, AString & a_Response);
/** Returns true if the user authenticated okay, false on error; iLevel is the recursion deptht (bails out if too deep) */
bool AuthWithYggdrasil(AString & a_UserName, const AString & a_ServerId, AString & a_UUID);
/** Gets the properties, such as skin, of a player based on their UUID via Mojang's API */
bool GetPlayerProperties(const AString & a_UUID, Json::Value & a_Properties);
};
#endif // CAUTHENTICATOR_H_INCLUDED