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Rewritten cAuthenticator to make use of the new cIsThread architecture - now authentication runs in a single separate thread for all clients;

Global player-kicking function (cServer, cRoot);
More char * -> AString conversion

git-svn-id: http://mc-server.googlecode.com/svn/trunk@221 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2012-02-01 22:38:03 +00:00
parent 28ff03fcfe
commit 48d30d6ab4
25 changed files with 702 additions and 324 deletions

View File

@@ -3,6 +3,8 @@
#include "cAuthenticator.h"
#include "cBlockingTCPLink.h"
#include "cRoot.h"
#include "cServer.h"
#include "../iniFile/iniFile.h"
@@ -12,116 +14,174 @@
extern void ReplaceString( std::string & a_HayStack, const std::string & a_Needle, const std::string & a_ReplaceWith );
#define DEFAULT_AUTH_SERVER "session.minecraft.net"
#define DEFAULT_AUTH_ADDRESS "/game/checkserver.jsp?user=%USERNAME%&serverId=%SERVERID%"
#define MAX_REDIRECTS 10
cAuthenticator::cAuthenticator()
cAuthenticator::cAuthenticator(void) :
super("cAuthenticator"),
mServer(DEFAULT_AUTH_SERVER),
mAddress(DEFAULT_AUTH_ADDRESS),
mShouldAuthenticate(true)
{
ReadINI();
}
cAuthenticator::~cAuthenticator()
{
}
bool cAuthenticator::Authenticate( const char* a_PlayerName, const char* a_ServerID )
{
// Default values
std::string Server = "session.minecraft.net";
std::string Address = "/game/checkserver.jsp?user=%USERNAME%&serverId=%SERVERID%";
bool bAuthenticate = true;
// Read custom values from INI
/// Read custom values from INI
void cAuthenticator::ReadINI(void)
{
cIniFile IniFile("settings.ini");
if( IniFile.ReadFile() )
if (!IniFile.ReadFile())
{
std::string tServer = IniFile.GetValue("Authentication", "Server");
std::string tAddress = IniFile.GetValue("Authentication", "Address");
bAuthenticate = IniFile.GetValueB("Authentication", "Authenticate", true);
bool bSave = false;
if( tServer.length() == 0 )
return;
}
mServer = IniFile.GetValue("Authentication", "Server");
mAddress = IniFile.GetValue("Authentication", "Address");
mShouldAuthenticate = IniFile.GetValueB("Authentication", "Authenticate", true);
bool bSave = false;
if (mServer.length() == 0)
{
mServer = DEFAULT_AUTH_SERVER;
IniFile.SetValue("Authentication", "Server", mServer);
bSave = true;
}
if (mAddress.length() == 0)
{
mAddress = DEFAULT_AUTH_ADDRESS;
IniFile.SetValue("Authentication", "Address", mAddress);
bSave = true;
}
if (bSave)
{
IniFile.SetValueB("Authentication", "Authenticate", mShouldAuthenticate);
IniFile.WriteFile();
}
}
/// Queues a request for authenticating a user. If the auth fails, the user is kicked
void cAuthenticator::Authenticate(const AString & iUserName, const AString & iServerID)
{
if (!mShouldAuthenticate)
{
cRoot::Get()->AuthenticateUser(iUserName);
return;
}
cCSLock Lock(mCS);
mQueue.push_back(cUser(iUserName, iServerID));
mQueueNonempty.Set();
}
void cAuthenticator::Execute(void)
{
while (true)
{
cCSLock Lock(mCS);
while (!mShouldTerminate && (mQueue.size() == 0))
{
IniFile.SetValue("Authentication", "Server", Server, true );
bSave = true;
cCSUnlock Unlock(Lock);
mQueueNonempty.Wait();
}
if (mShouldTerminate)
{
return;
}
assert(mQueue.size() > 0);
AString UserName = mQueue.front().mName;
AString ActualAddress = mAddress;
ReplaceString(ActualAddress, "%USERNAME%", UserName);
ReplaceString(ActualAddress, "%SERVERID%", cRoot::Get()->GetServer()->GetServerID());
mQueue.pop_front();
Lock.Unlock();
if (!AuthFromAddress(mServer, ActualAddress, UserName))
{
cRoot::Get()->KickUser(UserName, "auth failed");
}
else
Server = tServer;
if( tAddress.length() == 0 )
{
IniFile.SetValue("Authentication", "Address", Address, true );
bSave = true;
}
else
Address = tAddress;
if( bSave )
{
IniFile.SetValueB("Authentication", "Authenticate", bAuthenticate, true );
IniFile.WriteFile();
cRoot::Get()->AuthenticateUser(UserName);
}
}
}
if( !bAuthenticate ) // If we don't want to authenticate.. just return true
bool cAuthenticator::AuthFromAddress(const AString & iServer, const AString & iAddress, const AString & iUserName, int iLevel)
{
// 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(iServer.c_str(), 80))
{
return true;
}
ReplaceString( Address, "%USERNAME%", a_PlayerName );
ReplaceString( Address, "%SERVERID%", a_ServerID );
cBlockingTCPLink TCPLink;
if( TCPLink.Connect( Server.c_str(), 80 ) )
{
//TCPLink.SendMessage( std::string( "GET /game/checkserver.jsp?user=" + std::string(a_PlayerName) + "&serverId=" + std::string(a_ServerID) + " HTTP/1.0\r\n\r\n" ).c_str() );
TCPLink.SendMessage( std::string( "GET " + Address + " HTTP/1.0\r\n\r\n" ).c_str() );
//LOGINFO("Successfully connected to mc.net");
std::string Received = TCPLink.ReceiveData();
//LOGINFO("Received data: %s", Received.c_str() );
return ParseReceived( Received.c_str(), &TCPLink );
}
else
{
LOGERROR("Could not connect to %s to verify player name! (%s)", Server.c_str(), a_PlayerName );
LOGERROR("cAuthenticator: cannot connect to auth server \"%s\", kicking user \"%s\"", iServer.c_str(), iUserName.c_str());
return false;
}
}
Link.SendMessage( AString( "GET " + iAddress + " HTTP/1.0\r\n\r\n" ).c_str());
AString DataRecvd;
Link.ReceiveData(DataRecvd);
Link.CloseSocket();
bool cAuthenticator::ParseReceived( const char* a_Data, cBlockingTCPLink* a_TCPLink )
{
std::stringstream ss(a_Data);
std::stringstream ss(DataRecvd);
// Parse the data received:
std::string temp;
ss >> temp;
//LOGINFO("tmp: %s", temp.c_str() );
bool bRedirect = false;
bool bOK = false;
if( temp.compare("HTTP/1.1") == 0 || temp.compare("HTTP/1.0") == 0 )
if ((temp.compare("HTTP/1.1") == 0) || (temp.compare("HTTP/1.0") == 0))
{
int code;
ss >> code;
if( code == 302 )
if (code == 302)
{
// redirect blabla
LOGINFO("Need to redirect!");
if (iLevel > MAX_REDIRECTS)
{
LOGERROR("cAuthenticator: received too many levels of redirection from auth server \"%s\" for user \"%s\", bailing out and kicking the user", iServer.c_str(), iUserName.c_str());
return false;
}
bRedirect = true;
}
else if( code == 200 )
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.", iServer.c_str(), iUserName.c_str());
return false;
}
if( bRedirect )
{
std::string Location;
AString Location;
// Search for "Location:"
bool bFoundLocation = false;
while( !bFoundLocation && ss.good() )
@@ -131,70 +191,63 @@ bool cAuthenticator::ParseReceived( const char* a_Data, cBlockingTCPLink* a_TCPL
{
ss.get( c );
}
std::string Name;
AString Name;
ss >> Name;
if( Name.compare("Location:") == 0 )
if (Name.compare("Location:") == 0)
{
bFoundLocation = true;
ss >> Location;
}
}
if( !bFoundLocation )
if (!bFoundLocation)
{
LOGERROR("Could not find location");
LOGERROR("cAuthenticator: received invalid redirection from auth server \"%s\" for user \"%s\", kicking user.", iServer.c_str(), iUserName.c_str());
return false;
}
Location = Location.substr( strlen("http://"), std::string::npos ); // Strip http://
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 );
//LOGINFO("Got location: (%s)", Location.c_str() );
//LOGINFO("Got server addr: (%s)", Server.c_str() );
a_TCPLink->CloseSocket();
if( a_TCPLink->Connect( Server.c_str(), 80 ) )
{
LOGINFO("Successfully connected to %s", Server.c_str() );
a_TCPLink->SendMessage( ( std::string("GET ") + Location + " HTTP/1.0\r\n\r\n").c_str() );
std::string Received = a_TCPLink->ReceiveData();
//LOGINFO("Received data: %s", Received.c_str() );
return ParseReceived( Received.c_str(), a_TCPLink );
}
else
{
LOGERROR("Could not connect to %s to verify player name!", Server.c_str() );
}
Location = Location.substr( Server.length(), std::string::npos);
return AuthFromAddress(Server, Location, iUserName, iLevel + 1);
}
else if( bOK )
if (!bOK)
{
// 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() ) return false;
std::string Result;
ss >> Result;
LOGINFO("Got result: %s", Result.c_str() );
if( Result.compare("YES") == 0 )
{
LOGINFO("Result was \"YES\", so player is authenticated!");
return true;
}
else
{
LOGINFO("Result was \"%s\", so player is NOT authenticated!", Result.c_str() );
return false;
}
LOGERROR("cAuthenticator: received an error from auth server \"%s\" for user \"%s\", kicking user.", iServer.c_str(), iUserName.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.", iServer.c_str(), iUserName.c_str());
return false;
}
std::string Result;
ss >> Result;
LOGINFO("Got result: %s", Result.c_str());
if (Result.compare("YES") == 0)
{
LOGINFO("Result was \"YES\", so player is authenticated!");
return true;
}
LOGINFO("Result was \"%s\", so player is NOT authenticated!", Result.c_str());
return false;
}