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