// MojangAPI.h
// Declares the cMojangAPI class representing the various API points provided by Mojang's webservices, and a cache for their results
#pragma once
#include <time.h>
// fwd: ../RankManager.h"
class cRankManager;
namespace Json
{
class Value;
}
// tolua_begin
class cMojangAPI
{
public:
// tolua_end
cMojangAPI(void);
~cMojangAPI();
/** Initializes the API; reads the settings from the specified ini file.
Loads cached results from disk. */
void Start(cIniFile & a_SettingsIni);
/** Connects to the specified server using SSL, sends the given request and receives the response.
Checks Mojang certificates using the hard-coded Starfield root CA certificate.
Returns true if all was successful, false on failure. */
static bool SecureRequest(const AString & a_ServerName, const AString & a_Request, AString & a_Response);
/** Normalizes the given UUID to its short form (32 bytes, no dashes, lowercase).
Logs a warning and returns empty string if not a UUID.
Note: only checks the string's length, not the actual content. */
static AString MakeUUIDShort(const AString & a_UUID);
/** Normalizes the given UUID to its dashed form (36 bytes, 4 dashes, lowercase).
Logs a warning and returns empty string if not a UUID.
Note: only checks the string's length, not the actual content. */
static AString MakeUUIDDashed(const AString & a_UUID);
/** Converts a player name into a UUID.
The UUID will be empty on error.
If a_UseOnlyCached is true, the function only consults the cached values.
If a_UseOnlyCached is false and the name is not found in the cache, it is looked up online, which is a blocking
operation, do not use this in world-tick thread!
If you have multiple names to resolve, use the GetUUIDsFromPlayerNames() function, it uses a single request for multiple names. */
AString GetUUIDFromPlayerName(const AString & a_PlayerName, bool a_UseOnlyCached = false);
/** Converts a UUID into a playername.
The returned playername will be empty on error.
Both short and dashed UUID formats are accepted.
Uses both m_UUIDToName and m_UUIDToProfile to search for the value. Uses m_UUIDToProfile for cache.
If a_UseOnlyCached is true, the function only consults the cached values.
If a_UseOnlyCached is false and the name is not found in the cache, it is looked up online, which is a blocking
operation, do not use this in world-tick thread! */
AString GetPlayerNameFromUUID(const AString & a_UUID, bool a_UseOnlyCached = false);
/** Converts the player names into UUIDs.
a_PlayerName[idx] will be converted to UUID and returned as idx-th value
The UUID will be empty on error.
If a_UseOnlyCached is true, only the cached values are returned.
If a_UseOnlyCached is false, the names not found in the cache are looked up online, which is a blocking
operation, do not use this in world-tick thread! */
AStringVector GetUUIDsFromPlayerNames(const AStringVector & a_PlayerName, bool a_UseOnlyCached = false);
/** Called by the Authenticator to add a PlayerName -> UUID mapping that it has received from
authenticating a user. This adds the cache item and "refreshes" it if existing, adjusting its datetime
stamp to now. */
void AddPlayerNameToUUIDMapping(const AString & a_PlayerName, const AString & a_UUID);
/** Called by the Authenticator to add a profile that it has received from authenticating a user. Adds
the profile to the respective mapping caches and updtes their datetime stamp to now. */
void AddPlayerProfile(const AString & a_PlayerName, const AString & a_UUID, const Json::Value & a_Properties);
/** Sets the m_RankMgr that is used for name-uuid notifications. Accepts NULL to remove the binding. */
void SetRankManager(cRankManager * a_RankManager) { m_RankMgr = a_RankManager; }
protected:
/** The thread that periodically checks for stale data and re-queries it from the server. */
class cUpdateThread;
/** Holds data for a single player profile. */
struct sProfile
{
AString m_PlayerName; // Case-correct playername
AString m_UUID; // Short lowercased UUID
AString m_Textures; // The Textures field of the profile properties
AString m_TexturesSignature; // The signature of the Textures field of the profile properties
Int64 m_DateTime; // UNIXtime of the profile lookup
/** Default constructor for the container's sake. */
sProfile(void) :
m_PlayerName(),
m_UUID(),
m_Textures(),
m_TexturesSignature(),
m_DateTime(time(NULL))
{
}
/** Constructor for the storage creation. */
sProfile(
const AString & a_PlayerName,
const AString & a_UUID,
const AString & a_Textures,
const AString & a_TexturesSignature,
Int64 a_DateTime
) :
m_PlayerName(a_PlayerName),
m_UUID(a_UUID),
m_Textures(a_Textures),
m_TexturesSignature(a_TexturesSignature),
m_DateTime(a_DateTime)
{
}
/** Constructor that parses the values from the Json profile. */
sProfile(
const AString & a_PlayerName,
const AString & a_UUID,
const Json::Value & a_Properties,
Int64 a_DateTime
);
};
typedef std::map<AString, sProfile> cProfileMap;
/** The server to connect to when converting player names to UUIDs. For example "api.mojang.com". */
AString m_NameToUUIDServer;
/** The URL to use for converting player names to UUIDs, without server part.
For example "/profiles/page/1". */
AString m_NameToUUIDAddress;
/** The server to connect to when converting UUID to profile. For example "sessionserver.mojang.com". */
AString m_UUIDToProfileServer;
/** The URL to use for converting UUID to profile, without the server part.
Will replace %UUID% with the actual UUID. For example "session/minecraft/profile/%UUID%?unsigned=false". */
AString m_UUIDToProfileAddress;
/** Cache for the Name-to-UUID lookups. The map key is lowercased PlayerName. Protected by m_CSNameToUUID. */
cProfileMap m_NameToUUID;
/** Protects m_NameToUUID against simultaneous multi-threaded access. */
cCriticalSection m_CSNameToUUID;
/** Cache for the Name-to-UUID lookups. The map key is lowercased short UUID. Protected by m_CSUUIDToName. */
cProfileMap m_UUIDToName;
/** Protects m_UUIDToName against simultaneous multi-threaded access. */
cCriticalSection m_CSUUIDToName;
/** Cache for the UUID-to-profile lookups. The map key is lowercased short UUID.
Protected by m_CSUUIDToProfile. */
cProfileMap m_UUIDToProfile;
/** Protects m_UUIDToProfile against simultaneous multi-threaded access. */
cCriticalSection m_CSUUIDToProfile;
/** The rank manager that is notified of the name-uuid pairings. May be NULL. Protected by m_CSRankMgr. */
cRankManager * m_RankMgr;
/** Protects m_RankMgr agains simultaneous multi-threaded access. */
cCriticalSection m_CSRankMgr;
/** The thread that periodically updates the stale data in the DB from the Mojang servers. */
SharedPtr<cUpdateThread> m_UpdateThread;
/** Loads the caches from a disk storage. */
void LoadCachesFromDisk(void);
/** Saves the caches to a disk storage. */
void SaveCachesToDisk(void);
/** Makes sure all specified names are in the m_PlayerNameToUUID cache. Downloads any missing ones from Mojang API servers.
Names that are not valid are not added into the cache.
ASSUMEs that a_PlayerNames contains lowercased player names. */
void CacheNamesToUUIDs(const AStringVector & a_PlayerNames);
/** Queries all the specified names and stores them into the m_PlayerNameToUUID cache.
Names that are not valid are not added into the cache.
ASSUMEs that a_PlayerNames contans lowercased player names.
For performance reasons takes a non-const reference and modifies the list given to it, until empty. */
void QueryNamesToUUIDs(AStringVector & a_PlayerNames);
/** Makes sure the specified UUID is in the m_UUIDToProfile cache. If missing, downloads it from Mojang API servers.
UUIDs that are not valid will not be added into the cache.
ASSUMEs that a_UUID is a lowercased short UUID. */
void CacheUUIDToProfile(const AString & a_UUID);
/** Queries the specified UUID's profile and stores it in the m_UUIDToProfile cache. If already present, updates the cache entry.
UUIDs that are not valid will not be added into the cache.
ASSUMEs that a_UUID is a lowercased short UUID. */
void QueryUUIDToProfile(const AString & a_UUID);
/** Called for each name-uuid pairing that is discovered.
If assigned, notifies the m_RankManager of the event. */
void NotifyNameUUID(const AString & a_PlayerName, const AString & a_PlayerUUID);
/** Updates the stale values in the DB from the Mojang servers. Called from the cUpdateThread, blocks on the HTTPS API calls. */
void Update(void);
} ; // tolua_export