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-rw-r--r--source/cAuthenticator.cpp261
1 files changed, 157 insertions, 104 deletions
diff --git a/source/cAuthenticator.cpp b/source/cAuthenticator.cpp
index 83b2695a4..1f7e5b35c 100644
--- a/source/cAuthenticator.cpp
+++ b/source/cAuthenticator.cpp
@@ -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()
+
+
+
+
+/// Read custom values from INI
+void cAuthenticator::ReadINI(void)
{
+ cIniFile IniFile("settings.ini");
+ if (!IniFile.ReadFile())
+ {
+ 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();
+ }
}
-bool cAuthenticator::Authenticate( const char* a_PlayerName, const char* a_ServerID )
+
+
+
+
+/// Queues a request for authenticating a user. If the auth fails, the user is kicked
+void cAuthenticator::Authenticate(const AString & iUserName, const AString & iServerID)
{
- // Default values
- std::string Server = "session.minecraft.net";
- std::string Address = "/game/checkserver.jsp?user=%USERNAME%&serverId=%SERVERID%";
- bool bAuthenticate = true;
+ if (!mShouldAuthenticate)
+ {
+ cRoot::Get()->AuthenticateUser(iUserName);
+ return;
+ }
- // Read custom values from INI
- cIniFile IniFile("settings.ini");
- if( IniFile.ReadFile() )
+ cCSLock Lock(mCS);
+ mQueue.push_back(cUser(iUserName, iServerID));
+ mQueueNonempty.Set();
+}
+
+
+
+
+
+void cAuthenticator::Execute(void)
+{
+ while (true)
{
- 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 )
+ cCSLock Lock(mCS);
+ while (!mShouldTerminate && (mQueue.size() == 0))
{
- IniFile.SetValue("Authentication", "Server", Server, true );
- bSave = true;
+ cCSUnlock Unlock(Lock);
+ mQueueNonempty.Wait();
}
- else
- Server = tServer;
- if( tAddress.length() == 0 )
+ 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))
{
- IniFile.SetValue("Authentication", "Address", Address, true );
- bSave = true;
+ cRoot::Get()->KickUser(UserName, "auth failed");
}
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
- {
- 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
+
+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))
{
- 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.
+ LOGERROR("cAuthenticator: received an error from auth server \"%s\" for user \"%s\", kicking user.", iServer.c_str(), iUserName.c_str());
+ return false;
+ }
- // Go past header, double \n means end of headers
- char c = 0;
- while( ss.good() )
+ // 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')
{
- while( c != '\n' )
- {
- ss.get( c );
- }
- ss.get( c );
- if( c == '\n' || c == '\r' || ss.peek() == '\r' || ss.peek() == '\n' )
- break;
+ ss.get(c);
}
- if( !ss.good() ) return false;
+ 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;
- }
- else
- {
- LOGINFO("Result was \"%s\", so player is NOT authenticated!", Result.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;
}
+
+
+
+