2013-11-14 04:29:50 +05:30
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2018-02-11 05:10:01 +05:30
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/* Copyright 2013-2018 MultiMC Contributors
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2013-11-14 04:29:50 +05:30
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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2016-02-28 00:28:40 +05:30
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#include "AuthenticateTask.h"
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#include "../MojangAccount.h"
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#include <QJsonDocument>
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#include <QJsonObject>
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#include <QJsonArray>
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#include <QVariant>
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#include <QDebug>
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#include <QUuid>
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AuthenticateTask::AuthenticateTask(MojangAccount * account, const QString &password,
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QObject *parent)
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: YggdrasilTask(account, parent), m_password(password)
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{
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}
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QJsonObject AuthenticateTask::getRequestContent() const
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{
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/*
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* {
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* "agent": { // optional
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* "name": "Minecraft", // So far this is the only encountered value
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* "version": 1 // This number might be increased
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* // by the vanilla client in the future
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* },
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* "username": "mojang account name", // Can be an email address or player name for
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// unmigrated accounts
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* "password": "mojang account password",
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* "clientToken": "client identifier" // optional
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* "requestUser": true/false // request the user structure
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* }
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*/
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QJsonObject req;
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{
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QJsonObject agent;
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// C++ makes string literals void* for some stupid reason, so we have to tell it
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// QString... Thanks Obama.
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agent.insert("name", QString("Minecraft"));
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agent.insert("version", 1);
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req.insert("agent", agent);
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}
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req.insert("username", m_account->username());
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req.insert("password", m_password);
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req.insert("requestUser", true);
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// If we already have a client token, give it to the server.
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// Otherwise, let the server give us one.
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if(m_account->m_clientToken.isEmpty())
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{
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auto uuid = QUuid::createUuid();
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auto uuidString = uuid.toString().remove('{').remove('-').remove('}');
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m_account->m_clientToken = uuidString;
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}
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req.insert("clientToken", m_account->m_clientToken);
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return req;
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}
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void AuthenticateTask::processResponse(QJsonObject responseData)
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{
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// Read the response data. We need to get the client token, access token, and the selected
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// profile.
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qDebug() << "Processing authentication response.";
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// qDebug() << responseData;
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// If we already have a client token, make sure the one the server gave us matches our
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// existing one.
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qDebug() << "Getting client token.";
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QString clientToken = responseData.value("clientToken").toString("");
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if (clientToken.isEmpty())
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{
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// Fail if the server gave us an empty client token
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changeState(STATE_FAILED_HARD, tr("Authentication server didn't send a client token."));
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return;
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}
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if (!m_account->m_clientToken.isEmpty() && clientToken != m_account->m_clientToken)
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{
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changeState(STATE_FAILED_HARD, tr("Authentication server attempted to change the client token. This isn't supported."));
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return;
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}
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// Set the client token.
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m_account->m_clientToken = clientToken;
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// Now, we set the access token.
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qDebug() << "Getting access token.";
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QString accessToken = responseData.value("accessToken").toString("");
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if (accessToken.isEmpty())
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{
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// Fail if the server didn't give us an access token.
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changeState(STATE_FAILED_HARD, tr("Authentication server didn't send an access token."));
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return;
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}
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// Set the access token.
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m_account->m_accessToken = accessToken;
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// Now we load the list of available profiles.
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// Mojang hasn't yet implemented the profile system,
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// but we might as well support what's there so we
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// don't have trouble implementing it later.
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qDebug() << "Loading profile list.";
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QJsonArray availableProfiles = responseData.value("availableProfiles").toArray();
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QList<AccountProfile> loadedProfiles;
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for (auto iter : availableProfiles)
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{
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QJsonObject profile = iter.toObject();
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// Profiles are easy, we just need their ID and name.
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QString id = profile.value("id").toString("");
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QString name = profile.value("name").toString("");
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bool legacy = profile.value("legacy").toBool(false);
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if (id.isEmpty() || name.isEmpty())
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{
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// This should never happen, but we might as well
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// warn about it if it does so we can debug it easily.
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// You never know when Mojang might do something truly derpy.
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qWarning() << "Found entry in available profiles list with missing ID or name "
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"field. Ignoring it.";
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}
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// Now, add a new AccountProfile entry to the list.
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loadedProfiles.append({id, name, legacy});
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}
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// Put the list of profiles we loaded into the MojangAccount object.
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m_account->m_profiles = loadedProfiles;
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// Finally, we set the current profile to the correct value. This is pretty simple.
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// We do need to make sure that the current profile that the server gave us
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// is actually in the available profiles list.
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// If it isn't, we'll just fail horribly (*shouldn't* ever happen, but you never know).
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qDebug() << "Setting current profile.";
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QJsonObject currentProfile = responseData.value("selectedProfile").toObject();
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QString currentProfileId = currentProfile.value("id").toString("");
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if (currentProfileId.isEmpty())
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{
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changeState(STATE_FAILED_HARD, tr("Authentication server didn't specify a currently selected profile. The account exists, but likely isn't premium."));
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return;
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}
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if (!m_account->setCurrentProfile(currentProfileId))
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{
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changeState(STATE_FAILED_HARD, tr("Authentication server specified a selected profile that wasn't in the available profiles list."));
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return;
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}
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// this is what the vanilla launcher passes to the userProperties launch param
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if (responseData.contains("user"))
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{
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User u;
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auto obj = responseData.value("user").toObject();
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u.id = obj.value("id").toString();
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auto propArray = obj.value("properties").toArray();
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for (auto prop : propArray)
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{
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auto propTuple = prop.toObject();
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auto name = propTuple.value("name").toString();
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auto value = propTuple.value("value").toString();
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u.properties.insert(name, value);
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}
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m_account->m_user = u;
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}
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// We've made it through the minefield of possible errors. Return true to indicate that
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// we've succeeded.
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qDebug() << "Finished reading authentication response.";
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changeState(STATE_SUCCEEDED);
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}
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QString AuthenticateTask::getEndpoint() const
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{
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return "authenticate";
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}
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QString AuthenticateTask::getStateMessage() const
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{
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switch (m_state)
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{
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case STATE_SENDING_REQUEST:
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return tr("Authenticating: Sending request...");
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case STATE_PROCESSING_RESPONSE:
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return tr("Authenticating: Processing response...");
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default:
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return YggdrasilTask::getStateMessage();
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}
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}
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