#include "XboxUserStep.h" #include #include "minecraft/auth/AuthRequest.h" #include "minecraft/auth/Parsers.h" XboxUserStep::XboxUserStep(AccountData* data) : AuthStep(data) { } XboxUserStep::~XboxUserStep() noexcept = default; QString XboxUserStep::describe() { return tr("Logging in as an Xbox user."); } void XboxUserStep::rehydrate() { // NOOP, for now. We only save bools and there's nothing to check. } void XboxUserStep::perform() { QString xbox_auth_template = R"XXX( { "Properties": { "AuthMethod": "RPS", "SiteName": "user.auth.xboxlive.com", "RpsTicket": "d=%1" }, "RelyingParty": "http://auth.xboxlive.com", "TokenType": "JWT" } )XXX"; auto xbox_auth_data = xbox_auth_template.arg(m_data->msaToken.token); QNetworkRequest request = QNetworkRequest(QUrl("https://user.auth.xboxlive.com/user/authenticate")); request.setHeader(QNetworkRequest::ContentTypeHeader, "application/json"); request.setRawHeader("Accept", "application/json"); auto *requestor = new AuthRequest(this); connect(requestor, &AuthRequest::finished, this, &XboxUserStep::onRequestDone); requestor->post(request, xbox_auth_data.toUtf8()); qDebug() << "First layer of XBox auth ... commencing."; } void XboxUserStep::onRequestDone( QNetworkReply::NetworkError error, QByteArray data, QList headers ) { auto requestor = qobject_cast(QObject::sender()); requestor->deleteLater(); if (error != QNetworkReply::NoError) { qWarning() << "Reply error:" << error; emit finished(AccountTaskState::STATE_FAILED_SOFT, tr("XBox user authentication failed.")); return; } Katabasis::Token temp; if(!Parsers::parseXTokenResponse(data, temp, "UToken")) { qWarning() << "Could not parse user authentication response..."; emit finished(AccountTaskState::STATE_FAILED_SOFT, tr("XBox user authentication response could not be understood.")); return; } m_data->userToken = temp; emit finished(AccountTaskState::STATE_WORKING, tr("Got Xbox user token")); }