pollymc/logic/auth/flows/AuthenticateTask.cpp
Petr Mrázek f27a6c39ea Fix login and startup logging issues
Auth uses the refresh endpoint instead of validate. This means less password entering.
Console will now only autoscroll when already scrolled all the way down.
Better conformance with the Yggdrasil auth protocol (not complete yet, but Mojang launcher isn't complete either).
Fix bug that prevented saving the account data (uninitialized variable).
Accounts can now trigger account list saving, this is used for the refresh endpoint.
2013-12-01 02:00:42 +01:00

207 lines
7.0 KiB
C++

/* Copyright 2013 MultiMC Contributors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <logic/auth/flows/AuthenticateTask.h>
#include <logic/auth/MojangAccount.h>
#include <QJsonDocument>
#include <QJsonObject>
#include <QJsonArray>
#include <QVariant>
#include <QDebug>
#include "logger/QsLog.h"
AuthenticateTask::AuthenticateTask(MojangAccountPtr account, const QString &password,
QObject *parent)
: YggdrasilTask(account, parent), m_password(password)
{
}
QJsonObject AuthenticateTask::getRequestContent() const
{
/*
* {
* "agent": { // optional
* "name": "Minecraft", // So far this is the only encountered value
* "version": 1 // This number might be increased
* // by the vanilla client in the future
* },
* "username": "mojang account name", // Can be an email address or player name for
// unmigrated accounts
* "password": "mojang account password",
* "clientToken": "client identifier" // optional
* "requestUser": true/false // request the user structure
* }
*/
QJsonObject req;
{
QJsonObject agent;
// C++ makes string literals void* for some stupid reason, so we have to tell it
// QString... Thanks Obama.
agent.insert("name", QString("Minecraft"));
agent.insert("version", 1);
req.insert("agent", agent);
}
req.insert("username", getMojangAccount()->username());
req.insert("password", m_password);
req.insert("requestUser", true);
// If we already have a client token, give it to the server.
// Otherwise, let the server give us one.
if (!getMojangAccount()->clientToken().isEmpty())
req.insert("clientToken", getMojangAccount()->clientToken());
return req;
}
bool AuthenticateTask::processResponse(QJsonObject responseData)
{
// Read the response data. We need to get the client token, access token, and the selected
// profile.
QLOG_DEBUG() << "Processing authentication response.";
// If we already have a client token, make sure the one the server gave us matches our
// existing one.
QLOG_DEBUG() << "Getting client token.";
QString clientToken = responseData.value("clientToken").toString("");
if (clientToken.isEmpty())
{
// Fail if the server gave us an empty client token
// TODO: Set an error properly to display to the user.
QLOG_ERROR() << "Server didn't send a client token.";
return false;
}
if (!getMojangAccount()->clientToken().isEmpty() &&
clientToken != getMojangAccount()->clientToken())
{
// The server changed our client token! Obey its wishes, but complain. That's what I do
// for my parents, so...
QLOG_WARN() << "Server changed our client token to '" << clientToken
<< "'. This shouldn't happen, but it isn't really a big deal.";
}
// Set the client token.
getMojangAccount()->setClientToken(clientToken);
// Now, we set the access token.
QLOG_DEBUG() << "Getting access token.";
QString accessToken = responseData.value("accessToken").toString("");
if (accessToken.isEmpty())
{
// Fail if the server didn't give us an access token.
// TODO: Set an error properly to display to the user.
QLOG_ERROR() << "Server didn't send an access token.";
}
// Set the access token.
getMojangAccount()->setAccessToken(accessToken);
// Now we load the list of available profiles.
// Mojang hasn't yet implemented the profile system,
// but we might as well support what's there so we
// don't have trouble implementing it later.
QLOG_DEBUG() << "Loading profile list.";
QJsonArray availableProfiles = responseData.value("availableProfiles").toArray();
ProfileList loadedProfiles;
for (auto iter : availableProfiles)
{
QJsonObject profile = iter.toObject();
// Profiles are easy, we just need their ID and name.
QString id = profile.value("id").toString("");
QString name = profile.value("name").toString("");
if (id.isEmpty() || name.isEmpty())
{
// This should never happen, but we might as well
// warn about it if it does so we can debug it easily.
// You never know when Mojang might do something truly derpy.
QLOG_WARN() << "Found entry in available profiles list with missing ID or name "
"field. Ignoring it.";
}
// Now, add a new AccountProfile entry to the list.
loadedProfiles.append(AccountProfile(id, name));
}
// Put the list of profiles we loaded into the MojangAccount object.
getMojangAccount()->loadProfiles(loadedProfiles);
// Finally, we set the current profile to the correct value. This is pretty simple.
// We do need to make sure that the current profile that the server gave us
// is actually in the available profiles list.
// If it isn't, we'll just fail horribly (*shouldn't* ever happen, but you never know).
QLOG_DEBUG() << "Setting current profile.";
QJsonObject currentProfile = responseData.value("selectedProfile").toObject();
QString currentProfileId = currentProfile.value("id").toString("");
if (currentProfileId.isEmpty())
{
// TODO: Set an error to display to the user.
QLOG_ERROR() << "Server didn't specify a currently selected profile.";
return false;
}
if (!getMojangAccount()->setProfile(currentProfileId))
{
// TODO: Set an error to display to the user.
QLOG_ERROR() << "Server specified a selected profile that wasn't in the available "
"profiles list.";
return false;
}
// this is what the vanilla launcher passes to the userProperties launch param
// doesn't seem to be used for anything so far? I don't get any of this data on my account
// (peterixxx)
// is it a good idea to log this?
if (responseData.contains("user"))
{
auto obj = responseData.value("user").toObject();
auto userId = obj.value("id").toString();
auto propArray = obj.value("properties").toArray();
QLOG_DEBUG() << "User ID: " << userId;
QLOG_DEBUG() << "User Properties: ";
for (auto prop : propArray)
{
auto propTuple = prop.toObject();
auto name = propTuple.value("name").toString();
auto value = propTuple.value("value").toString();
QLOG_DEBUG() << name << " : " << value;
}
}
// We've made it through the minefield of possible errors. Return true to indicate that
// we've succeeded.
QLOG_DEBUG() << "Finished reading authentication response.";
return true;
}
QString AuthenticateTask::getEndpoint() const
{
return "authenticate";
}
QString AuthenticateTask::getStateMessage(const YggdrasilTask::State state) const
{
switch (state)
{
case STATE_SENDING_REQUEST:
return tr("Authenticating: Sending request.");
case STATE_PROCESSING_RESPONSE:
return tr("Authenticating: Processing response.");
default:
return YggdrasilTask::getStateMessage(state);
}
}