//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "tf_gc_api.h" #include #include "econ_game_account_server.h" #include "econ_gcmessages.h" #include "tf_gcmessages.h" #include "tf_gamerules.h" #include "gc_clientsystem.h" //----------------------------------------------------------------------------- static ConVar tf_server_identity_token( "tf_server_identity_token", "", FCVAR_ARCHIVE | FCVAR_PROTECTED, "Server identity token, used to authenticate with the TF2 Game Coordinator." ); static ConVar tf_server_identity_account_id( "tf_server_identity_account_id", "0", FCVAR_ARCHIVE, "Server identity account id, used to authenticate with the TF2 Game Coordinator." ); static ConVar tf_server_identity_disable_quickplay( "tf_server_identity_disable_quickplay", "0", FCVAR_ARCHIVE | FCVAR_NOTIFY, "Disable this server from being chosen by the quickplay matchmaking." ); static ConVar sv_registration_successful( "sv_registration_successful", "0", FCVAR_DONTRECORD | FCVAR_HIDDEN | FCVAR_NOTIFY, "Nonzero if we were able to login OK" ); static ConVar sv_registration_message( "sv_registration_message", "No account specified", FCVAR_DONTRECORD | FCVAR_HIDDEN | FCVAR_NOTIFY, "Error message of other status text" ); static bool BSendMessage( const GCSDK::CProtoBufMsgBase& msg ) { return GCClientSystem()->BSendMessage( msg ); } //----------------------------------------------------------------------------- // Public API //----------------------------------------------------------------------------- void GameCoordinator_NotifyGameState() { if ( TFGameRules() ) { GCSDK::CProtoBufMsg< CMsgGC_GameServer_LevelInfo > msg( k_EMsgGC_GameServer_LevelInfo ); msg.Body().set_level_loaded( true ); msg.Body().set_level_name( gpGlobals->mapname.ToCStr() ); BSendMessage( msg ); } else { GameCoordinator_NotifyLevelShutdown(); } } //----------------------------------------------------------------------------- void GameCoordinator_NotifyLevelShutdown() { GCSDK::CProtoBufMsg< CMsgGC_GameServer_LevelInfo> msg( k_EMsgGC_GameServer_LevelInfo ); msg.Body().set_level_loaded( false ); BSendMessage( msg ); } //----------------------------------------------------------------------------- const char *GameCoordinator_GetRegistrationString() { return sv_registration_message.GetString(); } //----------------------------------------------------------------------------- /** * Game Coordinator wants to know if we have a token */ class CGC_GameServer_AuthChallenge : public GCSDK::CGCClientJob { public: CGC_GameServer_AuthChallenge( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {} virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket ) { GCSDK::CProtoBufMsg< CMsgGC_GameServer_AuthChallenge > msg( pNetPacket ); // send information on what level is loaded GameCoordinator_NotifyGameState(); const uint32 unGameServerAccountID = tf_server_identity_account_id.GetInt(); if ( unGameServerAccountID == 0 ) { Msg( "%s not set; not logging into registered account\n", tf_server_identity_account_id.GetName() ); UTIL_LogPrintf( "%s not set; not logging into registered account\n", tf_server_identity_account_id.GetName() ); return true; } CUtlString challenge = msg.Body().challenge_string().c_str(); if ( challenge.IsEmpty() ) { Warning( "Received CGC_GameServer_AuthChallenge with invalid challenge from GC!\n" ); UTIL_LogPrintf( "Received CGC_GameServer_AuthChallenge with invalid challenge from GC!\n" ); Assert( false ); return true; } char szKeyBuffer[16]; int nKeyLength = Q_snprintf( szKeyBuffer, sizeof( szKeyBuffer ), "%s", tf_server_identity_token.GetString() ); if ( nKeyLength <= 0 || nKeyLength >= ARRAYSIZE( szKeyBuffer ) ) { Warning( "%s is not valid, or not set! Not signing into gameserver account\n", tf_server_identity_token.GetName() ); UTIL_LogPrintf( "%s is not valid, or not set! Not signing into gameserver account\n", tf_server_identity_token.GetName() ); return true; } MD5Context_t ctx; unsigned char digest[16]; // The MD5 Hash memset( &ctx, 0, sizeof( ctx ) ); memset( digest, 0, sizeof( digest ) ); // hash together the identity token and the challenge MD5Init( &ctx ); MD5Update( &ctx, (unsigned char*)szKeyBuffer, nKeyLength ); MD5Update( &ctx, (unsigned char*)challenge.Get(), challenge.Length() ); MD5Final( digest, &ctx ); GCSDK::CProtoBufMsg< CMsgGC_GameServer_AuthChallengeResponse > msg_response( k_EMsgGC_GameServer_AuthChallengeResponse ); msg_response.Body().set_game_server_account_id( unGameServerAccountID ); msg_response.Body().set_hashed_challenge_string( digest, sizeof( digest ) ); BSendMessage( msg_response ); Msg( "Received auth challenge; signing into gameserver account...\n" ); UTIL_LogPrintf( "Received auth challenge; signing into gameserver account...\n" ); return true; } }; GC_REG_JOB( GCSDK::CGCClient, CGC_GameServer_AuthChallenge, "CGC_GameServer_AuthChallenge", k_EMsgGC_GameServer_AuthChallenge, GCSDK::k_EServerTypeGCClient ); /** * Game Coordinator tells game server whether authentication was successful or not */ class CGC_GameServer_AuthResult : public GCSDK::CGCClientJob { public: CGC_GameServer_AuthResult( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {} virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket ) { GCSDK::CProtoBufMsg< CMsgGC_GameServer_AuthResult > msg( pNetPacket ); if ( msg.Body().is_valve_server() ) { // Note: I put in this cryptic message, in the hopes that if a server operator // actually sees it (when they are not supposed to), they will contact us, // as opposed to just secretly enjoying the benefits of their server being // treated as a valve server and us not knowing something is wrong. Msg( "WARNING: Game server status 'Gordon'.\n" ); engine->LogPrint( "WARNING: Game server status 'Gordon'.\n" ); } if ( msg.Body().authenticated() ) { const char *pStanding = GameServerAccount_GetStandingString( (eGameServerScoreStanding)msg.Body().game_server_standing() ); const char *pStandingTrend = GameServerAccount_GetStandingTrendString( (eGameServerScoreStandingTrend)msg.Body().game_server_standing_trend() ); Msg( "Game server authentication: SUCCESS! Standing: %s. Trend: %s\n", pStanding, pStandingTrend ); UTIL_LogPrintf( "Game server authentication: SUCCESS! Standing: %s. Trend: %s\n", pStanding, pStandingTrend ); if ( !msg.Body().message().empty() ) { Msg( " %s\n", msg.Body().message().c_str() ); UTIL_LogPrintf( " %s\n", msg.Body().message().c_str() ); } // What else could we save here? if ( msg.Body().is_valve_server() ) { sv_registration_message.SetValue( "Status 'Gordon'" ); } else { sv_registration_message.SetValue( "" ); } } else { Warning( "Game server authentication: FAILURE!\n" ); UTIL_LogPrintf( "Game server authentication: FAILURE!\n" ); if ( !msg.Body().message().empty() ) { Warning( " %s\n", msg.Body().message().c_str() ); UTIL_LogPrintf( " %s\n", msg.Body().message().c_str() ); sv_registration_message.SetValue( msg.Body().message().c_str() ); } else { sv_registration_message.SetValue( "failed" ); } } // Update the convar sv_registration_successful.SetValue( msg.Body().authenticated() ); // !FIXME! How to force server to recalculate tags?? return true; } }; GC_REG_JOB( GCSDK::CGCClient, CGC_GameServer_AuthResult, "CGC_GameServer_AuthResult", k_EMsgGC_GameServer_AuthResult, GCSDK::k_EServerTypeGCClient ); //----------------------------------------------------------------------------- // GC telling us that a player is joining via Quickplay class CGCTFQuickplay_PlayerJoining : public GCSDK::CGCClientJob { public: CGCTFQuickplay_PlayerJoining( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {} virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket ) { GCSDK::CProtoBufMsg msg( pNetPacket ); Log("(Quickplay) Incoming player (%d):\n", msg.Body().account_id() ); return true; } }; GC_REG_JOB( GCSDK::CGCClient, CGCTFQuickplay_PlayerJoining, "CGCTFQuickplay_PlayerJoining", k_EMsgGC_QP_PlayerJoining, GCSDK::k_EServerTypeGCClient ); //----------------------------------------------------------------------------- // GC telling us that a player has moved an item into his or her backpack for the first time class CGCTFItemAcknowledged : public GCSDK::CGCClientJob { public: CGCTFItemAcknowledged( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {} virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket ) { GCSDK::CProtoBufMsg msg( pNetPacket ); CSteamID steamID; CTFPlayer *pFoundPlayer = NULL; uint32 unAccountID = msg.Body().account_id(); for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) ); if ( pPlayer == NULL ) continue; if ( pPlayer->GetSteamID( &steamID ) == false ) continue; if ( steamID.GetAccountID() == unAccountID ) { pFoundPlayer = pPlayer; break; } } if ( pFoundPlayer ) { // Crack open some attributes IGameEvent *event = gameeventmanager->CreateEvent( "item_found" ); if ( event ) { event->SetInt( "player", pFoundPlayer->entindex() ); event->SetInt( "quality", msg.Body().quality() ); event->SetInt( "method", GetUnacknowledgedReason( msg.Body().inventory() ) - 1 ); event->SetInt( "itemdef", msg.Body().def_index() ); event->SetInt( "isstrange", msg.Body().is_strange() ); event->SetInt( "isunusual", msg.Body().is_unusual() ); event->SetFloat( "wear", msg.Body().wear() ); gameeventmanager->FireEvent( event ); } } return true; } }; GC_REG_JOB( GCSDK::CGCClient, CGCTFItemAcknowledged, "CGCTFItemAcknowledged", k_EMsgGCItemAcknowledged, GCSDK::k_EServerTypeGCClient );