Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_gc_api.h"
#include <checksum_md5.h>
#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<CMsgTFQuickplay_PlayerJoining> 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<CMsgItemAcknowledged> 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 );