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269 lines
9.9 KiB
269 lines
9.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "tf_gc_api.h" |
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#include <checksum_md5.h> |
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#include "econ_game_account_server.h" |
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#include "econ_gcmessages.h" |
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#include "tf_gcmessages.h" |
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#include "tf_gamerules.h" |
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#include "gc_clientsystem.h" |
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//----------------------------------------------------------------------------- |
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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." ); |
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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." ); |
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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." ); |
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static ConVar sv_registration_successful( "sv_registration_successful", "0", FCVAR_DONTRECORD | FCVAR_HIDDEN | FCVAR_NOTIFY, "Nonzero if we were able to login OK" ); |
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static ConVar sv_registration_message( "sv_registration_message", "No account specified", FCVAR_DONTRECORD | FCVAR_HIDDEN | FCVAR_NOTIFY, "Error message of other status text" ); |
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static bool BSendMessage( const GCSDK::CProtoBufMsgBase& msg ) |
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{ |
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return GCClientSystem()->BSendMessage( msg ); |
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} |
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//----------------------------------------------------------------------------- |
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// Public API |
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//----------------------------------------------------------------------------- |
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void GameCoordinator_NotifyGameState() |
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{ |
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if ( TFGameRules() ) |
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{ |
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GCSDK::CProtoBufMsg< CMsgGC_GameServer_LevelInfo > msg( k_EMsgGC_GameServer_LevelInfo ); |
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msg.Body().set_level_loaded( true ); |
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msg.Body().set_level_name( gpGlobals->mapname.ToCStr() ); |
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BSendMessage( msg ); |
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} |
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else |
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{ |
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GameCoordinator_NotifyLevelShutdown(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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void GameCoordinator_NotifyLevelShutdown() |
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{ |
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GCSDK::CProtoBufMsg< CMsgGC_GameServer_LevelInfo> msg( k_EMsgGC_GameServer_LevelInfo ); |
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msg.Body().set_level_loaded( false ); |
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BSendMessage( msg ); |
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} |
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//----------------------------------------------------------------------------- |
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const char *GameCoordinator_GetRegistrationString() |
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{ |
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return sv_registration_message.GetString(); |
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} |
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//----------------------------------------------------------------------------- |
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/** |
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* Game Coordinator wants to know if we have a token |
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*/ |
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class CGC_GameServer_AuthChallenge : public GCSDK::CGCClientJob |
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{ |
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public: |
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CGC_GameServer_AuthChallenge( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {} |
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virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket ) |
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{ |
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GCSDK::CProtoBufMsg< CMsgGC_GameServer_AuthChallenge > msg( pNetPacket ); |
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// send information on what level is loaded |
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GameCoordinator_NotifyGameState(); |
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const uint32 unGameServerAccountID = tf_server_identity_account_id.GetInt(); |
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if ( unGameServerAccountID == 0 ) |
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{ |
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Msg( "%s not set; not logging into registered account\n", tf_server_identity_account_id.GetName() ); |
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UTIL_LogPrintf( "%s not set; not logging into registered account\n", tf_server_identity_account_id.GetName() ); |
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return true; |
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} |
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CUtlString challenge = msg.Body().challenge_string().c_str(); |
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if ( challenge.IsEmpty() ) |
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{ |
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Warning( "Received CGC_GameServer_AuthChallenge with invalid challenge from GC!\n" ); |
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UTIL_LogPrintf( "Received CGC_GameServer_AuthChallenge with invalid challenge from GC!\n" ); |
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Assert( false ); |
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return true; |
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} |
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char szKeyBuffer[16]; |
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int nKeyLength = Q_snprintf( szKeyBuffer, sizeof( szKeyBuffer ), "%s", tf_server_identity_token.GetString() ); |
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if ( nKeyLength <= 0 || nKeyLength >= ARRAYSIZE( szKeyBuffer ) ) |
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{ |
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Warning( "%s is not valid, or not set! Not signing into gameserver account\n", tf_server_identity_token.GetName() ); |
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UTIL_LogPrintf( "%s is not valid, or not set! Not signing into gameserver account\n", tf_server_identity_token.GetName() ); |
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return true; |
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} |
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MD5Context_t ctx; |
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unsigned char digest[16]; // The MD5 Hash |
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memset( &ctx, 0, sizeof( ctx ) ); |
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memset( digest, 0, sizeof( digest ) ); |
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// hash together the identity token and the challenge |
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MD5Init( &ctx ); |
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MD5Update( &ctx, (unsigned char*)szKeyBuffer, nKeyLength ); |
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MD5Update( &ctx, (unsigned char*)challenge.Get(), challenge.Length() ); |
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MD5Final( digest, &ctx ); |
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GCSDK::CProtoBufMsg< CMsgGC_GameServer_AuthChallengeResponse > msg_response( k_EMsgGC_GameServer_AuthChallengeResponse ); |
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msg_response.Body().set_game_server_account_id( unGameServerAccountID ); |
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msg_response.Body().set_hashed_challenge_string( digest, sizeof( digest ) ); |
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BSendMessage( msg_response ); |
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Msg( "Received auth challenge; signing into gameserver account...\n" ); |
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UTIL_LogPrintf( "Received auth challenge; signing into gameserver account...\n" ); |
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return true; |
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} |
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}; |
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GC_REG_JOB( GCSDK::CGCClient, CGC_GameServer_AuthChallenge, "CGC_GameServer_AuthChallenge", k_EMsgGC_GameServer_AuthChallenge, GCSDK::k_EServerTypeGCClient ); |
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/** |
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* Game Coordinator tells game server whether authentication was successful or not |
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*/ |
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class CGC_GameServer_AuthResult : public GCSDK::CGCClientJob |
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{ |
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public: |
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CGC_GameServer_AuthResult( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {} |
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virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket ) |
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{ |
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GCSDK::CProtoBufMsg< CMsgGC_GameServer_AuthResult > msg( pNetPacket ); |
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if ( msg.Body().is_valve_server() ) |
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{ |
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// Note: I put in this cryptic message, in the hopes that if a server operator |
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// actually sees it (when they are not supposed to), they will contact us, |
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// as opposed to just secretly enjoying the benefits of their server being |
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// treated as a valve server and us not knowing something is wrong. |
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Msg( "WARNING: Game server status 'Gordon'.\n" ); |
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engine->LogPrint( "WARNING: Game server status 'Gordon'.\n" ); |
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} |
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if ( msg.Body().authenticated() ) |
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{ |
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const char *pStanding = GameServerAccount_GetStandingString( (eGameServerScoreStanding)msg.Body().game_server_standing() ); |
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const char *pStandingTrend = GameServerAccount_GetStandingTrendString( (eGameServerScoreStandingTrend)msg.Body().game_server_standing_trend() ); |
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Msg( "Game server authentication: SUCCESS! Standing: %s. Trend: %s\n", pStanding, pStandingTrend ); |
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UTIL_LogPrintf( "Game server authentication: SUCCESS! Standing: %s. Trend: %s\n", pStanding, pStandingTrend ); |
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if ( !msg.Body().message().empty() ) |
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{ |
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Msg( " %s\n", msg.Body().message().c_str() ); |
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UTIL_LogPrintf( " %s\n", msg.Body().message().c_str() ); |
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} |
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// What else could we save here? |
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if ( msg.Body().is_valve_server() ) |
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{ |
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sv_registration_message.SetValue( "Status 'Gordon'" ); |
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} |
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else |
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{ |
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sv_registration_message.SetValue( "" ); |
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} |
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} |
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else |
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{ |
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Warning( "Game server authentication: FAILURE!\n" ); |
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UTIL_LogPrintf( "Game server authentication: FAILURE!\n" ); |
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if ( !msg.Body().message().empty() ) |
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{ |
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Warning( " %s\n", msg.Body().message().c_str() ); |
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UTIL_LogPrintf( " %s\n", msg.Body().message().c_str() ); |
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sv_registration_message.SetValue( msg.Body().message().c_str() ); |
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} |
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else |
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{ |
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sv_registration_message.SetValue( "failed" ); |
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} |
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} |
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// Update the convar |
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sv_registration_successful.SetValue( msg.Body().authenticated() ); |
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// !FIXME! How to force server to recalculate tags?? |
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return true; |
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} |
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}; |
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GC_REG_JOB( GCSDK::CGCClient, CGC_GameServer_AuthResult, "CGC_GameServer_AuthResult", k_EMsgGC_GameServer_AuthResult, GCSDK::k_EServerTypeGCClient ); |
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//----------------------------------------------------------------------------- |
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// GC telling us that a player is joining via Quickplay |
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class CGCTFQuickplay_PlayerJoining : public GCSDK::CGCClientJob |
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{ |
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public: |
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CGCTFQuickplay_PlayerJoining( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {} |
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virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket ) |
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{ |
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GCSDK::CProtoBufMsg<CMsgTFQuickplay_PlayerJoining> msg( pNetPacket ); |
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Log("(Quickplay) Incoming player (%d):\n", msg.Body().account_id() ); |
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return true; |
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} |
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}; |
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GC_REG_JOB( GCSDK::CGCClient, CGCTFQuickplay_PlayerJoining, "CGCTFQuickplay_PlayerJoining", k_EMsgGC_QP_PlayerJoining, GCSDK::k_EServerTypeGCClient ); |
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//----------------------------------------------------------------------------- |
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// GC telling us that a player has moved an item into his or her backpack for the first time |
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class CGCTFItemAcknowledged : public GCSDK::CGCClientJob |
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{ |
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public: |
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CGCTFItemAcknowledged( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {} |
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virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket ) |
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{ |
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GCSDK::CProtoBufMsg<CMsgItemAcknowledged> msg( pNetPacket ); |
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CSteamID steamID; |
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CTFPlayer *pFoundPlayer = NULL; |
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uint32 unAccountID = msg.Body().account_id(); |
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for ( int i = 1; i <= gpGlobals->maxClients; i++ ) |
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{ |
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CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) ); |
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if ( pPlayer == NULL ) |
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continue; |
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if ( pPlayer->GetSteamID( &steamID ) == false ) |
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continue; |
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if ( steamID.GetAccountID() == unAccountID ) |
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{ |
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pFoundPlayer = pPlayer; |
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break; |
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} |
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} |
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if ( pFoundPlayer ) |
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{ |
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// Crack open some attributes |
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IGameEvent *event = gameeventmanager->CreateEvent( "item_found" ); |
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if ( event ) |
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{ |
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event->SetInt( "player", pFoundPlayer->entindex() ); |
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event->SetInt( "quality", msg.Body().quality() ); |
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event->SetInt( "method", GetUnacknowledgedReason( msg.Body().inventory() ) - 1 ); |
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event->SetInt( "itemdef", msg.Body().def_index() ); |
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event->SetInt( "isstrange", msg.Body().is_strange() ); |
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event->SetInt( "isunusual", msg.Body().is_unusual() ); |
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event->SetFloat( "wear", msg.Body().wear() ); |
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gameeventmanager->FireEvent( event ); |
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} |
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} |
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return true; |
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} |
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}; |
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GC_REG_JOB( GCSDK::CGCClient, CGCTFItemAcknowledged, "CGCTFItemAcknowledged", k_EMsgGCItemAcknowledged, GCSDK::k_EServerTypeGCClient );
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