//========= Copyright © 1996-2004, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #include "stdafx.h" #include "SpaceWarClient.h" #include "p2pauth.h" //----------------------------------------------------------------------------- // Purpose: constructor //----------------------------------------------------------------------------- CP2PAuthPlayer::CP2PAuthPlayer( IGameEngine *pGameEngine, CSteamID steamID, HSteamNetConnection hServerConn ) : m_CallbackBeginAuthResponse( this, &CP2PAuthPlayer::OnBeginAuthResponse ) , m_steamID( steamID ) , m_hServerConnection( hServerConn ) { m_pGameEngine = pGameEngine; m_bSentTicket = false; m_bSubmittedHisTicket = false; m_bHaveAnswer = false; m_ulConnectTime = GetGameTimeInSeconds(); m_cubTicketIGaveThisUser = 0; m_cubTicketHeGaveMe = 0; } //----------------------------------------------------------------------------- // Purpose: destructor //----------------------------------------------------------------------------- CP2PAuthPlayer::~CP2PAuthPlayer() { EndGame(); } //----------------------------------------------------------------------------- // Purpose: the steam backend has responded //----------------------------------------------------------------------------- void CP2PAuthPlayer::OnBeginAuthResponse( ValidateAuthTicketResponse_t *pCallback ) { if ( m_steamID == pCallback->m_SteamID ) { char rgch[128]; sprintf( rgch, "P2P:: Received steam response for account=%d\n", m_steamID.GetAccountID() ); OutputDebugString( rgch ); m_ulAnswerTime = GetGameTimeInSeconds(); m_bHaveAnswer = true; m_eAuthSessionResponse = pCallback->m_eAuthSessionResponse; } } void CP2PAuthPlayer::StartAuthPlayer() { // Create a ticket if we haven't yet if ( m_cubTicketIGaveThisUser == 0 ) { SteamNetworkingIdentity snid; snid.SetSteamID( m_steamID ); m_hAuthTicketIGaveThisUser = SteamUser()->GetAuthSessionTicket( m_rgubTicketIGaveThisUser, sizeof( m_rgubTicketIGaveThisUser ), &m_cubTicketIGaveThisUser, &snid ); } // Send the ticket to the server. It will relay to the client MsgP2PSendingTicket_t msg; msg.SetToken( m_rgubTicketIGaveThisUser, m_cubTicketIGaveThisUser ); msg.SetSteamID( m_steamID.ConvertToUint64() ); int64 nIgnoreMessageID; if ( SteamNetworkingSockets()->SendMessageToConnection( m_hServerConnection, &msg, sizeof(msg), k_nSteamNetworkingSend_Reliable, &nIgnoreMessageID ) == k_EResultOK ) { m_bSentTicket = true; } // start a timer on this, if we dont get a ticket back within reasonable time, mark him timed out m_ulTicketTime = GetGameTimeInSeconds(); } //----------------------------------------------------------------------------- // Purpose: is this auth ok? //----------------------------------------------------------------------------- bool CP2PAuthPlayer::BIsAuthOk() { if ( m_steamID.IsValid() ) { // Timeout if we fail to establish communication with this player if ( !m_bSentTicket && !m_bSubmittedHisTicket ) { if ( GetGameTimeInSeconds() - m_ulConnectTime > 30 ) { char rgch[128]; sprintf( rgch, "P2P:: Nothing received for account=%d\n", m_steamID.GetAccountID() ); OutputDebugString( rgch ); return false; } } // first ticket check: if i submitted his ticket - was it good? if ( m_bSubmittedHisTicket && m_eBeginAuthSessionResult != k_EBeginAuthSessionResultOK ) { char rgch[128]; sprintf( rgch, "P2P:: Ticket from account=%d was bad\n", m_steamID.GetAccountID() ); OutputDebugString( rgch ); return false; } // second ticket check: if the steam backend replied, was that good? if ( m_bHaveAnswer && m_eAuthSessionResponse != k_EAuthSessionResponseOK ) { char rgch[128]; sprintf( rgch, "P2P:: Steam response for account=%d was bad\n", m_steamID.GetAccountID() ); OutputDebugString( rgch ); return false; } // last: if i sent him a ticket and he has not reciprocated, time out after 30 sec if ( m_bSentTicket && !m_bSubmittedHisTicket ) { if ( GetGameTimeInSeconds() - m_ulTicketTime > 30 ) { char rgch[128]; sprintf( rgch, "P2P:: No ticket received for account=%d\n", m_steamID.GetAccountID() ); OutputDebugString( rgch ); return false; } } } return true; } //----------------------------------------------------------------------------- // Purpose: the game engine is telling us about someone who left the game //----------------------------------------------------------------------------- void CP2PAuthPlayer::EndGame() { if ( m_bSentTicket ) { SteamUser()->CancelAuthTicket( m_hAuthTicketIGaveThisUser ); m_bSentTicket = false; } if ( m_bSubmittedHisTicket ) { SteamUser()->EndAuthSession( m_steamID ); m_bSubmittedHisTicket = false; } } //----------------------------------------------------------------------------- // Purpose: message from another player providing his ticket //----------------------------------------------------------------------------- void CP2PAuthPlayer::HandleP2PSendingTicket( const MsgP2PSendingTicket_t *pMsg ) { m_cubTicketHeGaveMe = pMsg->GetTokenLen(); memcpy( m_rgubTicketHeGaveMe, pMsg->GetTokenPtr(), m_cubTicketHeGaveMe ); m_eBeginAuthSessionResult = SteamUser()->BeginAuthSession( m_rgubTicketHeGaveMe, m_cubTicketHeGaveMe, m_steamID ); m_bSubmittedHisTicket = true; char rgch[128]; sprintf( rgch, "P2P:: ReceivedTicket from account=%d \n", m_steamID.GetAccountID() ); OutputDebugString( rgch ); if ( !m_bSentTicket ) StartAuthPlayer(); } //----------------------------------------------------------------------------- // Purpose: utility wrapper //----------------------------------------------------------------------------- CSteamID CP2PAuthPlayer::GetSteamID() { return SteamUser()->GetSteamID(); } //----------------------------------------------------------------------------- // Purpose: constructor //----------------------------------------------------------------------------- CP2PAuthedGame::CP2PAuthedGame( IGameEngine *pGameEngine ) { m_pGameEngine = pGameEngine; m_hConnServer = k_HSteamNetConnection_Invalid; // no players yet for ( int i = 0; i < MAX_PLAYERS_PER_SERVER; i++ ) { m_rgpP2PAuthPlayer[i] = NULL; } } //----------------------------------------------------------------------------- // Purpose: game with this player is over //----------------------------------------------------------------------------- void CP2PAuthedGame::PlayerDisconnect( int iSlot ) { if ( m_rgpP2PAuthPlayer[iSlot] ) { m_rgpP2PAuthPlayer[iSlot]->EndGame(); delete m_rgpP2PAuthPlayer[iSlot]; m_rgpP2PAuthPlayer[iSlot] = NULL; } } //----------------------------------------------------------------------------- // Purpose: game is over, disconnect everyone //----------------------------------------------------------------------------- void CP2PAuthedGame::EndGame() { for ( int i = 0; i < MAX_PLAYERS_PER_SERVER; i++ ) { if ( m_rgpP2PAuthPlayer[i] ) { m_rgpP2PAuthPlayer[i]->EndGame(); delete m_rgpP2PAuthPlayer[i]; m_rgpP2PAuthPlayer[i] = NULL; } } } //----------------------------------------------------------------------------- // Purpose: initialize player //----------------------------------------------------------------------------- void CP2PAuthedGame::InternalInitPlayer( int iSlot, CSteamID steamID, bool bStartAuthProcess ) { char rgch[128]; sprintf( rgch, "P2P:: StartAuthPlayer slot=%d account=%d \n", iSlot, steamID.GetAccountID() ); OutputDebugString( rgch ); m_rgpP2PAuthPlayer[iSlot] = new CP2PAuthPlayer( m_pGameEngine, steamID, m_hConnServer ); if ( bStartAuthProcess ) m_rgpP2PAuthPlayer[iSlot]->StartAuthPlayer(); } //----------------------------------------------------------------------------- // Purpose: game host register this player, we wait for this player // to start the auth process by sending us his ticket, then we will // reciprocate //----------------------------------------------------------------------------- void CP2PAuthedGame::RegisterPlayer( int iSlot, CSteamID steamID ) { if (iSlot < MAX_PLAYERS_PER_SERVER) InternalInitPlayer( iSlot, steamID, false ); } //----------------------------------------------------------------------------- // Purpose: start the auth process by sending ticket to this player // he will reciprocate //----------------------------------------------------------------------------- void CP2PAuthedGame::StartAuthPlayer( int iSlot, CSteamID steamID ) { if (iSlot < MAX_PLAYERS_PER_SERVER) InternalInitPlayer( iSlot, steamID, true ); } //----------------------------------------------------------------------------- // Purpose: message handler //----------------------------------------------------------------------------- void CP2PAuthedGame::HandleP2PSendingTicket( const void *pMessage ) { const MsgP2PSendingTicket_t *pMsg = (const MsgP2PSendingTicket_t*)pMessage; for ( int i = 0; i < MAX_PLAYERS_PER_SERVER; i++ ) { if ( m_rgpP2PAuthPlayer[i] && m_rgpP2PAuthPlayer[i]->GetSteamID() == pMsg->GetSteamID() ) { m_rgpP2PAuthPlayer[i]->HandleP2PSendingTicket( pMsg ); break; } } } //----------------------------------------------------------------------------- // Purpose: utility wrapper //----------------------------------------------------------------------------- CSteamID CP2PAuthedGame::GetSteamID() { return SteamUser()->GetSteamID(); }