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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando *
- * *
- * $Archive:: /Commando/Code/Commando/gamespyauthmgr.cpp $*
- * *
- * $Author:: Tom_s $*
- * *
- * $Modtime:: 2/22/02 5:41p $*
- * *
- * $Revision:: 3 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "gamespyauthmgr.h"
- #include "gamespyscchallengeevent.h"
- #include "playermanager.h"
- #include "cnetwork.h"
- #include "gamespyadmin.h"
- #include "cdkeyauth.h"
- #include "sctextobj.h"
- #include "translatedb.h"
- #include "string_ids.h"
- //
- // Class statics
- //
- //-----------------------------------------------------------------------------
- void
- cGameSpyAuthMgr::Think
- (
- void
- )
- {
- WWASSERT(cNetwork::I_Am_Server());
- WWASSERT(cGameSpyAdmin::Is_Gamespy_Game());
- //
- // Process all the players
- //
- WWASSERT(cPlayerManager::Get_Player_Object_List() != NULL);
- for (
- SLNode<cPlayer> * player_node = cPlayerManager::Get_Player_Object_List()->Head();
- player_node != NULL;
- player_node = player_node->Next())
- {
- cPlayer * p_player = player_node->Data();
- WWASSERT(p_player != NULL);
- if (!p_player->Is_Alive_And_Kicking())
- {
- continue;
- }
- switch (p_player->Get_GameSpy_Auth_State())
- {
- case GAMESPY_AUTH_STATE_INITIAL:
- {
- if (cNetwork::I_Am_Client() && p_player->Get_Id() == cNetwork::Get_My_Id())
- {
- //
- // Do not bother authenticating the server's local client.
- //
- p_player->Set_GameSpy_Auth_State(GAMESPY_AUTH_STATE_ACCEPTED);
- }
- else
- {
- //
- // Challenge this player
- //
- StringClass challenge_string;
- challenge_string.Format("%s", CCDKeyAuth::GenChallenge(8));
- p_player->Set_GameSpy_Auth_State(GAMESPY_AUTH_STATE_CHALLENGED);
- p_player->Set_GameSpy_Challenge_String(challenge_string);
-
- cGameSpyScChallengeEvent * p_event = new cGameSpyScChallengeEvent;
- p_event->Init(p_player->Get_Id(), challenge_string);
- }
- break;
- }
- case GAMESPY_AUTH_STATE_CHALLENGED:
- {
- DWORD time_now_ms = TIMEGETTIME();
- if (time_now_ms - p_player->Get_GameSpy_Auth_State_Entry_Time_Ms() >
- CHALLENGE_RESPONSE_TIMEOUT_MS)
- {
- //
- // We challenged this guy and he hasn't responded in the required
- // time. We are going to have to boot him out.
- //
- int player_id = p_player->Get_Id();
- WWDEBUG_SAY(("cGameSpyAuthMgr::Think: player %d timed out on challenge response.\n",
- player_id));
- //p_player->Set_GameSpy_Auth_State(GAMESPY_AUTH_STATE_REJECTING);
- //Evict_Player(player_id);
- cGameSpyAuthMgr::Initiate_Auth_Rejection(player_id);
- }
- break;
- }
- case GAMESPY_AUTH_STATE_VALIDATING:
- {
- //
- // At this stage I am not implementing any timeout for GameSpy to
- // authenticate this user.
- //
- break;
- }
- case GAMESPY_AUTH_STATE_ACCEPTED:
- {
- //
- // The only peaceful, harmonious state.
- //
- break;
- }
- case GAMESPY_AUTH_STATE_REJECTING:
- {
- DWORD time_now_ms = TIMEGETTIME();
- if (time_now_ms - p_player->Get_GameSpy_Auth_State_Entry_Time_Ms() >
- REJECTION_DELAY_MS)
- {
- p_player->Set_GameSpy_Auth_State(GAMESPY_AUTH_STATE_REJECTED);
- Evict_Player(p_player->Get_Id());
- }
- break;
- }
- case GAMESPY_AUTH_STATE_REJECTED:
- {
- //
- // Do nothing
- //
- break;
- }
- default:
- DIE;
- }
- }
- }
- //-----------------------------------------------------------------------------
- void
- cGameSpyAuthMgr::Initiate_Auth_Rejection
- (
- int player_id
- )
- {
- WWDEBUG_SAY(("cGameSpyAuthMgr::Initiate_Auth_Rejection(%d)\n", player_id));
- WWASSERT(cNetwork::I_Am_Server());
- WWASSERT(cGameSpyAdmin::Is_Gamespy_Game());
-
- cPlayer * p_player = cPlayerManager::Find_Player(player_id);
-
- if (p_player != NULL)
- {
- cScTextObj * p_message = new cScTextObj;
- //p_message->Init(L"CD Authentication failed. Please quit.", TEXT_MESSAGE_PRIVATE, true, HOST_TEXT_SENDER, player_id);
- p_message->Init(TRANSLATE(IDS_MP_CD_AUTH_FAILED), TEXT_MESSAGE_PRIVATE, true, HOST_TEXT_SENDER, player_id);
- p_player->Set_GameSpy_Auth_State(GAMESPY_AUTH_STATE_REJECTING);
- }
- }
- //-----------------------------------------------------------------------------
- void
- cGameSpyAuthMgr::Evict_Player
- (
- int player_id
- )
- {
- WWDEBUG_SAY(("cGameSpyAuthMgr::Evict_Player(%d)\n", player_id));
- WWASSERT(cNetwork::I_Am_Server());
- WWASSERT(cGameSpyAdmin::Is_Gamespy_Game());
- //
- // The behaviour presently is fairly brutal - no feedback to evicted player.
- // This is fine if he is a cracker, but other cases exist. TODO_AUTH.
- //
- cNetwork::Server_Kill_Connection(player_id);
- cNetwork::Cleanup_After_Client(player_id);
- }
- //-----------------------------------------------------------------------------
- LPCSTR
- cGameSpyAuthMgr::Describe_Auth_State
- (
- GAMESPY_AUTH_STATE_ENUM state
- )
- {
- switch (state)
- {
- case GAMESPY_AUTH_STATE_INITIAL: return "INITIAL";
- case GAMESPY_AUTH_STATE_CHALLENGED: return "CHALLENGED";
- case GAMESPY_AUTH_STATE_VALIDATING: return "VALIDATING";
- case GAMESPY_AUTH_STATE_ACCEPTED: return "ACCEPTED";
- case GAMESPY_AUTH_STATE_REJECTING: return "REJECTING";
- case GAMESPY_AUTH_STATE_REJECTED: return "REJECTED";
- default: DIE; return "bollocks"; // avoid compiler warning;
- }
- }
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