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-rw-r--r--api/logic/minecraft/auth/flows/AuthenticateTask.cpp312
1 files changed, 156 insertions, 156 deletions
diff --git a/api/logic/minecraft/auth/flows/AuthenticateTask.cpp b/api/logic/minecraft/auth/flows/AuthenticateTask.cpp
index ff4e7d47..5e37f0ca 100644
--- a/api/logic/minecraft/auth/flows/AuthenticateTask.cpp
+++ b/api/logic/minecraft/auth/flows/AuthenticateTask.cpp
@@ -26,177 +26,177 @@
#include <QUuid>
AuthenticateTask::AuthenticateTask(MojangAccount * account, const QString &password,
- QObject *parent)
- : YggdrasilTask(account, parent), m_password(password)
+ QObject *parent)
+ : YggdrasilTask(account, parent), m_password(password)
{
}
QJsonObject AuthenticateTask::getRequestContent() const
{
- /*
- * {
- * "agent": { // optional
- * "name": "Minecraft", // So far this is the only encountered value
- * "version": 1 // This number might be increased
- * // by the vanilla client in the future
- * },
- * "username": "mojang account name", // Can be an email address or player name for
- // unmigrated accounts
- * "password": "mojang account password",
- * "clientToken": "client identifier" // optional
- * "requestUser": true/false // request the user structure
- * }
- */
- QJsonObject req;
-
- {
- QJsonObject agent;
- // C++ makes string literals void* for some stupid reason, so we have to tell it
- // QString... Thanks Obama.
- agent.insert("name", QString("Minecraft"));
- agent.insert("version", 1);
- req.insert("agent", agent);
- }
-
- req.insert("username", m_account->username());
- req.insert("password", m_password);
- req.insert("requestUser", true);
-
- // If we already have a client token, give it to the server.
- // Otherwise, let the server give us one.
-
- if(m_account->m_clientToken.isEmpty())
- {
- auto uuid = QUuid::createUuid();
- auto uuidString = uuid.toString().remove('{').remove('-').remove('}');
- m_account->m_clientToken = uuidString;
- }
- req.insert("clientToken", m_account->m_clientToken);
-
- return req;
+ /*
+ * {
+ * "agent": { // optional
+ * "name": "Minecraft", // So far this is the only encountered value
+ * "version": 1 // This number might be increased
+ * // by the vanilla client in the future
+ * },
+ * "username": "mojang account name", // Can be an email address or player name for
+ // unmigrated accounts
+ * "password": "mojang account password",
+ * "clientToken": "client identifier" // optional
+ * "requestUser": true/false // request the user structure
+ * }
+ */
+ QJsonObject req;
+
+ {
+ QJsonObject agent;
+ // C++ makes string literals void* for some stupid reason, so we have to tell it
+ // QString... Thanks Obama.
+ agent.insert("name", QString("Minecraft"));
+ agent.insert("version", 1);
+ req.insert("agent", agent);
+ }
+
+ req.insert("username", m_account->username());
+ req.insert("password", m_password);
+ req.insert("requestUser", true);
+
+ // If we already have a client token, give it to the server.
+ // Otherwise, let the server give us one.
+
+ if(m_account->m_clientToken.isEmpty())
+ {
+ auto uuid = QUuid::createUuid();
+ auto uuidString = uuid.toString().remove('{').remove('-').remove('}');
+ m_account->m_clientToken = uuidString;
+ }
+ req.insert("clientToken", m_account->m_clientToken);
+
+ return req;
}
void AuthenticateTask::processResponse(QJsonObject responseData)
{
- // Read the response data. We need to get the client token, access token, and the selected
- // profile.
- qDebug() << "Processing authentication response.";
- // qDebug() << responseData;
- // If we already have a client token, make sure the one the server gave us matches our
- // existing one.
- qDebug() << "Getting client token.";
- QString clientToken = responseData.value("clientToken").toString("");
- if (clientToken.isEmpty())
- {
- // Fail if the server gave us an empty client token
- changeState(STATE_FAILED_HARD, tr("Authentication server didn't send a client token."));
- return;
- }
- if (!m_account->m_clientToken.isEmpty() && clientToken != m_account->m_clientToken)
- {
- changeState(STATE_FAILED_HARD, tr("Authentication server attempted to change the client token. This isn't supported."));
- return;
- }
- // Set the client token.
- m_account->m_clientToken = clientToken;
-
- // Now, we set the access token.
- qDebug() << "Getting access token.";
- QString accessToken = responseData.value("accessToken").toString("");
- if (accessToken.isEmpty())
- {
- // Fail if the server didn't give us an access token.
- changeState(STATE_FAILED_HARD, tr("Authentication server didn't send an access token."));
- return;
- }
- // Set the access token.
- m_account->m_accessToken = accessToken;
-
- // Now we load the list of available profiles.
- // Mojang hasn't yet implemented the profile system,
- // but we might as well support what's there so we
- // don't have trouble implementing it later.
- qDebug() << "Loading profile list.";
- QJsonArray availableProfiles = responseData.value("availableProfiles").toArray();
- QList<AccountProfile> loadedProfiles;
- for (auto iter : availableProfiles)
- {
- QJsonObject profile = iter.toObject();
- // Profiles are easy, we just need their ID and name.
- QString id = profile.value("id").toString("");
- QString name = profile.value("name").toString("");
- bool legacy = profile.value("legacy").toBool(false);
-
- if (id.isEmpty() || name.isEmpty())
- {
- // This should never happen, but we might as well
- // warn about it if it does so we can debug it easily.
- // You never know when Mojang might do something truly derpy.
- qWarning() << "Found entry in available profiles list with missing ID or name "
- "field. Ignoring it.";
- }
-
- // Now, add a new AccountProfile entry to the list.
- loadedProfiles.append({id, name, legacy});
- }
- // Put the list of profiles we loaded into the MojangAccount object.
- m_account->m_profiles = loadedProfiles;
-
- // Finally, we set the current profile to the correct value. This is pretty simple.
- // We do need to make sure that the current profile that the server gave us
- // is actually in the available profiles list.
- // If it isn't, we'll just fail horribly (*shouldn't* ever happen, but you never know).
- qDebug() << "Setting current profile.";
- QJsonObject currentProfile = responseData.value("selectedProfile").toObject();
- QString currentProfileId = currentProfile.value("id").toString("");
- if (currentProfileId.isEmpty())
- {
- changeState(STATE_FAILED_HARD, tr("Authentication server didn't specify a currently selected profile. The account exists, but likely isn't premium."));
- return;
- }
- if (!m_account->setCurrentProfile(currentProfileId))
- {
- changeState(STATE_FAILED_HARD, tr("Authentication server specified a selected profile that wasn't in the available profiles list."));
- return;
- }
-
- // this is what the vanilla launcher passes to the userProperties launch param
- if (responseData.contains("user"))
- {
- User u;
- auto obj = responseData.value("user").toObject();
- u.id = obj.value("id").toString();
- auto propArray = obj.value("properties").toArray();
- for (auto prop : propArray)
- {
- auto propTuple = prop.toObject();
- auto name = propTuple.value("name").toString();
- auto value = propTuple.value("value").toString();
- u.properties.insert(name, value);
- }
- m_account->m_user = u;
- }
-
- // We've made it through the minefield of possible errors. Return true to indicate that
- // we've succeeded.
- qDebug() << "Finished reading authentication response.";
- changeState(STATE_SUCCEEDED);
+ // Read the response data. We need to get the client token, access token, and the selected
+ // profile.
+ qDebug() << "Processing authentication response.";
+ // qDebug() << responseData;
+ // If we already have a client token, make sure the one the server gave us matches our
+ // existing one.
+ qDebug() << "Getting client token.";
+ QString clientToken = responseData.value("clientToken").toString("");
+ if (clientToken.isEmpty())
+ {
+ // Fail if the server gave us an empty client token
+ changeState(STATE_FAILED_HARD, tr("Authentication server didn't send a client token."));
+ return;
+ }
+ if (!m_account->m_clientToken.isEmpty() && clientToken != m_account->m_clientToken)
+ {
+ changeState(STATE_FAILED_HARD, tr("Authentication server attempted to change the client token. This isn't supported."));
+ return;
+ }
+ // Set the client token.
+ m_account->m_clientToken = clientToken;
+
+ // Now, we set the access token.
+ qDebug() << "Getting access token.";
+ QString accessToken = responseData.value("accessToken").toString("");
+ if (accessToken.isEmpty())
+ {
+ // Fail if the server didn't give us an access token.
+ changeState(STATE_FAILED_HARD, tr("Authentication server didn't send an access token."));
+ return;
+ }
+ // Set the access token.
+ m_account->m_accessToken = accessToken;
+
+ // Now we load the list of available profiles.
+ // Mojang hasn't yet implemented the profile system,
+ // but we might as well support what's there so we
+ // don't have trouble implementing it later.
+ qDebug() << "Loading profile list.";
+ QJsonArray availableProfiles = responseData.value("availableProfiles").toArray();
+ QList<AccountProfile> loadedProfiles;
+ for (auto iter : availableProfiles)
+ {
+ QJsonObject profile = iter.toObject();
+ // Profiles are easy, we just need their ID and name.
+ QString id = profile.value("id").toString("");
+ QString name = profile.value("name").toString("");
+ bool legacy = profile.value("legacy").toBool(false);
+
+ if (id.isEmpty() || name.isEmpty())
+ {
+ // This should never happen, but we might as well
+ // warn about it if it does so we can debug it easily.
+ // You never know when Mojang might do something truly derpy.
+ qWarning() << "Found entry in available profiles list with missing ID or name "
+ "field. Ignoring it.";
+ }
+
+ // Now, add a new AccountProfile entry to the list.
+ loadedProfiles.append({id, name, legacy});
+ }
+ // Put the list of profiles we loaded into the MojangAccount object.
+ m_account->m_profiles = loadedProfiles;
+
+ // Finally, we set the current profile to the correct value. This is pretty simple.
+ // We do need to make sure that the current profile that the server gave us
+ // is actually in the available profiles list.
+ // If it isn't, we'll just fail horribly (*shouldn't* ever happen, but you never know).
+ qDebug() << "Setting current profile.";
+ QJsonObject currentProfile = responseData.value("selectedProfile").toObject();
+ QString currentProfileId = currentProfile.value("id").toString("");
+ if (currentProfileId.isEmpty())
+ {
+ changeState(STATE_FAILED_HARD, tr("Authentication server didn't specify a currently selected profile. The account exists, but likely isn't premium."));
+ return;
+ }
+ if (!m_account->setCurrentProfile(currentProfileId))
+ {
+ changeState(STATE_FAILED_HARD, tr("Authentication server specified a selected profile that wasn't in the available profiles list."));
+ return;
+ }
+
+ // this is what the vanilla launcher passes to the userProperties launch param
+ if (responseData.contains("user"))
+ {
+ User u;
+ auto obj = responseData.value("user").toObject();
+ u.id = obj.value("id").toString();
+ auto propArray = obj.value("properties").toArray();
+ for (auto prop : propArray)
+ {
+ auto propTuple = prop.toObject();
+ auto name = propTuple.value("name").toString();
+ auto value = propTuple.value("value").toString();
+ u.properties.insert(name, value);
+ }
+ m_account->m_user = u;
+ }
+
+ // We've made it through the minefield of possible errors. Return true to indicate that
+ // we've succeeded.
+ qDebug() << "Finished reading authentication response.";
+ changeState(STATE_SUCCEEDED);
}
QString AuthenticateTask::getEndpoint() const
{
- return "authenticate";
+ return "authenticate";
}
QString AuthenticateTask::getStateMessage() const
{
- switch (m_state)
- {
- case STATE_SENDING_REQUEST:
- return tr("Authenticating: Sending request...");
- case STATE_PROCESSING_RESPONSE:
- return tr("Authenticating: Processing response...");
- default:
- return YggdrasilTask::getStateMessage();
- }
+ switch (m_state)
+ {
+ case STATE_SENDING_REQUEST:
+ return tr("Authenticating: Sending request...");
+ case STATE_PROCESSING_RESPONSE:
+ return tr("Authenticating: Processing response...");
+ default:
+ return YggdrasilTask::getStateMessage();
+ }
}