/* Copyright 2013 MultiMC Contributors * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include #include #include #include #include #include #include #include "logger/QsLog.h" AuthenticateTask::AuthenticateTask(MojangAccount * account, const QString &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()) req.insert("clientToken", m_account->m_clientToken); return req; } bool AuthenticateTask::processResponse(QJsonObject responseData) { // Read the response data. We need to get the client token, access token, and the selected // profile. QLOG_DEBUG() << "Processing authentication response."; // If we already have a client token, make sure the one the server gave us matches our // existing one. QLOG_DEBUG() << "Getting client token."; QString clientToken = responseData.value("clientToken").toString(""); if (clientToken.isEmpty()) { // Fail if the server gave us an empty client token // TODO: Set an error properly to display to the user. QLOG_ERROR() << "Server didn't send a client token."; return false; } if (!m_account->m_clientToken.isEmpty() && clientToken != m_account->m_clientToken) { // The server changed our client token! Obey its wishes, but complain. That's what I do // for my parents, so... QLOG_WARN() << "Server changed our client token to '" << clientToken << "'. This shouldn't happen, but it isn't really a big deal."; } // Set the client token. m_account->m_clientToken = clientToken; // Now, we set the access token. QLOG_DEBUG() << "Getting access token."; QString accessToken = responseData.value("accessToken").toString(""); if (accessToken.isEmpty()) { // Fail if the server didn't give us an access token. // TODO: Set an error properly to display to the user. QLOG_ERROR() << "Server didn't send an access token."; } // 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. QLOG_DEBUG() << "Loading profile list."; QJsonArray availableProfiles = responseData.value("availableProfiles").toArray(); QList 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(""); 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. QLOG_WARN() << "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}); } // 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). QLOG_DEBUG() << "Setting current profile."; QJsonObject currentProfile = responseData.value("selectedProfile").toObject(); QString currentProfileId = currentProfile.value("id").toString(""); if (currentProfileId.isEmpty()) { // TODO: Set an error to display to the user. QLOG_ERROR() << "Server didn't specify a currently selected profile."; return false; } if (!m_account->setCurrentProfile(currentProfileId)) { // TODO: Set an error to display to the user. QLOG_ERROR() << "Server specified a selected profile that wasn't in the available " "profiles list."; return false; } // this is what the vanilla launcher passes to the userProperties launch param // doesn't seem to be used for anything so far? I don't get any of this data on my account // (peterixxx) // is it a good idea to log this? if (responseData.contains("user")) { auto obj = responseData.value("user").toObject(); auto userId = obj.value("id").toString(); auto propArray = obj.value("properties").toArray(); QLOG_DEBUG() << "User ID: " << userId; QLOG_DEBUG() << "User Properties: "; for (auto prop : propArray) { auto propTuple = prop.toObject(); auto name = propTuple.value("name").toString(); auto value = propTuple.value("value").toString(); QLOG_DEBUG() << name << " : " << value; } } // We've made it through the minefield of possible errors. Return true to indicate that // we've succeeded. QLOG_DEBUG() << "Finished reading authentication response."; return true; } QString AuthenticateTask::getEndpoint() const { return "authenticate"; } QString AuthenticateTask::getStateMessage(const YggdrasilTask::State state) const { switch (state) { case STATE_SENDING_REQUEST: return tr("Authenticating: Sending request."); case STATE_PROCESSING_RESPONSE: return tr("Authenticating: Processing response."); default: return YggdrasilTask::getStateMessage(state); } }