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548 lines
No EOL
14 KiB
C++
548 lines
No EOL
14 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHCurl.cpp $
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// $Date: $
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//
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//-------------------------------------------------------------------------------
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// $Log: $
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//===============================================================================
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#include "build.h"
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#if defined(USE_OLDAUTH) // forget entire file if we're using UPP instead
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#include "util/nowarnings.h"
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#include "dlls/extdll.h"
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#include "dlls/util.h"
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#include "util/Tokenizer.h"
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#include "mod/AvHGamerules.h"
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#include "mod/AvHServerUtil.h"
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#define CURL_STATICLIB
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#include "curl.h"
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extern cvar_t avh_serverops;
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extern unsigned int gTimeLastUpdatedUplink;
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extern AuthMaskListType gAuthMaskList;
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extern const char* kSteamIDPending;
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extern const char* kSteamIDPrefix;
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//const char* kWebStatusURL = "https://www.natural-selection.org/cgi-bin/VictoryStats.pl";
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//const char* kWebStatusURL = "http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi";
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void AvHGamerules::PostVictoryStatsToWeb(const string& inFormParams) const
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{
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// CURL* curl;
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// CURLcode res;
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//
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// curl = curl_easy_init();
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// if(curl)
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// {
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// /* First set the URL that is about to receive our POST. This URL can
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// just as well be a https:// URL if that is what should receive the
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// data. */
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// curl_easy_setopt(curl, CURLOPT_URL, kWebStatusURL);
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//
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// /* Now specify the POST data */
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// curl_easy_setopt(curl, CURLOPT_POSTFIELDS, inFormParams.c_str());
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//
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// /* Perform the request, res will get the return code */
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// res = curl_easy_perform(curl);
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//
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// /* always cleanup */
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// curl_easy_cleanup(curl);
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// }
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//struct soap soap; // allocate gSOAP runtime environment
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//soap;
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/*
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char *sym;
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float q;
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if (argc <= 1)
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sym = "IBM";
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else
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sym = argv[1];
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soap_init(&soap); // must initialize
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if (soap_call_ns__getQuote(&soap, "http://services.xmethods.net/soap", "", sym, &q) == 0)
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printf("\nCompany - %s Quote - %f\n", sym, q);
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else
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{
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soap_print_fault(&soap, stderr);
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soap_print_fault_location(&soap, stderr);
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}
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*/
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}
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// This authID could be either a WONID or a STEAMID
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int AvHGamerules::GetAuthenticationMask(const string& inAuthID) const
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{
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// Iterate through each mask type, oring it into the mask if id is found
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int theMask = 0;
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if(inAuthID == kSteamIDPending)
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{
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theMask = PLAYERAUTH_PENDING;
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}
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else
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{
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// Error check the incoming authID
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if(AvHSUGetIsValidAuthID(inAuthID))
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{
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for(AuthMaskListType::const_iterator theIter = gAuthMaskList.begin(); theIter != gAuthMaskList.end(); theIter++)
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{
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const AuthIDListType& theAuthIDList = theIter->second;
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for(AuthIDListType::const_iterator theAuthListIter = theAuthIDList.begin(); theAuthListIter != theAuthIDList.end(); theAuthListIter++)
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{
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// Check if incoming authID is equal to this record's WONID _or_ STEAMID. This is kind of sloppy, but it allows backwards compatibility.
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if((theAuthListIter->first == inAuthID) || (theAuthListIter->second == inAuthID))
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{
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AvHPlayerAuthentication theCurrentAuthMask = theIter->first;
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theMask |= theCurrentAuthMask;
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break;
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}
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}
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}
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// Check if any players are server ops
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const AuthIDListType& theServerOps = this->GetServerOpList();
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for(AuthIDListType::const_iterator theAuthListIter = theServerOps.begin(); theAuthListIter != theServerOps.end(); theAuthListIter++)
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{
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if((inAuthID == theAuthListIter->first) || (inAuthID == theAuthListIter->second))
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{
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theMask |= PLAYERAUTH_SERVEROP;
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break;
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}
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}
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}
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}
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return theMask;
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}
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void AvHGamerules::AddAuthStatus(AvHPlayerAuthentication inAuthMask, const string& inWONID, const string& inSteamID)
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{
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// int theData = 0;
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// Not sure why this is needed, but it seems to ("warning, decorated name length exceeded)
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#pragma warning (disable: 4503)
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AuthIDListType& theAuthList = gAuthMaskList[inAuthMask];
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bool theFoundEntry = false;
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for(AuthIDListType::iterator theIter = theAuthList.begin(); theIter != theAuthList.end(); theIter++)
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{
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// Allow duplicate WONids but not SteamIDs
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if(inSteamID == theIter->second)
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{
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theFoundEntry = true;
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break;
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}
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}
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if(!theFoundEntry)
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{
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// Add entry for this id
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theAuthList.push_back( make_pair(inWONID, inSteamID) );
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}
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}
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struct MemoryStruct {
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char *memory;
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size_t size;
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};
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size_t WriteMemoryCallback(void *ptr, size_t size, size_t nmemb, void *data)
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{
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register int realsize = size * nmemb;
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struct MemoryStruct *mem = (struct MemoryStruct *)data;
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mem->memory = (char *)realloc(mem->memory, mem->size + realsize + 1);
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if (mem->memory) {
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memcpy(&(mem->memory[mem->size]), ptr, realsize);
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mem->size += realsize;
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mem->memory[mem->size] = 0;
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}
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return realsize;
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}
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bool TagToAuthMask(const string& inTag, AvHPlayerAuthentication& outMask)
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{
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bool theSuccess = false;
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if(inTag == "dev")
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{
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outMask = PLAYERAUTH_DEVELOPER;
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theSuccess = true;
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}
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else if(inTag == "guide")
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{
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outMask = PLAYERAUTH_GUIDE;
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theSuccess = true;
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}
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else if(inTag == "op")
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{
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outMask = PLAYERAUTH_SERVEROP;
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theSuccess = true;
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}
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else if(inTag == "pt")
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{
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outMask = PLAYERAUTH_PLAYTESTER;
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theSuccess = true;
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}
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else if(inTag == "const")
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{
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outMask = PLAYERAUTH_CONTRIBUTOR;
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theSuccess = true;
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}
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else if(inTag == "vet")
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{
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outMask = PLAYERAUTH_VETERAN;
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theSuccess = true;
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}
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else if(inTag == "betaop")
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{
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outMask = PLAYERAUTH_BETASERVEROP;
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theSuccess = true;
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}
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return theSuccess;
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}
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// Build string in obfuscated procedural way so it can't be scanned for and hacked. Build URL using IP instead of domain to
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// make sure proxy can't change it either.
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string BuildAuthenticationURL()
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{
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// "http://www.natural-selection.org/auth.php";
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// (backwards-compatibly for pre-2.1 servers use: (http://www.natural-selection.org/auth/)
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string kAuthURL = "h";
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kAuthURL += "t";
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kAuthURL += "t";
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kAuthURL += "p";
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//kAuthURL += "s";
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kAuthURL += ":";
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kAuthURL += "/";
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kAuthURL += "/";
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kAuthURL += "w";
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kAuthURL += "w";
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kAuthURL += "w";
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kAuthURL += ".";
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kAuthURL += "n";
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kAuthURL += "a";
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kAuthURL += "t";
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kAuthURL += "u";
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kAuthURL += "r";
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kAuthURL += "a";
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kAuthURL += "l";
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kAuthURL += "-";
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kAuthURL += "s";
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kAuthURL += "e";
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kAuthURL += "l";
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kAuthURL += "e";
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kAuthURL += "c";
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kAuthURL += "t";
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kAuthURL += "i";
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kAuthURL += "o";
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kAuthURL += "n";
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kAuthURL += ".";
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kAuthURL += "o";
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kAuthURL += "r";
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kAuthURL += "g";
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kAuthURL += "/";
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kAuthURL += "a";
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kAuthURL += "u";
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kAuthURL += "t";
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kAuthURL += "h";
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kAuthURL += "/";
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kAuthURL += "a";
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kAuthURL += "u";
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kAuthURL += "t";
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kAuthURL += "h";
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kAuthURL += ".";
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kAuthURL += "p";
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kAuthURL += "h";
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kAuthURL += "p";
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return kAuthURL;
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}
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string BuildVersionURL()
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{
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// "http://207.44.144.68/auth.txt";
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string kAuthURL = "h";
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kAuthURL += "t";
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kAuthURL += "t";
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kAuthURL += "p";
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//kAuthURL += "s";
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kAuthURL += ":";
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kAuthURL += "/";
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kAuthURL += "/";
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kAuthURL += "w";
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kAuthURL += "w";
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kAuthURL += "w";
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kAuthURL += ".";
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kAuthURL += "n";
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kAuthURL += "a";
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kAuthURL += "t";
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kAuthURL += "u";
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kAuthURL += "r";
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kAuthURL += "a";
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kAuthURL += "l";
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kAuthURL += "-";
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kAuthURL += "s";
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kAuthURL += "e";
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kAuthURL += "l";
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kAuthURL += "e";
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kAuthURL += "c";
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kAuthURL += "t";
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kAuthURL += "i";
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kAuthURL += "o";
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kAuthURL += "n";
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kAuthURL += ".";
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kAuthURL += "o";
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kAuthURL += "r";
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kAuthURL += "g";
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kAuthURL += "/";
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kAuthURL += "a";
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kAuthURL += "u";
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kAuthURL += "t";
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kAuthURL += "h";
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kAuthURL += "/";
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kAuthURL += "v";
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kAuthURL += "e";
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kAuthURL += "r";
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kAuthURL += "s";
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kAuthURL += "i";
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kAuthURL += "o";
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kAuthURL += "n";
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kAuthURL += ".";
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kAuthURL += "t";
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kAuthURL += "x";
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kAuthURL += "t";
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return kAuthURL;
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}
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string BuildUserPassword()
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{
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string theUserPassword;
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// auth:mnbv5tgb
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theUserPassword += "a";
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theUserPassword += "u";
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theUserPassword += "t";
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theUserPassword += "h";
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theUserPassword += ":";
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theUserPassword += "m";
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theUserPassword += "n";
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theUserPassword += "b";
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theUserPassword += "v";
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theUserPassword += "5";
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theUserPassword += "t";
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theUserPassword += "g";
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theUserPassword += "b";
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return theUserPassword;
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}
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CURLcode PopulateChunkFromURL(const string& inURL, MemoryStruct& outChunk)
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{
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const int kCurlTimeout = 5;
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// init the curl session
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CURL* theCurlHandle = curl_easy_init();
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// specify URL to get
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curl_easy_setopt(theCurlHandle, CURLOPT_URL, inURL.c_str());
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// send all data to this function
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curl_easy_setopt(theCurlHandle, CURLOPT_WRITEFUNCTION, WriteMemoryCallback);
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// Ignore header and progress so there isn't extra stuff at the beginning of the data returned
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//curl_easy_setopt(theCurlHandle, CURLOPT_HEADER, 0);
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//curl_easy_setopt(theCurlHandle, CURLOPT_NOPROGRESS, 1);
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//curl_easy_setopt(theCurlHandle, CURLOPT_VERBOSE, 0);
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//curl_easy_setopt(theCurlHandle, CURLOPT_NOBODY, 1);
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// timeout (3 seconds)
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curl_easy_setopt(theCurlHandle, CURLOPT_CONNECTTIMEOUT, kCurlTimeout);
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curl_easy_setopt(theCurlHandle, CURLOPT_TIMEOUT, kCurlTimeout);
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curl_easy_setopt(theCurlHandle, CURLOPT_NOSIGNAL, true);
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// CURLOPT_LOW_SPEED_LIMIT?
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// CURLOPT_LOW_SPEED_TIME?
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// Specify the user name and password
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string kUserPassword = BuildUserPassword();
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curl_easy_setopt(theCurlHandle, CURLOPT_USERPWD, kUserPassword.c_str());
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// we pass our 'theChunk' struct to the callback function
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outChunk.memory=NULL; /* we expect realloc(NULL, size) to work */
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outChunk.size = 0; /* no data at this point */
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curl_easy_setopt(theCurlHandle, CURLOPT_FILE, (void *)&outChunk);
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// get it!
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CURLcode theCode = curl_easy_perform(theCurlHandle);
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// cleanup curl stuff
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curl_easy_cleanup(theCurlHandle);
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return theCode;
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}
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void AvHGamerules::InitializeAuthentication()
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{
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bool theSuccess = false;
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ALERT(at_console, "\tReading authentication data...");
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struct MemoryStruct theChunk;
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CURLcode theCode = PopulateChunkFromURL(BuildAuthenticationURL(), theChunk);
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// Now parse data and add users for each mask
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if((theCode == CURLE_OK) && theChunk.memory)
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{
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// Clear existing authentication data, only after lookup succeeds
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gAuthMaskList.clear();
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string theString(theChunk.memory);
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string theDelimiters("\r\n");
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StringVector theLines;
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Tokenizer::split(theString, theDelimiters, theLines);
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// Run through each line
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int theNumConstellationMembers = 0;
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for(StringVector::const_iterator theIter = theLines.begin(); theIter != theLines.end(); theIter++)
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{
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char *msg=(char *)(*theIter).c_str();
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// If it's not empty and not a comment
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char theFirstChar = (*theIter)[0];
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if((theFirstChar != '/') && (theFirstChar != '#'))
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{
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// Split up tag and number
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StringVector theTokens;
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if(Tokenizer::split(*theIter, " ", theTokens) == 3)
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{
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// Translate tag to auth mask
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string theTag = theTokens[0];
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string theWONID = theTokens[1];
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string theSteamID = theTokens[2];
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// Upper-case prefix
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UppercaseString(theSteamID);
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// Make sure it starts with "STEAM_X:Y"
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if(strncmp(theSteamID.c_str(), kSteamIDPrefix, strlen(kSteamIDPrefix)))
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{
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string theNewSteamID = kSteamIDPrefix + theSteamID;
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theSteamID = theNewSteamID;
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}
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// Add auth status
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AvHPlayerAuthentication theMask = PLAYERAUTH_NONE;
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if(TagToAuthMask(theTag, theMask))
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{
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// Count Constellation members fyi
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if(theMask & PLAYERAUTH_CONTRIBUTOR)
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{
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theNumConstellationMembers++;
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}
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if((theWONID != "") || (theSteamID != ""))
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{
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#ifdef DEBUG
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char theMessage[512];
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sprintf(theMessage, " Adding auth mask: %s %s %s\n", theTag.c_str(), theWONID.c_str(), theSteamID.c_str());
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ALERT(at_logged, theMessage);
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#endif
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this->AddAuthStatus(theMask, theWONID, theSteamID);
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theSuccess = true;
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}
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}
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}
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}
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}
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// Breakpoint to see how many Constellation members there are (don't even think of printing or logging)
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int a = 0;
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}
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else
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{
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int a = 0;
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}
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// Now build server op list
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this->mServerOpList.clear();
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// Parse contents server op variable
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string theServerOpsString(avh_serverops.string);
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// Tokenize string
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StringVector theServerOpsStrings;
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Tokenizer::split(theServerOpsString, ";", theServerOpsStrings);
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// For each in list, add as an int to our list
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for(StringVector::const_iterator theIter = theServerOpsStrings.begin(); theIter != theServerOpsStrings.end(); theIter++)
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{
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// Add whatever the put in this line as both the WONID and SteamID
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string theCurrentAuthID = *theIter;
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this->mServerOpList.push_back( make_pair(theCurrentAuthID, theCurrentAuthID));
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}
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if(theSuccess)
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{
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ALERT(at_console, "success.\n");
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}
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else
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{
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ALERT(at_console, "failure.\n");
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}
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gTimeLastUpdatedUplink = AvHSUTimeGetTime();
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}
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void AvHGamerules::DisplayVersioning()
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{
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struct MemoryStruct theChunk;
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CURLcode theCode = PopulateChunkFromURL(BuildVersionURL(), theChunk);
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// Now parse data and add users for each mask
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if((theCode == CURLE_OK) && theChunk.memory)
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{
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string theString(theChunk.memory, theChunk.size);
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string theDelimiters("\r\n");
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StringVector theLines;
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Tokenizer::split(theString, theDelimiters, theLines);
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if(theLines.size() > 0)
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{
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string theCurrentVersion(theLines[0]);
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string theCurrentGameVersion = AvHSUGetGameVersionString();
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char theMessage[1024];
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if(theCurrentGameVersion != theCurrentVersion)
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{
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sprintf(theMessage, "\tServer out of date. NS version %s is now available!\n", theCurrentVersion.c_str());
|
|
ALERT(at_console, theMessage);
|
|
}
|
|
else
|
|
{
|
|
sprintf(theMessage, "\tServer version is up to date.\n");
|
|
ALERT(at_console, theMessage);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif //defined(USE_OLDAUTH)
|