Files
SteamworksSDK/SteamworksExample/p2pauth.cpp
T
Riley Labrecque d733f538e6 v1.05
2016-07-07 05:54:52 -06:00

413 lines
14 KiB
C++

//========= Copyright © 1996-2004, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "stdafx.h"
#include "SpaceWarClient.h"
#include "p2pauth.h"
//-----------------------------------------------------------------------------
// Purpose: constructor
//-----------------------------------------------------------------------------
CNetworkTransport::CNetworkTransport() :
m_CallbackP2PSessionRequest( this, &CNetworkTransport::OnP2PSessionRequest ),
m_CallbackP2PSessionConnectFail( this, &CNetworkTransport::OnP2PSessionConnectFail )
{
}
//-----------------------------------------------------------------------------
// Purpose: send ticket message to steamIDTo
//-----------------------------------------------------------------------------
bool CNetworkTransport::SendTicket( CSteamID steamIDFrom, CSteamID steamIDTo, uint32 cubTicket, uint8 *pubTicket )
{
MsgP2PSendingTicket_t msg;
msg.m_uTokenLen = cubTicket;
memcpy( msg.m_rgchToken, pubTicket, cubTicket );
msg.m_SteamID = steamIDFrom;
return SendNetMessage( steamIDTo, (void*)&msg, sizeof( msg ) );
}
//-----------------------------------------------------------------------------
// Purpose: actual implementation
//-----------------------------------------------------------------------------
bool CNetworkTransport::SendNetMessage( CSteamID steamIDTo, void *pMessage, int cubMessage )
{
return SteamNetworking()->SendP2PPacket( steamIDTo, pMessage, cubMessage, k_EP2PSendReliable );
}
//-----------------------------------------------------------------------------
// Purpose: close connection to steamID
//-----------------------------------------------------------------------------
void CNetworkTransport::CloseConnection( CSteamID steamID )
{
SteamNetworking()->CloseP2PSessionWithUser( steamID );
}
//-----------------------------------------------------------------------------
// Purpose: another user has sent us a packet - do we accept?
//-----------------------------------------------------------------------------
void CNetworkTransport::OnP2PSessionRequest( P2PSessionRequest_t *pP2PSessionRequest )
{
// always accept packets
// the packet itself will come through when you call SteamNetworking()->ReadP2PPacket()
SteamNetworking()->AcceptP2PSessionWithUser( pP2PSessionRequest->m_steamIDRemote );
}
//-----------------------------------------------------------------------------
// Purpose: another user has sent us a packet - do we accept?
//-----------------------------------------------------------------------------
void CNetworkTransport::OnP2PSessionConnectFail( P2PSessionConnectFail_t *pP2PSessionConnectFail )
{
// we've sent a packet to the user, but it never got through
// we can just use the normal timeout
}
//-----------------------------------------------------------------------------
// Purpose: constructor
//-----------------------------------------------------------------------------
CP2PAuthPlayer::CP2PAuthPlayer( CGameEngine *pGameEngine, CNetworkTransport *pNetworkTransport ):m_CallbackBeginAuthResponse( this, &CP2PAuthPlayer::OnBeginAuthResponse )
{
m_pGameEngine = pGameEngine;
m_pNetworkTransport = pNetworkTransport;
m_bSentTicket = false;
m_bSubmittedHisTicket = false;
m_bHaveAnswer = false;
m_ulConnectTime = GetGameTimeInSeconds();
m_cubTicketIGaveThisUser = 0;
m_cubTicketHeGaveMe = 0;
}
//-----------------------------------------------------------------------------
// Purpose: destructor
//-----------------------------------------------------------------------------
CP2PAuthPlayer::~CP2PAuthPlayer()
{
EndGame();
m_pNetworkTransport->CloseConnection( SteamUser()->GetSteamID() );
m_pNetworkTransport = NULL;
}
//-----------------------------------------------------------------------------
// 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() );
OutputDebugStringA( rgch );
m_ulAnswerTime = GetGameTimeInSeconds();
m_bHaveAnswer = true;
m_eAuthSessionResponse = pCallback->m_eAuthSessionResponse;
}
}
//-----------------------------------------------------------------------------
// Purpose: internal implementation
//-----------------------------------------------------------------------------
void CP2PAuthPlayer::InitPlayer( CSteamID steamID )
{
m_steamID = steamID;
m_bSentTicket = false;
m_bSubmittedHisTicket = false;
m_bHaveAnswer = false;
m_ulConnectTime = GetGameTimeInSeconds();
m_cubTicketIGaveThisUser = 0;
m_cubTicketHeGaveMe = 0;
}
void CP2PAuthPlayer::StartAuthPlayer()
{
// send him the ticket if we havent yet
if ( m_cubTicketIGaveThisUser == 0 )
{
m_hAuthTicketIGaveThisUser = SteamUser()->GetAuthSessionTicket( m_rgubTicketIGaveThisUser, sizeof( m_rgubTicketIGaveThisUser ), &m_cubTicketIGaveThisUser );
}
// sample has no retry here
m_bSentTicket = m_pNetworkTransport->SendTicket( SteamUser()->GetSteamID(), m_steamID, m_cubTicketIGaveThisUser, m_rgubTicketIGaveThisUser );
// 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() );
OutputDebugStringA( 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() );
OutputDebugStringA( 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() );
OutputDebugStringA( 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() );
OutputDebugStringA( 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;
}
if ( m_steamID.IsValid() )
m_pNetworkTransport->CloseConnection( m_steamID );
}
//-----------------------------------------------------------------------------
// Purpose: message handler
//-----------------------------------------------------------------------------
bool CP2PAuthPlayer::HandleMessage( EMessage eMsg, void *pMessage )
{
switch ( eMsg )
{
// message from another player providing his ticket
case k_EMsgP2PSendingTicket:
{
MsgP2PSendingTicket_t *pMsg = (MsgP2PSendingTicket_t*)pMessage;
// is this message for me?
if ( pMsg->m_SteamID != m_steamID )
return false;
m_cubTicketHeGaveMe = pMsg->m_uTokenLen;
memcpy( m_rgubTicketHeGaveMe, pMsg->m_rgchToken, 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() );
OutputDebugStringA( rgch );
if ( !m_bSentTicket )
StartAuthPlayer();
return true;
}
default:
{
OutputDebugStringA( "P2P:: Received unknown message on our listen socket\n" );
break;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: utility wrapper
//-----------------------------------------------------------------------------
CSteamID CP2PAuthPlayer::GetSteamID()
{
return SteamUser()->GetSteamID();
}
//-----------------------------------------------------------------------------
// Purpose: constructor
//-----------------------------------------------------------------------------
CP2PAuthedGame::CP2PAuthedGame( CGameEngine *pGameEngine )
{
m_pNetworkTransport = new CNetworkTransport;
m_pGameEngine = pGameEngine;
// no players yet
for ( int i = 0; i < MAX_PLAYERS_PER_SERVER; i++ )
{
m_rgpP2PAuthPlayer[i] = NULL;
}
// no queued messages
for ( int i = 0; i < MAX_PLAYERS_PER_SERVER; i++ )
{
m_rgpQueuedMessage[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() );
OutputDebugStringA( rgch );
m_rgpP2PAuthPlayer[iSlot] = new CP2PAuthPlayer( m_pGameEngine, m_pNetworkTransport );
m_rgpP2PAuthPlayer[iSlot]->InitPlayer( steamID );
if ( bStartAuthProcess )
m_rgpP2PAuthPlayer[iSlot]->StartAuthPlayer();
// check our queued messages list to see if this guys ticket message arrived before we noticed him
for ( int i = 0; i < MAX_PLAYERS_PER_SERVER; i++ )
{
if ( m_rgpQueuedMessage[i] != NULL )
{
if ( m_rgpP2PAuthPlayer[i]->HandleMessage( k_EMsgP2PSendingTicket, m_rgpQueuedMessage[i] ) )
{
OutputDebugStringA( "P2P:: Consumed queued message \n" );
free( m_rgpQueuedMessage[i] );
m_rgpQueuedMessage[i] = NULL;
}
}
}
}
//-----------------------------------------------------------------------------
// 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
//-----------------------------------------------------------------------------
bool CP2PAuthedGame::HandleMessage( EMessage eMsg, void *pMessage )
{
switch ( eMsg )
{
// message from another player providing his ticket
case k_EMsgP2PSendingTicket:
{
MsgP2PSendingTicket_t *pMsg = (MsgP2PSendingTicket_t*)pMessage;
for ( int i = 0; i < MAX_PLAYERS_PER_SERVER; i++ )
{
if ( m_rgpP2PAuthPlayer[i] )
{
if ( m_rgpP2PAuthPlayer[i]->HandleMessage( eMsg, pMessage ) )
{
return true;
}
}
}
// if we dont have the player in our list yet, lets queue the message and assume he will show up soon
OutputDebugStringA( "P2P:: HandleMessage queueing message \n" );
for ( int i = 0; i < MAX_PLAYERS_PER_SERVER; i++ )
{
if ( m_rgpQueuedMessage[i] == NULL )
{
m_rgpQueuedMessage[i] = pMsg;
return false;
}
}
break;
}
default:
{
OutputDebugStringA( "Received unknown message on our listen socket\n" );
break;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: utility wrapper
//-----------------------------------------------------------------------------
CSteamID CP2PAuthedGame::GetSteamID()
{
return SteamUser()->GetSteamID();
}