Fixed: Load Steam library if Ryzom compiled with WITH_STEAM, request auth session ticket and send it to login server

This commit is contained in:
kervala 2016-02-10 18:46:50 +01:00
parent f4fbbd5daf
commit f7c0d296fa
7 changed files with 508 additions and 7 deletions

View file

@ -0,0 +1,60 @@
# - Locate Steam API
# This module defines
# STEAM_LIBRARY, the library to link against
# VORBIS_FOUND, if false, do not try to link to VORBIS
# VORBIS_INCLUDE_DIR, where to find headers.
IF(STEAM_LIBRARY AND STEAM_INCLUDE_DIR)
# in cache already
SET(Steam_FIND_QUIETLY TRUE)
ENDIF()
FIND_PATH(STEAM_INCLUDE_DIR
steam_api.h
PATH_SUFFIXES steam
PATHS
$ENV{STEAM_DIR}/public
)
IF(WIN32)
IF(TARGET_X64)
SET(STEAM_LIBNAME steam_api64)
SET(STEAM_PATHNAME redistributable_bin/win64)
ELSE()
SET(STEAM_LIBNAME steam_api)
SET(STEAM_PATHNAME redistributable_bin)
ENDIF()
ELSEIF(APPLE)
# universal binary
SET(STEAM_LIBNAME steam_api)
SET(STEAM_PATHNAME redistributable_bin/osx32)
ELSE()
IF(TARGET_X64)
SET(STEAM_LIBNAME steam_api)
SET(STEAM_PATHNAME redistributable_bin/linux64)
ELSE()
SET(STEAM_LIBNAME steam_api)
SET(STEAM_PATHNAME redistributable_bin/linux32)
ENDIF()
ENDIF()
FIND_LIBRARY(STEAM_LIBRARY
NAMES ${STEAM_LIBNAME}
PATHS
$ENV{STEAM_DIR}/${STEAM_PATHNAME}
)
# Don't need to check STEAM_LIBRARY because we're dynamically loading Steam DLL
IF(STEAM_INCLUDE_DIR)
SET(STEAM_FOUND ON)
SET(STEAM_LIBRARIES ${STEAM_LIBRARY})
SET(STEAM_INCLUDE_DIRS ${STEAM_INCLUDE_DIR})
IF(NOT Steam_FIND_QUIETLY)
MESSAGE(STATUS "Found Steam: ${STEAM_INCLUDE_DIR}")
ENDIF()
ELSE()
IF(NOT Steam_FIND_QUIETLY)
MESSAGE(STATUS "Warning: Unable to find Steam!")
ENDIF()
ENDIF()

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@ -6,7 +6,10 @@ ADD_SUBDIRECTORY(seven_zip)
IF(WITH_RYZOM_CLIENT)
# Patch should never be enabled on Steam
IF(WITH_RYZOM_PATCH AND NOT WITH_RYZOM_STEAM)
IF(WITH_RYZOM_STEAM)
ADD_DEFINITIONS(-DRZ_USE_STEAM)
FIND_PACKAGE(Steam)
ELSEIF(WITH_RYZOM_PATCH)
ADD_DEFINITIONS(-DRZ_USE_PATCH)
IF(WITH_RYZOM_CUSTOM_PATCH_SERVER)
@ -127,6 +130,10 @@ IF(WITH_RYZOM_CLIENT)
${ZLIB_INCLUDE_DIR}
)
IF(STEAM_FOUND)
INCLUDE_DIRECTORIES(${STEAM_INCLUDE_DIRS})
ENDIF()
TARGET_LINK_LIBRARIES(ryzom_client
nelmisc
nelnet

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@ -62,6 +62,10 @@
#include "client_cfg.h"
#include "far_tp.h"
#ifdef RZ_USE_STEAM
#include "steam_client.h"
#endif
///////////
// USING //
///////////
@ -319,6 +323,13 @@ int main(int argc, char **argv)
prelogInit();
RYZOM_CATCH("Pre-Login Init")
#ifdef RZ_USE_STEAM
CSteamClient steamClient;
if (steamClient.init())
LoginCustomParameters = "&steam_auth_session_ticket=" + steamClient.getAuthSessionTicket();
#endif
// Log the client and choose from shard
RYZOM_TRY("Login")
if (!ClientCfg.Local && (ClientCfg.TestBrowser || ClientCfg.FSHost.empty()))

View file

@ -77,7 +77,7 @@ extern bool SetMousePosFirstTime;
vector<CShard> Shards;
string LoginLogin, LoginPassword, ClientApp, Salt;
string LoginLogin, LoginPassword, ClientApp, Salt, LoginCustomParameters;
uint32 LoginShardId = 0xFFFFFFFF;
@ -1169,7 +1169,7 @@ void onlogin(bool vanishScreen = true)
// Check the login/pass
// main menu page for r2mode
string res = checkLogin(LoginLogin, LoginPassword, ClientApp);
string res = checkLogin(LoginLogin, LoginPassword, ClientApp, LoginCustomParameters);
if (res.empty())
{
// if not in auto login, push login ok event
@ -2738,7 +2738,7 @@ REGISTER_ACTION_HANDLER (CAHOnBackToLogin, "on_back_to_login");
// ***************************************************************************
string checkLogin(const string &login, const string &password, const string &clientApp)
string checkLogin(const string &login, const string &password, const string &clientApp, const std::string &customParameters)
{
CPatchManager *pPM = CPatchManager::getInstance();
Shards.clear();
@ -2795,7 +2795,7 @@ string checkLogin(const string &login, const string &password, const string &cli
{
// R2 login sequence
std::string cryptedPassword = CCrypt::crypt(password, Salt);
if(!HttpClient.sendGet(ClientCfg.ConfigFile.getVar("StartupPage").asString()+"?cmd=login&login="+login+"&password="+cryptedPassword+"&clientApplication="+clientApp+"&cp=1"+"&lg="+ClientCfg.LanguageCode))
if(!HttpClient.sendGet(ClientCfg.ConfigFile.getVar("StartupPage").asString()+"?cmd=login&login="+login+"&password="+cryptedPassword+"&clientApplication="+clientApp+"&cp=1"+"&lg="+ClientCfg.LanguageCode+customParameters))
return "Can't send (error code 2)";
// the response should contains the result code and the cookie value

View file

@ -46,7 +46,7 @@ struct CShard
std::string EmergencyPatchURL;
};
extern std::string LoginLogin, LoginPassword;
extern std::string LoginLogin, LoginPassword, LoginCustomParameters;
extern uint32 LoginShardId;
@ -54,7 +54,7 @@ extern uint32 AvailablePatchs;
std::string checkLogin(const std::string &login, const std::string &password, const std::string &clientApp);
std::string checkLogin(const std::string &login, const std::string &password, const std::string &clientApp, const std::string &customParameters = "");
std::string selectShard(uint32 shardId, std::string &cookie, std::string &addr);
std::string getBGDownloaderCommandLine();

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@ -0,0 +1,358 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
#ifdef RZ_USE_STEAM
#include "steam_client.h"
#include <steam_api.h>
// prototypes definitions for Steam API functions we'll call
typedef bool (__cdecl *SteamAPI_InitFuncPtr)();
typedef void (__cdecl *SteamAPI_RegisterCallbackFuncPtr)(class CCallbackBase *pCallback, int iCallback);
typedef void (__cdecl *SteamAPI_RunCallbacksFuncPtr)();
typedef void (__cdecl *SteamAPI_ShutdownFuncPtr)();
typedef void (__cdecl *SteamAPI_UnregisterCallbackFuncPtr)(class CCallbackBase *pCallback);
typedef ISteamUtils* (__cdecl *SteamUtilsFuncPtr)();
typedef ISteamUser* (__cdecl *SteamUserFuncPtr)();
typedef ISteamFriends* (__cdecl *SteamFriendsFuncPtr)();
// macros to simplify dynamic functions loading
#define NL_DECLARE_SYMBOL(symbol) symbol##FuncPtr nl##symbol = NULL
#define NL_LOAD_SYMBOL(symbol) nl##symbol = (symbol##FuncPtr)NLMISC::nlGetSymbolAddress(_Handle, #symbol)
NL_DECLARE_SYMBOL(SteamAPI_Init);
NL_DECLARE_SYMBOL(SteamFriends);
NL_DECLARE_SYMBOL(SteamUser);
NL_DECLARE_SYMBOL(SteamUtils);
NL_DECLARE_SYMBOL(SteamAPI_RegisterCallback);
NL_DECLARE_SYMBOL(SteamAPI_UnregisterCallback);
NL_DECLARE_SYMBOL(SteamAPI_RunCallbacks);
NL_DECLARE_SYMBOL(SteamAPI_Shutdown);
// taken from steam_api.h, we needed to change it to use our dynamically loaded functions
// Declares a callback member function plus a helper member variable which
// registers the callback on object creation and unregisters on destruction.
// The optional fourth 'var' param exists only for backwards-compatibility
// and can be ignored.
#define NL_STEAM_CALLBACK( thisclass, func, .../*callback_type, [deprecated] var*/ ) \
_NL_STEAM_CALLBACK_SELECT( ( __VA_ARGS__, 4, 3 ), ( /**/, thisclass, func, __VA_ARGS__ ) )
//-----------------------------------------------------------------------------
// The following macros are implementation details, not intended for public use
//-----------------------------------------------------------------------------
#define _NL_STEAM_CALLBACK_AUTO_HOOK( thisclass, func, param )
#define _NL_STEAM_CALLBACK_HELPER( _1, _2, SELECTED, ... ) _NL_STEAM_CALLBACK_##SELECTED
#define _NL_STEAM_CALLBACK_SELECT( X, Y ) _NL_STEAM_CALLBACK_HELPER X Y
#define _NL_STEAM_CALLBACK_3( extra_code, thisclass, func, param ) \
struct CCallbackInternal_ ## func : private CSteamCallbackImpl< sizeof( param ) > { \
CCallbackInternal_ ## func () { extra_code nlSteamAPI_RegisterCallback( this, param::k_iCallback ); } \
CCallbackInternal_ ## func ( const CCallbackInternal_ ## func & ) { extra_code nlSteamAPI_RegisterCallback( this, param::k_iCallback ); } \
CCallbackInternal_ ## func & operator=( const CCallbackInternal_ ## func & ) { return *this; } \
private: virtual void Run( void *pvParam ) { _NL_STEAM_CALLBACK_AUTO_HOOK( thisclass, func, param ) \
thisclass *pOuter = reinterpret_cast<thisclass*>( reinterpret_cast<char*>(this) - offsetof( thisclass, m_steamcallback_ ## func ) ); \
pOuter->func( reinterpret_cast<param*>( pvParam ) ); \
} \
} m_steamcallback_ ## func ; void func( param *pParam )
#define _NL_STEAM_CALLBACK_4( _, thisclass, func, param, var ) \
CSteamCallback< thisclass, param > var; void func( param *pParam )
//-----------------------------------------------------------------------------
// Purpose: templated base for callbacks - internal implementation detail
//-----------------------------------------------------------------------------
template< int sizeof_P >
class CSteamCallbackImpl : protected CCallbackBase
{
public:
~CSteamCallbackImpl() { if ( m_nCallbackFlags & k_ECallbackFlagsRegistered ) nlSteamAPI_UnregisterCallback( this ); }
void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; }
protected:
virtual void Run( void *pvParam ) = 0;
virtual void Run( void *pvParam, bool /*bIOFailure*/, SteamAPICall_t /*hSteamAPICall*/ ) { Run( pvParam ); }
virtual int GetCallbackSizeBytes() { return sizeof_P; }
};
//-----------------------------------------------------------------------------
// Purpose: maps a steam callback to a class member function
// template params: T = local class, P = parameter struct,
// bGameserver = listen for gameserver callbacks instead of client callbacks
//-----------------------------------------------------------------------------
template< class T, class P, bool bGameserver = false >
class CSteamCallback : public CSteamCallbackImpl< sizeof( P ) >
{
public:
typedef void (T::*func_t)(P*);
// NOTE: If you can't provide the correct parameters at construction time, you should
// use the CCallbackManual callback object (STEAM_CALLBACK_MANUAL macro) instead.
CSteamCallback( T *pObj, func_t func ) : m_pObj( NULL ), m_Func( NULL )
{
if ( bGameserver )
{
this->SetGameserverFlag();
}
Register( pObj, func );
}
// manual registration of the callback
void Register( T *pObj, func_t func )
{
if ( !pObj || !func )
return;
if ( this->m_nCallbackFlags & CCallbackBase::k_ECallbackFlagsRegistered )
Unregister();
m_pObj = pObj;
m_Func = func;
// SteamAPI_RegisterCallback sets k_ECallbackFlagsRegistered
nlSteamAPI_RegisterCallback( this, P::k_iCallback );
}
void Unregister()
{
// SteamAPI_UnregisterCallback removes k_ECallbackFlagsRegistered
nlSteamAPI_UnregisterCallback( this );
}
protected:
virtual void Run( void *pvParam )
{
(m_pObj->*m_Func)( (P *)pvParam );
}
T *m_pObj;
func_t m_Func;
};
// listener called by Steam when AuthSessionTicket is available
class CAuthSessionTicketListener
{
public:
CAuthSessionTicketListener():_AuthSessionTicketResponse(this, &CAuthSessionTicketListener::OnAuthSessionTicketResponse)
{
_AuthSessionTicketHandle = 0;
_AuthSessionTicketSize = 0;
_AuthSessionTicketCallbackCalled = false;
_AuthSessionTicketCallbackError = false;;
_AuthSessionTicketCallbackTimeout = false;
}
// wait until a ticket is available or return if no ticket received after specified ms
bool waitTicket(uint32 ms)
{
// call Steam method
_AuthSessionTicketHandle = nlSteamUser()->GetAuthSessionTicket(_AuthSessionTicketData, sizeof(_AuthSessionTicketData), &_AuthSessionTicketSize);
nldebug("GetAuthSessionTicket returned %u bytes, handle %u", _AuthSessionTicketSize, _AuthSessionTicketHandle);
nlinfo("Waiting for Steam GetAuthSessionTicket callback...");
// define expiration time
NLMISC::TTime expirationTime = NLMISC::CTime::getLocalTime() + ms;
// wait until callback method is called or expiration
while(!_AuthSessionTicketCallbackCalled && !_AuthSessionTicketCallbackTimeout)
{
// call registered callbacks
nlSteamAPI_RunCallbacks();
// check if expired
if (NLMISC::CTime::getLocalTime() > expirationTime)
_AuthSessionTicketCallbackTimeout = true;
}
// expired
if (_AuthSessionTicketCallbackTimeout)
{
nlwarning("GetAuthSessionTicket callback never called");
return false;
}
nlinfo("GetAuthSessionTicket called");
// got an error
if (_AuthSessionTicketCallbackError)
{
nlwarning("GetAuthSessionTicket callback returned error");
return false;
}
return true;
}
// return ticket if available in hexadecimal
std::string getTicket() const
{
// if expired or error, ticket is not available
if (!_AuthSessionTicketCallbackCalled || _AuthSessionTicketCallbackError || _AuthSessionTicketCallbackTimeout) return "";
std::string authSessionTicket;
// optimize string by allocating the final string size
authSessionTicket.reserve(_AuthSessionTicketSize*2);
// convert buffer to hexadecimal string
for (uint32 i = 0; i < _AuthSessionTicketSize; ++i)
{
authSessionTicket += NLMISC::toString("%02x", _AuthSessionTicketData[i]);
}
return authSessionTicket;
}
private:
// ticket handle
HAuthTicket _AuthSessionTicketHandle;
// buffer of ticket data
uint8 _AuthSessionTicketData[1024];
// size of buffer
uint32 _AuthSessionTicketSize;
// different states of callback
bool _AuthSessionTicketCallbackCalled;
bool _AuthSessionTicketCallbackError;
bool _AuthSessionTicketCallbackTimeout;
// callback declaration
NL_STEAM_CALLBACK(CAuthSessionTicketListener, OnAuthSessionTicketResponse, GetAuthSessionTicketResponse_t, _AuthSessionTicketResponse);
};
// method called by Steam
void CAuthSessionTicketListener::OnAuthSessionTicketResponse(GetAuthSessionTicketResponse_t *inCallback)
{
_AuthSessionTicketCallbackCalled = true;
if (inCallback->m_eResult != k_EResultOK)
{
_AuthSessionTicketCallbackError = true;
}
}
CSteamClient::CSteamClient():_Handle(NULL), _Initialized(false)
{
}
CSteamClient::~CSteamClient()
{
release();
}
bool CSteamClient::init()
{
std::string filename;
#if defined(NL_OS_WIN64)
filename = "steam_api64.dll";
#elif defined(NL_OS_WINDOWS)
filename = "steam_api.dll";
#elif defined(NL_OS_MAC)
filename = "libsteam_api.dylib";
#else
filename = "libsteam_api.so";
#endif
// try to load library
_Handle = NLMISC::nlLoadLibrary(filename);
if (!_Handle)
{
nlwarning("Unable to load Steam client");
return false;
}
NL_LOAD_SYMBOL(SteamAPI_Init);
// check if function was found
if (!nlSteamAPI_Init)
{
nlwarning("Unable to get a pointer on SteamAPI_Init");
return false;
}
// initialize Steam API
if (!nlSteamAPI_Init())
{
nlwarning("Unable to initialize Steam client");
return false;
}
_Initialized = true;
// load more functions
NL_LOAD_SYMBOL(SteamFriends);
NL_LOAD_SYMBOL(SteamUser);
NL_LOAD_SYMBOL(SteamUtils);
NL_LOAD_SYMBOL(SteamAPI_Shutdown);
bool loggedOn = nlSteamUser()->BLoggedOn();
nlinfo("Steam AppID: %u", nlSteamUtils()->GetAppID());
nlinfo("Steam login: %s", nlSteamFriends()->GetPersonaName());
nlinfo("Steam user logged: %s", loggedOn ? "yes":"no");
// don't need to continue, if not connected
if (!loggedOn) return false;
// load symbols used by AuthSessionTicket
NL_LOAD_SYMBOL(SteamAPI_RegisterCallback);
NL_LOAD_SYMBOL(SteamAPI_UnregisterCallback);
NL_LOAD_SYMBOL(SteamAPI_RunCallbacks);
CAuthSessionTicketListener listener;
// wait 5 seconds to get ticket
if (!listener.waitTicket(5000)) return false;
// save ticket
_AuthSessionTicket = listener.getTicket();
nldebug("Auth ticket: %s", _AuthSessionTicket.c_str());
return true;
}
bool CSteamClient::release()
{
if (!_Handle) return false;
if (_Initialized)
{
// only shutdown Steam if initialized
nlSteamAPI_Shutdown();
_Initialized = false;
}
// free Steam library from memory
bool res = NLMISC::nlFreeLibrary(_Handle);
_Handle = NULL;
return res;
}
#endif

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@ -0,0 +1,65 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef CL_STEAM_CLIENT_H
#define CL_STEAM_CLIENT_H
#include "nel/misc/types_nl.h"
#include "nel/misc/dynloadlib.h"
/**
* Steam API helper to be able to call Steam functions/methods without linking to any library.
* The library is dynamically loaded and is optional.
*
* \author Cedric 'Kervala' OCHS
* \date 2016
*/
class CSteamClient
{
public:
CSteamClient();
~CSteamClient();
/**
* Dynamically load Steam client library and functions pointers.
* Also retrieve authentication session ticket if available.
* If no authentication session ticket retrieved, returns false.
*/
bool init();
/**
* Shutdown Steam client and unload library.
*/
bool release();
/**
* Return the authentication session ticket if available.
*/
std::string getAuthSessionTicket() const { return _AuthSessionTicket; }
private:
// handle on Steam DLL
NLMISC::NL_LIB_HANDLE _Handle;
// true if succeeded to initialize (must call shutdown)
bool _Initialized;
// the retrieved authentication session ticket
std::string _AuthSessionTicket;
};
#endif