* Auth setup * fixes * messages * adapt to new auth * cvar fix * generating link setup * new version adapt * fix * Update DiscordAuthManager.cs
139 lines
4.6 KiB
C#
139 lines
4.6 KiB
C#
using System.Net;
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using System.Net.Http;
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using System.Net.Http.Headers;
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using System.Net.Http.Json;
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using System.Text.Json.Serialization;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Shared._CP14.Discord;
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using Content.Shared.CCVar;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Server._CP14.Discord;
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public sealed class DiscordAuthManager
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{
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[Dependency] private readonly IServerNetManager _netMgr = default!;
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[Dependency] private readonly IPlayerManager _playerMgr = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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private ISawmill _sawmill = default!;
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private readonly HttpClient _httpClient = new();
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private bool _enabled = false;
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private string _apiUrl = string.Empty;
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private string _apiKey = string.Empty;
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public event EventHandler<ICommonSession>? PlayerVerified;
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public void Initialize()
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{
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_sawmill = Logger.GetSawmill("discordAuth");
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_cfg.OnValueChanged(CCVars.DiscordAuthEnabled, v => _enabled = v, true);
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_cfg.OnValueChanged(CCVars.DiscordAuthUrl, v => _apiUrl = v, true);
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_cfg.OnValueChanged(CCVars.DiscordAuthToken, v => _apiKey = v, true);
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_netMgr.RegisterNetMessage<MsgDiscordAuthRequired>();
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_netMgr.RegisterNetMessage<MsgDiscordAuthCheck>(OnAuthCheck);
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_playerMgr.PlayerStatusChanged += OnPlayerStatusChanged;
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PlayerVerified += OnPlayerVerified;
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}
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private void OnPlayerVerified(object? obj, ICommonSession session)
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{
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Timer.Spawn(0, () => _playerMgr.JoinGame(session));
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}
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private async void OnAuthCheck(MsgDiscordAuthCheck msg)
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{
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var verified = await IsVerified(msg.MsgChannel.UserId);
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if (!verified)
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return;
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var session = _playerMgr.GetSessionById(msg.MsgChannel.UserId);
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PlayerVerified?.Invoke(this, session);
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}
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private async void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs args)
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{
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if (args.NewStatus != SessionStatus.Connected)
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return;
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if (!_enabled)
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{
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PlayerVerified?.Invoke(this, args.Session);
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return;
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}
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if (args.NewStatus == SessionStatus.Connected)
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{
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var verified = await IsVerified(args.Session.UserId);
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if (verified)
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{
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PlayerVerified?.Invoke(this, args.Session);
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return;
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}
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var message = new MsgDiscordAuthRequired();
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message.AuthUrl = await GenerateLink(args.Session.UserId) ?? string.Empty;
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args.Session.Channel.SendMessage(message);
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}
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}
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public async Task<bool> IsVerified(NetUserId userId, CancellationToken cancel = default)
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{
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_sawmill.Debug($"Player {userId} check Discord verification");
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var requestUrl = $"{_apiUrl}/api/uuid?method=uid&id={userId}";
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_sawmill.Debug($"Auth request url:{requestUrl}");
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var request = new HttpRequestMessage(HttpMethod.Get, requestUrl);
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request.Headers.Authorization = new AuthenticationHeaderValue("Bearer", _apiKey);
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var response = await _httpClient.SendAsync(request, cancel);
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_sawmill.Debug($"{await response.Content.ReadAsStringAsync(cancel)}");
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_sawmill.Debug($"{(int) response.StatusCode}");
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return response.StatusCode == HttpStatusCode.OK;
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}
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public async Task<string?> GenerateLink(NetUserId userId, CancellationToken cancel = default)
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{
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_sawmill.Debug($"Generating link for {userId}");
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var requestUrl = $"{_apiUrl}/api/link?uid={userId}";
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// try catch block to catch HttpRequestExceptions due to remote service unavailability
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try
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{
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var response = await _httpClient.GetAsync(requestUrl, cancel);
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if (!response.IsSuccessStatusCode)
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return null;
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var link = await response.Content.ReadFromJsonAsync<DiscordLinkResponse>(cancel);
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return link!.Link;
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}
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catch (HttpRequestException)
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{
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_sawmill.Error("Remote auth service is unreachable. Check if its online!");
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return null;
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}
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catch (Exception e)
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{
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_sawmill.Error($"Unexpected error verifying user via auth service. Error: {e.Message}. Stack: \n{e.StackTrace}");
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return null;
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}
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}
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sealed class DiscordLinkResponse
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{
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[JsonPropertyName("link")]
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public string Link { get; set; } = string.Empty;
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}
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}
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