// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2010 Alistair Riddoch // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 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 General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA #include "PossessionAuthenticator.h" #include "PendingPossession.h" #include "rules/LocatedEntity.h" #include "rules/simulation/BaseWorld.h" #include "common/log.h" #include "common/compose.hpp" #include "common/debug.h" #include static const bool debug_flag = false; template<> PossessionAuthenticator* Singleton::ms_Singleton = nullptr; /// \brief Checks if there is a pending possession on an account /// /// \param entity_id The entity ID to check for pending teleport bool PossessionAuthenticator::isPending(const std::string & entity_id) const { auto I = m_possessions.find(entity_id); return (I != m_possessions.end()); } /// \brief Add a possession authentication entry /// /// \param entity_id The ID of the entity whose data is to be added /// \param possess_key The possess key to authenticate the entity with int PossessionAuthenticator::addPossession(const std::string & entity_id, const std::string & possess_key) { if (isPending(entity_id)) { return -1; } auto pt = new PendingPossession(entity_id, possess_key); m_possessions.insert(std::make_pair(entity_id, pt)); debug(std::cout << String::compose("Added possession auth entry for %1,%2", entity_id, possess_key) << std::endl;); return 0; } /// \brief Remove a possession authentications entry. /// /// \param entity_id The ID of the entity whose data is to be removed int PossessionAuthenticator::removePossession(const std::string &entity_id) { auto I = m_possessions.find(entity_id); if (I == m_possessions.end()) { log(ERROR, String::compose("No possession auth entry for entity ID %1", entity_id)); return -1; } removePossession(I); debug(std::cout << String::compose("Removed possession auth entry for entity ID %1", entity_id) << std::endl;); return 0; } /// \brief Remove a possession authentications entry internals. /// /// Typically after a successful authentication /// \param I The iterator in m_possessions to be removed void PossessionAuthenticator::removePossession(PendingPossessionsMap::iterator I) { assert(I->second != 0); delete I->second; m_possessions.erase(I); } boost::optional PossessionAuthenticator::getPossessionKey(const std::string& entity_id) { auto result = m_possessions.find(entity_id); if (result != m_possessions.end()) { return boost::optional(result->second->getPossessKey()); } return boost::optional(); } /// \brief Authenticate a possession request /// /// \param entity_id The ID of the entity that was created /// \param possess_key The possess key sent by the client Ref PossessionAuthenticator::authenticatePossession(const std::string &entity_id, const std::string &possess_key) { auto I = m_possessions.find(entity_id); if (I == m_possessions.end()) { log(ERROR, String::compose("Unable to find possessable entity with ID %1", entity_id)); return nullptr; } PendingPossession *entry = I->second; assert(entry != nullptr); if (entry->validate(entity_id, possess_key)) { // We are authenticated! auto entity = BaseWorld::instance().getEntity(entity_id); if (!entity) { // This means the authentication entry itself is invalid. Remove it. log(ERROR, String::compose("Unable to find possessable entity with ID %1", entity_id)); removePossession(I); return nullptr; } // Don't remove the entry yet. It will be removed after connecting // the entity to the account in Account::LookOperation() successfully // removePossession(entity_id); return entity; } // We failed the authentication. Keep authentication entry for retries. return nullptr; }