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https://github.com/dolphin-emu/dolphin.git
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8285a94d93
This variable isn't std::moved anywhere and is just read out of into a string. Instead of making a copy, and then another copy of the data into a std::string, we can take it by reference, only copying the data once.
340 lines
8.5 KiB
C++
340 lines
8.5 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "UICommon/NetPlayIndex.h"
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#include <chrono>
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#include <numeric>
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#include <string>
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#include <picojson/picojson.h>
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#include "Common/Common.h"
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#include "Common/HttpRequest.h"
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#include "Common/Thread.h"
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#include "Common/Version.h"
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#include "Core/Config/NetplaySettings.h"
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NetPlayIndex::NetPlayIndex() = default;
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NetPlayIndex::~NetPlayIndex()
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{
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if (!m_secret.empty())
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Remove();
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}
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static std::optional<picojson::value> ParseResponse(const std::vector<u8>& response)
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{
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const std::string response_string(reinterpret_cast<const char*>(response.data()),
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response.size());
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picojson::value json;
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const auto error = picojson::parse(json, response_string);
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if (!error.empty())
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return {};
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return json;
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}
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std::optional<std::vector<NetPlaySession>>
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NetPlayIndex::List(const std::map<std::string, std::string>& filters)
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{
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Common::HttpRequest request;
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std::string list_url = Config::Get(Config::NETPLAY_INDEX_URL) + "/v0/list";
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if (!filters.empty())
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{
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list_url += '?';
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for (const auto& filter : filters)
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{
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list_url += filter.first + '=' + request.EscapeComponent(filter.second) + '&';
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}
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list_url.pop_back();
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}
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auto response =
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request.Get(list_url, {{"X-Is-Dolphin", "1"}}, Common::HttpRequest::AllowedReturnCodes::All);
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if (!response)
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{
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m_last_error = "NO_RESPONSE";
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return {};
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}
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auto json = ParseResponse(response.value());
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if (!json)
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{
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m_last_error = "BAD_JSON";
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return {};
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}
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const auto& status = json->get("status");
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if (status.to_str() != "OK")
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{
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m_last_error = status.to_str();
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return {};
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}
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const auto& entries = json->get("sessions");
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std::vector<NetPlaySession> sessions;
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for (const auto& entry : entries.get<picojson::array>())
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{
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const auto& name = entry.get("name");
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const auto& region = entry.get("region");
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const auto& method = entry.get("method");
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const auto& game_id = entry.get("game");
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const auto& server_id = entry.get("server_id");
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const auto& has_password = entry.get("password");
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const auto& player_count = entry.get("player_count");
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const auto& port = entry.get("port");
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const auto& in_game = entry.get("in_game");
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const auto& version = entry.get("version");
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if (!name.is<std::string>() || !region.is<std::string>() || !method.is<std::string>() ||
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!server_id.is<std::string>() || !game_id.is<std::string>() || !has_password.is<bool>() ||
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!player_count.is<double>() || !port.is<double>() || !in_game.is<bool>() ||
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!version.is<std::string>())
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{
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continue;
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}
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NetPlaySession session;
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session.name = name.to_str();
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session.region = region.to_str();
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session.game_id = game_id.to_str();
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session.server_id = server_id.to_str();
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session.method = method.to_str();
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session.version = version.to_str();
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session.has_password = has_password.get<bool>();
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session.player_count = static_cast<int>(player_count.get<double>());
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session.port = static_cast<int>(port.get<double>());
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session.in_game = in_game.get<bool>();
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sessions.push_back(std::move(session));
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}
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return sessions;
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}
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void NetPlayIndex::NotificationLoop()
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{
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while (!m_session_thread_exit_event.WaitFor(std::chrono::seconds(5)))
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{
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Common::HttpRequest request;
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auto response = request.Get(
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Config::Get(Config::NETPLAY_INDEX_URL) + "/v0/session/active?secret=" + m_secret +
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"&player_count=" + std::to_string(m_player_count) +
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"&game=" + request.EscapeComponent(m_game) + "&in_game=" + std::to_string(m_in_game),
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{{"X-Is-Dolphin", "1"}}, Common::HttpRequest::AllowedReturnCodes::All);
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if (!response)
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continue;
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auto json = ParseResponse(response.value());
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if (!json)
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{
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m_last_error = "BAD_JSON";
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m_secret.clear();
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m_error_callback();
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return;
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}
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std::string status = json->get("status").to_str();
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if (status != "OK")
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{
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m_last_error = std::move(status);
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m_secret.clear();
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m_error_callback();
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return;
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}
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}
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}
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bool NetPlayIndex::Add(const NetPlaySession& session)
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{
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Common::HttpRequest request;
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auto response = request.Get(
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Config::Get(Config::NETPLAY_INDEX_URL) +
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"/v0/session/add?name=" + request.EscapeComponent(session.name) +
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"®ion=" + request.EscapeComponent(session.region) +
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"&game=" + request.EscapeComponent(session.game_id) +
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"&password=" + std::to_string(session.has_password) + "&method=" + session.method +
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"&server_id=" + session.server_id + "&in_game=" + std::to_string(session.in_game) +
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"&port=" + std::to_string(session.port) + "&player_count=" +
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std::to_string(session.player_count) + "&version=" + Common::scm_desc_str,
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{{"X-Is-Dolphin", "1"}}, Common::HttpRequest::AllowedReturnCodes::All);
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if (!response.has_value())
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{
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m_last_error = "NO_RESPONSE";
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return false;
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}
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auto json = ParseResponse(response.value());
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if (!json)
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{
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m_last_error = "BAD_JSON";
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return false;
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}
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std::string status = json->get("status").to_str();
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if (status != "OK")
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{
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m_last_error = std::move(status);
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return false;
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}
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m_secret = json->get("secret").to_str();
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m_in_game = session.in_game;
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m_player_count = session.player_count;
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m_game = session.game_id;
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m_session_thread_exit_event.Set();
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if (m_session_thread.joinable())
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m_session_thread.join();
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m_session_thread_exit_event.Reset();
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m_session_thread = std::thread([this] { NotificationLoop(); });
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return true;
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}
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void NetPlayIndex::SetInGame(bool in_game)
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{
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m_in_game = in_game;
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}
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void NetPlayIndex::SetPlayerCount(int player_count)
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{
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m_player_count = player_count;
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}
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void NetPlayIndex::SetGame(std::string game)
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{
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m_game = std::move(game);
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}
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void NetPlayIndex::Remove()
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{
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if (m_secret.empty())
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return;
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m_session_thread_exit_event.Set();
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if (m_session_thread.joinable())
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m_session_thread.join();
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// We don't really care whether this fails or not
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Common::HttpRequest request;
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request.Get(Config::Get(Config::NETPLAY_INDEX_URL) + "/v0/session/remove?secret=" + m_secret,
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{{"X-Is-Dolphin", "1"}}, Common::HttpRequest::AllowedReturnCodes::All);
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m_secret.clear();
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}
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std::vector<std::pair<std::string, std::string>> NetPlayIndex::GetRegions()
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{
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return {
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{"EA", _trans("East Asia")}, {"CN", _trans("China")}, {"EU", _trans("Europe")},
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{"NA", _trans("North America")}, {"SA", _trans("South America")}, {"OC", _trans("Oceania")},
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{"AF", _trans("Africa")},
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};
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}
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// This encryption system uses simple XOR operations and a checksum
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// It isn't very secure but is preferable to adding another dependency on mbedtls
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// The encrypted data is encoded as nibbles with the character 'A' as the base offset
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bool NetPlaySession::EncryptID(std::string_view password)
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{
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if (password.empty())
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return false;
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std::string to_encrypt = server_id;
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// Calculate and append checksum to ID
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const u8 sum = std::accumulate(to_encrypt.begin(), to_encrypt.end(), u8{0});
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to_encrypt += sum;
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std::string encrypted_id;
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u8 i = 0;
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for (const char byte : to_encrypt)
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{
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char c = byte ^ password[i % password.size()];
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c += i;
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encrypted_id += 'A' + ((c & 0xF0) >> 4);
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encrypted_id += 'A' + (c & 0x0F);
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++i;
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}
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server_id = std::move(encrypted_id);
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return true;
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}
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std::optional<std::string> NetPlaySession::DecryptID(std::string_view password) const
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{
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if (password.empty())
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return {};
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// If the length of an encrypted session id is not divisble by two, it's invalid
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if (server_id.empty() || server_id.size() % 2 != 0)
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return {};
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std::string decoded;
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for (size_t i = 0; i < server_id.size(); i += 2)
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{
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char c = (server_id[i] - 'A') << 4 | (server_id[i + 1] - 'A');
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decoded.push_back(c);
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}
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u8 i = 0;
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for (auto& c : decoded)
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{
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c -= i;
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c ^= password[i % password.size()];
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++i;
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}
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// Verify checksum
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const u8 expected_sum = decoded[decoded.size() - 1];
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decoded.pop_back();
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const u8 sum = std::accumulate(decoded.begin(), decoded.end(), u8{0});
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if (sum != expected_sum)
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return {};
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return decoded;
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}
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const std::string& NetPlayIndex::GetLastError() const
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{
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return m_last_error;
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}
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bool NetPlayIndex::HasActiveSession() const
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{
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return !m_secret.empty();
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}
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void NetPlayIndex::SetErrorCallback(std::function<void()> callback)
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{
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m_error_callback = std::move(callback);
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}
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