#include "squirrel/squirrel.h" #include "masterserver/masterserver.h" #include "server/auth/serverauthentication.h" #include "engine/r2engine.h" #include "client/r2client.h" // functions for viewing server browser ADD_SQFUNC("void", NSRequestServerList, "", "", ScriptContext::UI) { g_pMasterServerManager->RequestServerList(); return SQRESULT_NULL; } ADD_SQFUNC("bool", NSIsRequestingServerList, "", "", ScriptContext::UI) { g_pSquirrel->pushbool(sqvm, g_pMasterServerManager->m_bScriptRequestingServerList); return SQRESULT_NOTNULL; } ADD_SQFUNC("bool", NSMasterServerConnectionSuccessful, "", "", ScriptContext::UI) { g_pSquirrel->pushbool(sqvm, g_pMasterServerManager->m_bSuccessfullyConnected); return SQRESULT_NOTNULL; } ADD_SQFUNC("int", NSGetServerCount, "", "", ScriptContext::UI) { g_pSquirrel->pushinteger(sqvm, (SQInteger)g_pMasterServerManager->m_vRemoteServers.size()); return SQRESULT_NOTNULL; } ADD_SQFUNC("void", NSClearRecievedServerList, "", "", ScriptContext::UI) { g_pMasterServerManager->ClearServerList(); return SQRESULT_NULL; } // functions for authenticating with servers ADD_SQFUNC("void", NSTryAuthWithServer, "int serverIndex, string password = ''", "", ScriptContext::UI) { SQInteger serverIndex = g_pSquirrel->getinteger(sqvm, 1); const SQChar* password = g_pSquirrel->getstring(sqvm, 2); if (serverIndex >= g_pMasterServerManager->m_vRemoteServers.size()) { g_pSquirrel->raiseerror( sqvm, fmt::format( "Tried to auth with server index {} when only {} servers are available", serverIndex, g_pMasterServerManager->m_vRemoteServers.size()) .c_str()); return SQRESULT_ERROR; } // send off persistent data first, don't worry about server/client stuff, since m_additionalPlayerData should only have entries when // we're a local server note: this seems like it could create a race condition, test later for (auto& pair : g_pServerAuthentication->m_PlayerAuthenticationData) g_pServerAuthentication->WritePersistentData(pair.first); // do auth g_pMasterServerManager->AuthenticateWithServer( g_pLocalPlayerUserID, g_pMasterServerManager->m_sOwnClientAuthToken, g_pMasterServerManager->m_vRemoteServers[serverIndex], (char*)password); return SQRESULT_NULL; } ADD_SQFUNC("bool", NSIsAuthenticatingWithServer, "", "", ScriptContext::UI) { g_pSquirrel->pushbool(sqvm, g_pMasterServerManager->m_bScriptAuthenticatingWithGameServer); return SQRESULT_NOTNULL; } ADD_SQFUNC("bool", NSWasAuthSuccessful, "", "", ScriptContext::UI) { g_pSquirrel->pushbool(sqvm, g_pMasterServerManager->m_bSuccessfullyAuthenticatedWithGameServer); return SQRESULT_NOTNULL; } ADD_SQFUNC("void", NSConnectToAuthedServer, "", "", ScriptContext::UI) { if (!g_pMasterServerManager->m_bHasPendingConnectionInfo) { g_pSquirrel->raiseerror( sqvm, fmt::format("Tried to connect to authed server before any pending connection info was available").c_str()); return SQRESULT_ERROR; } RemoteServerConnectionInfo& info = g_pMasterServerManager->m_pendingConnectionInfo; // set auth token, then try to connect // i'm honestly not entirely sure how silentconnect works regarding ports and encryption so using connect for now g_pCVar->FindVar("serverfilter")->SetValue(info.authToken); Cbuf_AddText( Cbuf_GetCurrentPlayer(), fmt::format( "connect {}.{}.{}.{}:{}", info.ip.S_un.S_un_b.s_b1, info.ip.S_un.S_un_b.s_b2, info.ip.S_un.S_un_b.s_b3, info.ip.S_un.S_un_b.s_b4, info.port) .c_str(), cmd_source_t::kCommandSrcCode); g_pMasterServerManager->m_bHasPendingConnectionInfo = false; return SQRESULT_NULL; } ADD_SQFUNC("void", NSTryAuthWithLocalServer, "", "", ScriptContext::UI) { // do auth request g_pMasterServerManager->AuthenticateWithOwnServer(g_pLocalPlayerUserID, g_pMasterServerManager->m_sOwnClientAuthToken); return SQRESULT_NULL; } ADD_SQFUNC("void", NSCompleteAuthWithLocalServer, "", "", ScriptContext::UI) { // literally just set serverfilter // note: this assumes we have no authdata other than our own if (g_pServerAuthentication->m_RemoteAuthenticationData.size()) g_pCVar->FindVar("serverfilter")->SetValue(g_pServerAuthentication->m_RemoteAuthenticationData.begin()->first.c_str()); return SQRESULT_NULL; } ADD_SQFUNC("string", NSGetAuthFailReason, "", "", ScriptContext::UI) { g_pSquirrel->pushstring(sqvm, g_pMasterServerManager->m_sAuthFailureReason.c_str(), -1); return SQRESULT_NOTNULL; } ADD_SQFUNC("array", NSGetGameServers, "", "", ScriptContext::UI) { g_pSquirrel->newarray(sqvm, 0); for (size_t i = 0; i < g_pMasterServerManager->m_vRemoteServers.size(); i++) { const RemoteServerInfo& remoteServer = g_pMasterServerManager->m_vRemoteServers[i]; g_pSquirrel->pushnewstructinstance(sqvm, 11); // index g_pSquirrel->pushinteger(sqvm, (SQInteger)i); g_pSquirrel->sealstructslot(sqvm, 0); // id g_pSquirrel->pushstring(sqvm, remoteServer.id, -1); g_pSquirrel->sealstructslot(sqvm, 1); // name g_pSquirrel->pushstring(sqvm, remoteServer.name, -1); g_pSquirrel->sealstructslot(sqvm, 2); // description g_pSquirrel->pushstring(sqvm, remoteServer.description.c_str(), -1); g_pSquirrel->sealstructslot(sqvm, 3); // map g_pSquirrel->pushstring(sqvm, remoteServer.map, -1); g_pSquirrel->sealstructslot(sqvm, 4); // playlist g_pSquirrel->pushstring(sqvm, remoteServer.playlist, -1); g_pSquirrel->sealstructslot(sqvm, 5); // playerCount g_pSquirrel->pushinteger(sqvm, remoteServer.playerCount); g_pSquirrel->sealstructslot(sqvm, 6); // maxPlayerCount g_pSquirrel->pushinteger(sqvm, remoteServer.maxPlayers); g_pSquirrel->sealstructslot(sqvm, 7); // requiresPassword g_pSquirrel->pushbool(sqvm, remoteServer.requiresPassword); g_pSquirrel->sealstructslot(sqvm, 8); // region g_pSquirrel->pushstring(sqvm, remoteServer.region, -1); g_pSquirrel->sealstructslot(sqvm, 9); // requiredMods g_pSquirrel->newarray(sqvm); for (const RemoteModInfo& mod : remoteServer.requiredMods) { g_pSquirrel->pushnewstructinstance(sqvm, 2); // name g_pSquirrel->pushstring(sqvm, mod.Name.c_str(), -1); g_pSquirrel->sealstructslot(sqvm, 0); // version g_pSquirrel->pushstring(sqvm, mod.Version.c_str(), -1); g_pSquirrel->sealstructslot(sqvm, 1); g_pSquirrel->arrayappend(sqvm, -2); } g_pSquirrel->sealstructslot(sqvm, 10); g_pSquirrel->arrayappend(sqvm, -2); } return SQRESULT_NOTNULL; }