Files
tbd-station-14/Content.Server/Administration/PlayerLocator.cs

136 lines
5.1 KiB
C#

using System;
using System.Net;
using System.Net.Http;
using System.Net.Http.Json;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.Database;
using JetBrains.Annotations;
using Robust.Server.Player;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Network;
namespace Content.Server.Administration
{
/// <summary>
/// Utilities for finding user IDs that extend to more than the server database.
/// </summary>
/// <remarks>
/// Methods in this class will check connected clients, server database
/// AND the authentication server for lookups, in that order.
/// </remarks>
public interface IPlayerLocator
{
/// <summary>
/// Look up a user ID by name globally.
/// </summary>
/// <returns>Null if the player does not exist.</returns>
Task<NetUserId?> LookupIdByNameAsync(string playerName, CancellationToken cancel = default);
/// <summary>
/// If passed a GUID, runs <see cref="DoesPlayerExistAsync"/> and only returns it if the account exists.
/// If passed a player name, returns <see cref="LookupIdByNameAsync"/>.
/// </summary>
Task<NetUserId?> LookupIdByNameOrIdAsync(string playerName, CancellationToken cancel = default);
/// <summary>
/// Checks whether the specified user ID is an existing account, globally.
/// </summary>
/// <returns>True if the player account exists, false otherwise</returns>
Task<bool> DoesPlayerExistAsync(NetUserId userId, CancellationToken cancel = default);
}
internal sealed class PlayerLocator : IPlayerLocator
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IServerDbManager _db = default!;
public async Task<NetUserId?> LookupIdByNameAsync(string playerName, CancellationToken cancel = default)
{
// Check people currently on the server, the easiest case.
if (_playerManager.TryGetSessionByUsername(playerName, out var session))
return session.UserId;
// Check database for past players.
var record = await _db.GetPlayerRecordByUserName(playerName, cancel);
if (record != null)
return record.UserId;
// If all else fails, ask the auth server.
var client = new HttpClient();
var authServer = _configurationManager.GetCVar(CVars.AuthServer);
var resp = await client.GetAsync($"{authServer}api/query/name?name={WebUtility.UrlEncode(playerName)}",
cancel);
if (resp.StatusCode == HttpStatusCode.NotFound)
return null;
if (!resp.IsSuccessStatusCode)
{
Logger.ErrorS("PlayerLocate", "Auth server returned bad response {StatusCode}!", resp.StatusCode);
return null;
}
var responseData = await resp.Content.ReadFromJsonAsync<UserDataResponse>(cancellationToken: cancel);
if (responseData == null)
{
Logger.ErrorS("PlayerLocate", "Auth server returned null response!");
return null;
}
return new NetUserId(responseData.UserId);
}
public async Task<bool> DoesPlayerExistAsync(NetUserId userId, CancellationToken cancel = default)
{
// Check people currently on the server, the easiest case.
if (_playerManager.ValidSessionId(userId))
return true;
// Check database for past players.
var record = await _db.GetPlayerRecordByUserId(userId, cancel);
if (record != null)
return true;
// If all else fails, ask the auth server.
var client = new HttpClient();
var authServer = _configurationManager.GetCVar(CVars.AuthServer);
var requestUri = $"{authServer}api/query/userid?userid={WebUtility.UrlEncode(userId.UserId.ToString())}";
var resp = await client.SendAsync(new HttpRequestMessage(HttpMethod.Head, requestUri), cancel);
if (resp.StatusCode == HttpStatusCode.NotFound)
return false;
if (!resp.IsSuccessStatusCode)
{
Logger.ErrorS("PlayerLocate", "Auth server returned bad response {StatusCode}!", resp.StatusCode);
return false;
}
return true;
}
public async Task<NetUserId?> LookupIdByNameOrIdAsync(string playerName, CancellationToken cancel = default)
{
if (Guid.TryParse(playerName, out var guid))
{
var userId = new NetUserId(guid);
return await DoesPlayerExistAsync(userId, cancel) ? userId : null;
}
return await LookupIdByNameAsync(playerName, cancel);
}
[UsedImplicitly]
private sealed record UserDataResponse(string UserName, Guid UserId)
{
}
}
}