// Copyright 2019 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "UICommon/NetPlayIndex.h" #include #include "Common/HttpRequest.h" #include "Common/Thread.h" #include "Common/Version.h" #include "Core/Config/NetplaySettings.h" NetPlayIndex::NetPlayIndex() { } NetPlayIndex::~NetPlayIndex() { if (!m_secret.empty()) Remove(); } static std::optional ParseResponse(std::vector response) { std::string response_string(reinterpret_cast(response.data()), response.size()); picojson::value json; auto error = picojson::parse(json, response_string); if (!error.empty()) return {}; return json; } std::optional> NetPlayIndex::List(const std::map& filters) { Common::HttpRequest request; std::string list_url = Config::Get(Config::NETPLAY_INDEX_URL) + "/v0/list"; if (!filters.empty()) { list_url += "?"; for (const auto& filter : filters) { list_url += filter.first + "=" + request.EscapeComponent(filter.second) + "&"; } list_url = list_url.substr(0, list_url.size() - 1); } auto response = request.Get(list_url); if (!response) { m_last_error = "NO_RESPONSE"; return {}; } auto json = ParseResponse(response.value()); if (!json) { m_last_error = "BAD_JSON"; return {}; } const auto& status = json->get("status"); if (status.to_str() != "OK") { m_last_error = status.to_str(); return {}; } const auto& entries = json->get("sessions"); std::vector sessions; for (const auto& entry : entries.get()) { NetPlaySession session; const auto& name = entry.get("name"); const auto& region = entry.get("region"); const auto& method = entry.get("method"); const auto& game_id = entry.get("game"); const auto& server_id = entry.get("server_id"); const auto& has_password = entry.get("password"); const auto& player_count = entry.get("player_count"); const auto& port = entry.get("port"); const auto& in_game = entry.get("in_game"); if (!name.is() || !region.is() || !method.is() || !server_id.is() || !game_id.is() || !has_password.is() || !player_count.is() || !port.is() || !in_game.is()) continue; session.name = name.to_str(); session.region = region.to_str(); session.game_id = game_id.to_str(); session.server_id = server_id.to_str(); session.method = method.to_str(); session.has_password = has_password.get(); session.player_count = static_cast(player_count.get()); session.port = static_cast(port.get()); session.in_game = in_game.get(); sessions.push_back(session); } return sessions; } void NetPlayIndex::NotificationLoop() { while (m_running.IsSet()) { Common::HttpRequest request; auto response = request.Get( Config::Get(Config::NETPLAY_INDEX_URL) + "/v0/session/active?secret=" + m_secret + "&player_count=" + std::to_string(m_player_count) + "&game=" + request.EscapeComponent(m_game) + "&in_game=" + std::to_string(m_in_game)); if (!response) continue; auto json = ParseResponse(response.value()); if (!json) { m_last_error = "BAD_JSON"; m_running.Set(false); return; } std::string status = json->get("status").to_str(); if (status != "OK") { m_last_error = status; m_running.Set(false); return; } Common::SleepCurrentThread(1000 * 5); } } bool NetPlayIndex::Add(NetPlaySession session) { m_running.Set(true); Common::HttpRequest request; auto response = request.Get( Config::Get(Config::NETPLAY_INDEX_URL) + "/v0/session/add?name=" + request.EscapeComponent(session.name) + "®ion=" + request.EscapeComponent(session.region) + "&game=" + request.EscapeComponent(session.game_id) + "&password=" + std::to_string(session.has_password) + "&method=" + session.method + "&server_id=" + session.server_id + "&in_game=" + std::to_string(session.in_game) + "&port=" + std::to_string(session.port) + "&player_count=" + std::to_string(session.player_count) + "&version=" + Common::scm_desc_str); if (!response.has_value()) { m_last_error = "NO_RESPONSE"; return false; } auto json = ParseResponse(response.value()); if (!json) { m_last_error = "BAD_JSON"; return false; } std::string status = json->get("status").to_str(); if (status != "OK") { m_last_error = status; return false; } m_secret = json->get("secret").to_str(); m_in_game = session.in_game; m_player_count = session.player_count; m_game = session.game_id; m_session_thread = std::thread([this] { NotificationLoop(); }); m_session_thread.detach(); return true; } void NetPlayIndex::SetInGame(bool in_game) { m_in_game = in_game; } void NetPlayIndex::SetPlayerCount(int player_count) { m_player_count = player_count; } void NetPlayIndex::SetGame(const std::string& game) { m_game = game; } void NetPlayIndex::Remove() { if (m_secret.empty()) return; m_running.Set(false); if (m_session_thread.joinable()) m_session_thread.join(); // We don't really care whether this fails or not Common::HttpRequest request; request.Get(Config::Get(Config::NETPLAY_INDEX_URL) + "/v0/session/remove?secret=" + m_secret); m_secret = ""; } std::vector NetPlayIndex::GetRegions() { static std::vector regions{"AF", "CN", "EA", "EU", "NA", "OC"}; return regions; } // This encryption system uses simple XOR operations and a checksum // It isn't very secure but is preferable to adding another dependency on mbedtls // The encrypted data is encoded as nibbles with the character 'A' as the base offset bool NetPlaySession::EncryptID(const std::string& password) { if (password.empty()) return false; u8 i = 0; std::string to_encrypt = server_id; // Calculate and append checksum to ID u8 sum = 0; for (char c : to_encrypt) sum += c; to_encrypt += sum; std::string encrypted_id; for (const char& byte : to_encrypt) { char c = byte ^ password[i % password.size()]; c += i; encrypted_id += 'A' + ((c & 0xF0) >> 4); encrypted_id += 'A' + (c & 0x0F); ++i; } server_id = encrypted_id; return true; } std::optional NetPlaySession::DecryptID(const std::string& password) const { if (password.empty()) return {}; // If the length of an encrypted session id is not divisble by two, it's invalid if (server_id.empty() || server_id.size() % 2 != 0) return {}; std::string decoded; for (size_t i = 0; i < server_id.size(); i += 2) { char c = (server_id[i] - 'A') << 4 | (server_id[i + 1] - 'A'); decoded.push_back(c); } u8 i = 0; for (auto& c : decoded) { c -= i; c ^= password[i % password.size()]; ++i; } // Verify checksum u8 expected_sum = decoded[decoded.size() - 1]; decoded = decoded.substr(0, decoded.size() - 1); u8 sum = 0; for (char c : decoded) sum += c; if (sum != expected_sum) return {}; return decoded; } const std::string& NetPlayIndex::GetLastError() const { return m_last_error; }