ShatteredPrism/launcher/minecraft/auth/steps/XboxUserStep.cpp
Evan Goode 62f87c423f Use Nintendo Switch client ID
Reputable projects such as prismarine-auth and azalea-auth hardcode the
Nintendo Switch client ID instead of their own custom Azure application,
so we should be fine to go ahead and do the same.

Unfortunately, client IDs created for custom Azure applications, such as
Prism Launcher's client ID, will no longer work with Fjord Launcher, so
users who manually supplied a client ID will need to clear theirs.
2024-06-23 22:57:31 -04:00

75 lines
2.6 KiB
C++

#include "XboxUserStep.h"
#include <QNetworkRequest>
#include "minecraft/auth/AuthRequest.h"
#include "minecraft/auth/Parsers.h"
#include "net/NetUtils.h"
XboxUserStep::XboxUserStep(AccountData* data) : AuthStep(data) {}
XboxUserStep::~XboxUserStep() noexcept = default;
QString XboxUserStep::describe()
{
return tr("Logging in as an Xbox user.");
}
void XboxUserStep::rehydrate()
{
// NOOP, for now. We only save bools and there's nothing to check.
}
void XboxUserStep::perform()
{
QString xbox_auth_template = R"XXX(
{
"Properties": {
"AuthMethod": "RPS",
"SiteName": "user.auth.xboxlive.com",
"RpsTicket": "%1"
},
"RelyingParty": "http://auth.xboxlive.com",
"TokenType": "JWT"
}
)XXX";
auto xbox_auth_data = xbox_auth_template.arg(m_data->msaToken.token);
QNetworkRequest request = QNetworkRequest(QUrl("https://user.auth.xboxlive.com/user/authenticate"));
request.setHeader(QNetworkRequest::ContentTypeHeader, "application/json");
request.setRawHeader("Accept", "application/json");
// set contract-version header (prevent err 400 bad-request?)
// https://learn.microsoft.com/en-us/gaming/gdk/_content/gc/reference/live/rest/additional/httpstandardheaders
request.setRawHeader("x-xbl-contract-version", "1");
auto* requestor = new AuthRequest(this);
connect(requestor, &AuthRequest::finished, this, &XboxUserStep::onRequestDone);
requestor->post(request, xbox_auth_data.toUtf8());
qDebug() << "First layer of XBox auth ... commencing.";
}
void XboxUserStep::onRequestDone(QNetworkReply::NetworkError error, QByteArray data, QList<QNetworkReply::RawHeaderPair> headers)
{
auto requestor = qobject_cast<AuthRequest*>(QObject::sender());
requestor->deleteLater();
if (error != QNetworkReply::NoError) {
qWarning() << "Reply error:" << error;
if (Net::isApplicationError(error)) {
emit finished(AccountTaskState::STATE_FAILED_SOFT, tr("XBox user authentication failed: %1").arg(requestor->errorString_));
} else {
emit finished(AccountTaskState::STATE_OFFLINE, tr("XBox user authentication failed: %1").arg(requestor->errorString_));
}
return;
}
Katabasis::Token temp;
if (!Parsers::parseXTokenResponse(data, temp, "UToken")) {
qWarning() << "Could not parse user authentication response...";
emit finished(AccountTaskState::STATE_FAILED_SOFT, tr("XBox user authentication response could not be understood."));
return;
}
m_data->userToken = temp;
emit finished(AccountTaskState::STATE_WORKING, tr("Got Xbox user token"));
}