ShatteredPrism/launcher/minecraft/auth/steps/MSAStep.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

159 lines
5.6 KiB
C++

// SPDX-License-Identifier: GPL-3.0-only
/*
* Prism Launcher - Minecraft Launcher
* Copyright (C) 2022 Sefa Eyeoglu <contact@scrumplex.net>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*
* This file incorporates work covered by the following copyright and
* permission notice:
*
* Copyright 2013-2021 MultiMC Contributors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "MSAStep.h"
#include <QNetworkRequest>
#include "BuildConfig.h"
#include "minecraft/auth/AuthRequest.h"
#include "minecraft/auth/Parsers.h"
#include "Application.h"
#include "Logging.h"
using OAuth2 = Katabasis::DeviceFlow;
using Activity = Katabasis::Activity;
MSAStep::MSAStep(AccountData* data, Action action) : AuthStep(data), m_action(action)
{
m_clientId = APPLICATION->getMSAClientID();
OAuth2::Options opts;
opts.scope = "service::user.auth.xboxlive.com::MBI_SSL";
opts.clientIdentifier = m_clientId;
opts.authorizationUrl = "https://login.live.com/oauth20_connect.srf";
opts.accessTokenUrl = "https://login.live.com/oauth20_token.srf";
opts.responseType = "device_code";
// FIXME: OAuth2 is not aware of our fancy shared pointers
m_oauth2 = new OAuth2(opts, m_data->msaToken, this, APPLICATION->network().get());
connect(m_oauth2, &OAuth2::activityChanged, this, &MSAStep::onOAuthActivityChanged);
connect(m_oauth2, &OAuth2::showVerificationUriAndCode, this, &MSAStep::showVerificationUriAndCode);
}
MSAStep::~MSAStep() noexcept = default;
QString MSAStep::describe()
{
return tr("Logging in with Microsoft account.");
}
void MSAStep::rehydrate()
{
switch (m_action) {
case Refresh: {
// TODO: check the tokens and see if they are old (older than a day)
return;
}
case Login: {
// NOOP
return;
}
}
}
void MSAStep::perform()
{
switch (m_action) {
case Refresh: {
if (m_data->msaClientID != m_clientId) {
emit hideVerificationUriAndCode();
emit finished(AccountTaskState::STATE_DISABLED,
tr("Microsoft user authentication failed - client identification has changed."));
}
m_oauth2->refresh();
return;
}
case Login: {
QVariantMap extraOpts;
extraOpts["prompt"] = "select_account";
m_oauth2->setExtraRequestParams(extraOpts);
*m_data = AccountData();
m_data->msaClientID = m_clientId;
m_oauth2->login();
return;
}
}
}
void MSAStep::onOAuthActivityChanged(Katabasis::Activity activity)
{
switch (activity) {
case Katabasis::Activity::Idle:
case Katabasis::Activity::LoggingIn:
case Katabasis::Activity::Refreshing:
case Katabasis::Activity::LoggingOut: {
// We asked it to do something, it's doing it. Nothing to act upon.
return;
}
case Katabasis::Activity::Succeeded: {
// Succeeded or did not invalidate tokens
emit hideVerificationUriAndCode();
QVariantMap extraTokens = m_oauth2->extraTokens();
if (!extraTokens.isEmpty()) {
qCDebug(authCredentials()) << "Extra tokens in response:";
foreach (QString key, extraTokens.keys()) {
qCDebug(authCredentials()) << "\t" << key << ":" << extraTokens.value(key);
}
}
emit finished(AccountTaskState::STATE_WORKING, tr("Got "));
return;
}
case Katabasis::Activity::FailedSoft: {
// NOTE: soft error in the first step means 'offline'
emit hideVerificationUriAndCode();
emit finished(AccountTaskState::STATE_OFFLINE, tr("Microsoft user authentication ended with a network error."));
return;
}
case Katabasis::Activity::FailedGone: {
emit hideVerificationUriAndCode();
emit finished(AccountTaskState::STATE_FAILED_GONE, tr("Microsoft user authentication failed - user no longer exists."));
return;
}
case Katabasis::Activity::FailedHard: {
emit hideVerificationUriAndCode();
emit finished(AccountTaskState::STATE_FAILED_HARD, tr("Microsoft user authentication failed."));
return;
}
default: {
emit hideVerificationUriAndCode();
emit finished(AccountTaskState::STATE_FAILED_HARD, tr("Microsoft user authentication completed with an unrecognized result."));
return;
}
}
}