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| author | mat <27899617+mat-1@users.noreply.github.com> | 2022-12-07 21:58:42 -0600 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-12-07 21:58:42 -0600 |
| commit | 431f9e90a782c42f9d28a85d1d18288e352d3e0c (patch) | |
| tree | 2ef9ed32d214efb1f93164b8eb88f3a6b2674430 /azalea-client/src | |
| parent | 7d901e39bc10a855b545d7b6c167f45148a1fb0a (diff) | |
| download | azalea-drasl-431f9e90a782c42f9d28a85d1d18288e352d3e0c.tar.xz | |
Reauth on invalid session (#50)
* Reauth on invalid session
* fix to actually use new token and retry auth
* fix unused vars
Diffstat (limited to 'azalea-client/src')
| -rwxr-xr-x | azalea-client/src/account.rs | 54 | ||||
| -rw-r--r-- | azalea-client/src/client.rs | 49 |
2 files changed, 90 insertions, 13 deletions
diff --git a/azalea-client/src/account.rs b/azalea-client/src/account.rs index 42bfe6fc..0d758507 100755 --- a/azalea-client/src/account.rs +++ b/azalea-client/src/account.rs @@ -1,6 +1,9 @@ //! Connect to Minecraft servers. +use std::sync::Arc; + use crate::get_mc_dir; +use parking_lot::Mutex; use uuid::Uuid; /// Something that can join Minecraft servers. @@ -24,9 +27,25 @@ pub struct Account { pub username: String, /// The access token for authentication. You can obtain one of these /// manually from azalea-auth. - pub access_token: Option<String>, + /// + /// This is an Arc<Mutex> so it can be modified by [`Self::refresh`]. + pub access_token: Option<Arc<Mutex<String>>>, /// Only required for online-mode accounts. pub uuid: Option<uuid::Uuid>, + + /// The parameters (i.e. email) that were passed for creating this + /// [`Account`]. This is used to for automatic reauthentication when we get + /// "Invalid Session" errors. If you don't need that feature (like in + /// offline mode), then you can set this to `AuthOpts::default()`. + pub auth_opts: AuthOpts, +} + +/// The parameters that were passed for creating the associated [`Account`]. +#[derive(Clone, Debug)] +pub enum AuthOpts { + Offline { username: String }, + // this is an enum so legacy Mojang auth can be added in the future + Microsoft { email: String }, } impl Account { @@ -38,6 +57,9 @@ impl Account { username: username.to_string(), access_token: None, uuid: None, + auth_opts: AuthOpts::Offline { + username: username.to_string(), + }, } } @@ -62,8 +84,36 @@ impl Account { .await?; Ok(Self { username: auth_result.profile.name, - access_token: Some(auth_result.access_token), + access_token: Some(Arc::new(Mutex::new(auth_result.access_token))), uuid: Some(Uuid::parse_str(&auth_result.profile.id).expect("Invalid UUID")), + auth_opts: AuthOpts::Microsoft { + email: email.to_string(), + }, }) } + + /// Refresh the access_token for this account to be valid again. + /// + /// This requires the `auth_opts` field to be set correctly (which is done + /// by default if you used the constructor functions). Note that if the + /// Account is offline-mode, this function won't do anything. + pub async fn refresh(&self) -> Result<(), azalea_auth::AuthError> { + match &self.auth_opts { + // offline mode doesn't need to refresh so just don't do anything lol + AuthOpts::Offline { .. } => Ok(()), + AuthOpts::Microsoft { email } => { + let new_account = Account::microsoft(email).await?; + let access_token = self + .access_token.as_ref() + .expect("Access token should always be set for Microsoft accounts"); + let new_access_token = new_account + .access_token + .expect("Access token should always be set for Microsoft accounts") + .lock() + .clone(); + *access_token.lock() = new_access_token; + Ok(()) + } + } + } } diff --git a/azalea-client/src/client.rs b/azalea-client/src/client.rs index 17fb4840..4f0a2ed6 100644 --- a/azalea-client/src/client.rs +++ b/azalea-client/src/client.rs @@ -1,6 +1,6 @@ pub use crate::chat::ChatPacket; use crate::{movement::WalkDirection, plugins::PluginStates, Account, PlayerInfo}; -use azalea_auth::game_profile::GameProfile; +use azalea_auth::{game_profile::GameProfile, sessionserver::SessionServerError}; use azalea_core::{ChunkPos, ResourceLocation, Vec3}; use azalea_protocol::{ connect::{Connection, ConnectionError, ReadConnection, WriteConnection}, @@ -142,6 +142,8 @@ pub enum JoinError { SessionServer(#[from] azalea_auth::sessionserver::SessionServerError), #[error("The given address could not be parsed into a ServerAddress")] InvalidAddress, + #[error("Couldn't refresh access token: {0}")] + Auth(#[from] azalea_auth::AuthError), } #[derive(Error, Debug)] @@ -239,7 +241,11 @@ impl Client { Ok((client, rx)) } - /// Do a handshake with the server and get to the game state from the initial handshake state. + /// Do a handshake with the server and get to the game state from the + /// initial handshake state. + /// + /// This will also automatically refresh the account's access token if + /// it's expired. pub async fn handshake( mut conn: Connection<ClientboundHandshakePacket, ServerboundHandshakePacket>, account: &Account, @@ -282,15 +288,36 @@ impl Client { let e = azalea_crypto::encrypt(&p.public_key, &p.nonce).unwrap(); if let Some(access_token) = &account.access_token { - conn.authenticate( - access_token, - &account - .uuid - .expect("Uuid must be present if access token is present."), - e.secret_key, - p, - ) - .await?; + // keep track of the number of times we tried + // authenticating so we can give up after too many + let mut attempts: usize = 1; + + while let Err(e) = { + let access_token = access_token.lock().clone(); + conn.authenticate( + &access_token, + &account + .uuid + .expect("Uuid must be present if access token is present."), + e.secret_key, + &p, + ) + .await + } { + if attempts >= 2 { + // if this is the second attempt and we failed + // both times, give up + return Err(e.into()); + } + if let SessionServerError::InvalidSession = e { + // uh oh, we got an invalid session and have + // to reauthenticate now + account.refresh().await?; + } else { + return Err(e.into()); + } + attempts += 1; + } } conn.write( |
