Refactor deserialization and authentication (#550)

* Refactor deserialization and more

* Refactor authentication flow

* Fix unit tests

* Make deserialization better
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Josh 2022-11-10 21:14:16 -06:00 committed by GitHub
parent 505b5eb03b
commit b3a00da554
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48 changed files with 575 additions and 589 deletions

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@ -8,12 +8,14 @@ using LBPUnion.ProjectLighthouse.Match.MatchCommands;
using LBPUnion.ProjectLighthouse.Match.Rooms;
using LBPUnion.ProjectLighthouse.PlayerData;
using LBPUnion.ProjectLighthouse.PlayerData.Profiles;
using Microsoft.AspNetCore.Authorization;
using Microsoft.AspNetCore.Mvc;
using Microsoft.EntityFrameworkCore;
namespace LBPUnion.ProjectLighthouse.Servers.GameServer.Controllers.Matching;
[ApiController]
[Authorize]
[Route("LITTLEBIGPLANETPS3_XML/")]
[Produces("text/xml")]
public class MatchController : ControllerBase
@ -27,26 +29,16 @@ public class MatchController : ControllerBase
[HttpPost("gameState")]
[Produces("text/plain")]
public async Task<IActionResult> GameState()
{
GameToken? token = await this.database.GameTokenFromRequest(this.Request);
if (token == null) return this.StatusCode(403, "");
return this.Ok("VALID");
}
public IActionResult GameState() => this.Ok("VALID");
[HttpPost("match")]
[Produces("text/plain")]
public async Task<IActionResult> Match()
{
(User, GameToken)? userAndToken = await this.database.UserAndGameTokenFromRequest(this.Request);
GameToken token = this.GetToken();
if (userAndToken == null) return this.StatusCode(403, "");
// ReSharper disable once PossibleInvalidOperationException
User user = userAndToken.Value.Item1;
GameToken gameToken = userAndToken.Value.Item2;
User? user = await this.database.UserFromGameToken(token);
if (user == null) return this.StatusCode(403, "");
#region Parse match data
@ -81,70 +73,74 @@ public class MatchController : ControllerBase
#endregion
await LastContactHelper.SetLastContact(this.database, user, gameToken.GameVersion, gameToken.Platform);
await LastContactHelper.SetLastContact(this.database, user, token.GameVersion, token.Platform);
#region Process match data
if (matchData is UpdateMyPlayerData playerData)
switch (matchData)
{
MatchHelper.SetUserLocation(user.UserId, gameToken.UserLocation);
Room? room = RoomHelper.FindRoomByUser(user.UserId, gameToken.GameVersion, gameToken.Platform, true);
if (playerData.RoomState != null)
if (room != null && Equals(room.HostId, user.UserId))
room.State = (RoomState)playerData.RoomState;
}
// Check how many people are online in release builds, disabled for debug for ..well debugging.
#if DEBUG
else if (matchData is FindBestRoom diveInData)
#else
else if (matchData is FindBestRoom diveInData && MatchHelper.UserLocations.Count > 1)
#endif
{
FindBestRoomResponse? response = RoomHelper.FindBestRoom
(user, gameToken.GameVersion, diveInData.RoomSlot, gameToken.Platform, gameToken.UserLocation);
if (response == null) return this.NotFound();
string serialized = JsonSerializer.Serialize(response, typeof(FindBestRoomResponse));
foreach (Player player in response.Players) MatchHelper.AddUserRecentlyDivedIn(user.UserId, player.User.UserId);
return this.Ok($"[{{\"StatusCode\":200}},{serialized}]");
}
else if (matchData is CreateRoom createRoom && MatchHelper.UserLocations.Count >= 1)
{
List<int> users = new();
foreach (string playerUsername in createRoom.Players)
case UpdateMyPlayerData playerData:
{
User? player = await this.database.Users.FirstOrDefaultAsync(u => u.Username == playerUsername);
// ReSharper disable once ConditionIsAlwaysTrueOrFalse
if (player != null) users.Add(player.UserId);
else return this.BadRequest();
MatchHelper.SetUserLocation(user.UserId, token.UserLocation);
Room? room = RoomHelper.FindRoomByUser(user.UserId, token.GameVersion, token.Platform, true);
if (playerData.RoomState != null)
if (room != null && Equals(room.HostId, user.UserId))
room.State = (RoomState)playerData.RoomState;
break;
}
// Create a new one as requested
RoomHelper.CreateRoom(users, gameToken.GameVersion, gameToken.Platform, createRoom.RoomSlot);
}
else if (matchData is UpdatePlayersInRoom updatePlayersInRoom)
{
Room? room = RoomHelper.Rooms.FirstOrDefault(r => r.HostId == user.UserId);
if (room != null)
// Check how many people are online in release builds, disabled for debug for ..well debugging.
#if DEBUG
case FindBestRoom diveInData:
#else
case FindBestRoom diveInData when MatchHelper.UserLocations.Count > 1:
#endif
{
List<User> users = new();
foreach (string playerUsername in updatePlayersInRoom.Players)
FindBestRoomResponse? response = RoomHelper.FindBestRoom
(user, token.GameVersion, diveInData.RoomSlot, token.Platform, token.UserLocation);
if (response == null) return this.NotFound();
string serialized = JsonSerializer.Serialize(response, typeof(FindBestRoomResponse));
foreach (Player player in response.Players) MatchHelper.AddUserRecentlyDivedIn(user.UserId, player.User.UserId);
return this.Ok($"[{{\"StatusCode\":200}},{serialized}]");
}
case CreateRoom createRoom when MatchHelper.UserLocations.Count >= 1:
{
List<int> users = new();
foreach (string playerUsername in createRoom.Players)
{
User? player = await this.database.Users.FirstOrDefaultAsync(u => u.Username == playerUsername);
// ReSharper disable once ConditionIsAlwaysTrueOrFalse
if (player != null) users.Add(player);
if (player != null) users.Add(player.UserId);
else return this.BadRequest();
}
room.PlayerIds = users.Select(u => u.UserId).ToList();
await RoomHelper.CleanupRooms(null, room);
// Create a new one as requested
RoomHelper.CreateRoom(users, token.GameVersion, token.Platform, createRoom.RoomSlot);
break;
}
case UpdatePlayersInRoom updatePlayersInRoom:
{
Room? room = RoomHelper.Rooms.FirstOrDefault(r => r.HostId == user.UserId);
if (room != null)
{
List<User> users = new();
foreach (string playerUsername in updatePlayersInRoom.Players)
{
User? player = await this.database.Users.FirstOrDefaultAsync(u => u.Username == playerUsername);
// ReSharper disable once ConditionIsAlwaysTrueOrFalse
if (player != null) users.Add(player);
else return this.BadRequest();
}
room.PlayerIds = users.Select(u => u.UserId).ToList();
await RoomHelper.CleanupRooms(null, room);
}
break;
}
}