Beispiel #1
0
        public void GenerationIsThreadSafe()
        {
            var provider = new CountingMachineInfoProvider();
            var trigger  = new ManualResetEventSlim();

            var threads = new Thread[100];

            for (var i = 0; i < threads.Length; i++)
            {
                threads[i] = new Thread(state =>
                {
                    var provider = (IMachineInfoProvider)state;
                    trigger.Wait();
                    HardwareUtils.Init(provider);
                    HardwareUtils.GetMachineID(provider);
                });
                threads[i].Start(provider);
            }

            trigger.Set();

            for (var i = 0; i < threads.Length; i++)
            {
                threads[i].Join();
            }

            Assert.Equal(3, provider.TotalInvocations);
        }
Beispiel #2
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        public void MachineInfoIsProcessedInBackground()
        {
            var provider = new ThreadRejectingMachineInfoProvider(Thread.CurrentThread.ManagedThreadId);

            HardwareUtils.Init(provider);

            // Should not throw
            HardwareUtils.GetMachineID(provider);
        }
Beispiel #3
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        public void ExceptionBubblesUp()
        {
            var provider = new ThrowingMachineInfoProvider();

            HardwareUtils.Init(provider);

            var exception = Assert.Throws <InvalidOperationException>(() => HardwareUtils.GetMachineID(provider));

            Assert.Equal("This provider only throws.", exception.Message);
        }
Beispiel #4
0
        private async Task LoginAsync(LoginInfo info)
        {
            uint instance = 0;

            if (info.AccountId != 0)
            {
                instance = 2;
            }
            else if (info.AccountType != AccountType.AnonUser)
            {
                instance = 1;
            }

            await NetLog.InfoAsync($"Logging in as {info.Username ?? (instance == 0 ? "an anonymous user" : "a console user")}").ConfigureAwait(false);

            byte[] machineId = await HardwareUtils.GetMachineId().ConfigureAwait(false); // while we set up the logon object, we will start to get the machine ID

            var body = new CMsgClientLogon
            {
                protocol_version = 65579,
                client_os_type   = (uint)(info.AccountId == 0 ? HardwareUtils.GetCurrentOsType() : OsType.PS3),
                client_language  = GetConfig <SteamNetworkConfig>().Language.GetApiLanguageCode(),
                cell_id          = (uint)GetConfig <SteamNetworkConfig>().CellId,
            };

            if (machineId != null && machineId.Length != 0)
            {
                body.machine_id = machineId;
            }

            if (info.AccountType != AccountType.AnonUser)
            {
                body.account_name                 = info.Username;
                body.password                     = info.Password;
                body.should_remember_password     = info.ShouldRememberPassword;
                body.steam2_ticket_request        = info.RequestSteam2Ticket;
                body.two_factor_code              = info.TwoFactorCode;
                body.auth_code                    = info.AuthCode;
                body.login_key                    = info.LoginKey;
                body.sha_sentryfile               = info.SentryFileHash;
                body.eresult_sentryfile           = (int)(info.SentryFileHash is null ? Result.FileNotFound : Result.OK);
                body.client_package_version       = 1771;
                body.obfustucated_private_ip      = (uint)(GetConfig <SteamNetworkConfig>().LoginId < 0 ? LocalIp.ToUInt32() ^ _obfuscationMask : GetConfig <SteamNetworkConfig>().LoginId);
                body.supports_rate_limit_response = true;
            }

            var logon = NetworkMessage
                        .CreateProtobufMessage(MessageType.ClientLogon, body)
                        .WithClientInfo(new SteamId(info.AccountId, GetConfig <SteamNetworkConfig>().DefaultUniverse, info.AccountType, instance), 0);

            await SendAsync(logon.Serialize()).ConfigureAwait(false);
        }
Beispiel #5
0
        public void ProviderIsNotRetained()
        {
            WeakReference Setup()
            {
                var provider = new CountingMachineInfoProvider();

                HardwareUtils.Init(provider);
                HardwareUtils.GetMachineID(provider);
                return(new WeakReference(provider));
            }

            var provider = Setup();

            GC.Collect();
            Assert.False(provider.IsAlive);
        }
Beispiel #6
0
        /// <summary>
        /// Sets the currently playing game to a mod for the specified app
        /// </summary>
        /// <param name="appId"></param>
        /// <param name="modId"></param>
        /// <returns></returns>
        public async Task SetPlayingGameAsync(int appId, long modId)
        {
            GameId id   = new GameId(appId, GameType.Mod, modId);
            var    body = new CMsgClientGamesPlayed
            {
                client_os_type = (uint)HardwareUtils.GetCurrentOsType(),
            };

            body.games_played.Add(new CMsgClientGamesPlayed.GamePlayed
            {
                game_id = id
            });
            var message = NetworkMessage.CreateProtobufMessage(MessageType.ClientGamesPlayed, body);

            await SendAsync(message).ConfigureAwait(false);
        }
Beispiel #7
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        public void ResultIsCached()
        {
            var provider = new CountingMachineInfoProvider();

            HardwareUtils.Init(provider);
            HardwareUtils.GetMachineID(provider);

            var invocations = provider.TotalInvocations;

            for (var i = 0; i < 100; i++)
            {
                HardwareUtils.Init(provider);
                HardwareUtils.GetMachineID(provider);
            }

            Assert.Equal(invocations, provider.TotalInvocations);
        }
Beispiel #8
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        /// <summary>
        /// Logs into the Steam network as an anonymous game server
        /// </summary>
        /// <param name="appId"></param>
        /// <returns></returns>
        public async Task LoginGameServerAnonymousAsync(int appId)
        {
            CMsgClientLogon logon = new CMsgClientLogon()
            {
                protocol_version        = _currentProtocolVer,
                obfustucated_private_ip = (uint)(GetConfig <SteamNetworkConfig>().LoginId < 0 ? LocalIp.ToUInt32() ^ _obfuscationMask : GetConfig <SteamNetworkConfig>().LoginId),
                client_os_type          = (uint)HardwareUtils.GetCurrentOsType(),
                game_server_app_id      = appId,
                machine_id = await HardwareUtils.GetMachineId().ConfigureAwait(false),
            };

            NetworkMessage message = NetworkMessage
                                     .CreateProtobufMessage(MessageType.ClientLogon, logon)
                                     .WithClientInfo(SteamId.CreateAnonymousGameServer(GetConfig <SteamNetworkConfig>().DefaultUniverse), 0);

            await SendAsync(message.Serialize()).ConfigureAwait(false);
        }
Beispiel #9
0
        /// <summary>
        /// Sets the currently playing game to a shortcut of the specified name
        /// </summary>
        /// <param name="game"></param>
        /// <returns></returns>
        public async Task SetPlayingGameAsync(string game)
        {
            GameId id   = GameId.Shortcut;
            var    body = new CMsgClientGamesPlayed
            {
                client_os_type = (uint)HardwareUtils.GetCurrentOsType(),
            };

            body.games_played.Add(new CMsgClientGamesPlayed.GamePlayed
            {
                game_id         = id,
                game_extra_info = game
            });

            var message = NetworkMessage.CreateProtobufMessage(MessageType.ClientGamesPlayed, body);

            await SendAsync(message).ConfigureAwait(false);
        }
Beispiel #10
0
        public void GeneratesMessageObject()
        {
            var provider = new StaticMachineInfoProvider();

            HardwareUtils.Init(provider);
            var messageObjectData = HardwareUtils.GetMachineID(provider);

            var kv = new KeyValue();

            using (var ms = new MemoryStream(messageObjectData))
            {
                Assert.True(kv.TryReadAsBinary(ms));
            }

            Assert.Equal("MessageObject", kv.Name);
            Assert.Equal("3018ba91fc5a72f8b3f74501af6dd6da331b6cbc", kv["BB3"].AsString());
            Assert.Equal("5d7e7734714b64bd6d88fef3ddbbf7ab4a749c5e", kv["FF2"].AsString());
            Assert.Equal("a1807176456746ba2a3f5574bf47677a919dab49", kv["3B3"].AsString());
        }
Beispiel #11
0
        /// <summary>
        /// Logs into the Steam network as a game server
        /// </summary>
        /// <param name="appId"></param>
        /// <param name="token"></param>
        /// <returns></returns>
        public async Task LoginGameServerAsync(int appId, string token)
        {
            if (string.IsNullOrWhiteSpace(token))
            {
                throw new ArgumentException("The token cannot be null or whitespace", nameof(token));
            }

            CMsgClientLogon logon = new CMsgClientLogon()
            {
                protocol_version        = _currentProtocolVer,
                obfustucated_private_ip = (uint)(GetConfig <SteamNetworkConfig>().LoginId < 0 ? LocalIp.ToUInt32() ^ _obfuscationMask : GetConfig <SteamNetworkConfig>().LoginId),
                client_os_type          = (uint)HardwareUtils.GetCurrentOsType(),
                game_server_app_id      = appId,
                machine_id        = await HardwareUtils.GetMachineId().ConfigureAwait(false),
                game_server_token = token
            };

            NetworkMessage message = NetworkMessage
                                     .CreateProtobufMessage(MessageType.ClientLogonGameServer, logon)
                                     .WithClientInfo(new SteamId(0, GetConfig <SteamNetworkConfig>().DefaultUniverse, AccountType.GameServer, 0), 0);

            await SendAsync(message.Serialize()).ConfigureAwait(false);
        }