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/*
* Copyright (c) 2014, Oculus VR, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* RakNet License.txt file in the licenses directory of this source tree. An additional grant
* of patent rights can be found in the RakNet Patents.txt file in the same directory.
*
*/
// Common includes
#include <stdio.h>
#include <stdlib.h>
#include "Kbhit.h"
#include "GetTime.h"
#include "FunctionThread.h"
#include "TitleValidationDB_PostgreSQL.h"
#include "EpochTimeToString.h"
#ifdef _WIN32
#include <windows.h> // Sleep
#else
#include <unistd.h> // usleep
#endif
// localtime
#include <stdio.h>
#include <string.h>
#include <time.h>
// Database queries are asynchronous so the results are read in Functor::HandleResult. The default implementation passes it to a callback
class DBResultHandler : public TitleValidationDBCBInterface
{
virtual void AddTitle_CB(AddTitle_PostgreSQLImpl *callResult, bool wasCancelled, void *context)
{
if (wasCancelled)
printf("AddTitle_CB call canceled:\n");
else if (callResult->dbQuerySuccess==false)
{
printf("AddTitle_CB call DB failure:\n");
printf("%s", callResult->titleValidationServer->GetLastError());
}
else
{
printf("AddTitle_CB success:\n");
}
printf("\n");
}
virtual void GetTitles_CB(GetTitles_PostgreSQLImpl *callResult, bool wasCancelled, void *context)
{
if (wasCancelled)
printf("GetTitles_CB call canceled:\n");
else if (callResult->dbQuerySuccess==false)
{
printf("GetTitles_CB call DB failure:\n");
printf("%s", callResult->titleValidationServer->GetLastError());
}
else
{
printf("GetTitles_CB success:\n");
unsigned i;
for (i=0; i < callResult->titles.Size(); i++)
{
printf("%i. titleId=%i\n", i+1, callResult->titles[i]->titleId);
printf("%i. titleName=%s\n", i+1, callResult->titles[i]->titleName.C_String());
printf("%i. titlePasswordLength=%i\n", i+1, callResult->titles[i]->titlePasswordLength);
printf("%i. allowClientAccountCreation=%i\n", i+1, callResult->titles[i]->allowClientAccountCreation);
printf("%i. lobbyIsGameIndependent=%i\n", i+1, callResult->titles[i]->lobbyIsGameIndependent);
printf("%i. requireUserKeyToLogon=%i\n", i+1, callResult->titles[i]->requireUserKeyToLogon);
printf("%i. defaultAllowUpdateHandle=%i\n", i+1, callResult->titles[i]->defaultAllowUpdateHandle);
printf("%i. defaultAllowUpdateCCInfo=%i\n", i+1, callResult->titles[i]->defaultAllowUpdateCCInfo);
printf("%i. defaultAllowUpdateAccountNumber=%i\n", i+1, callResult->titles[i]->defaultAllowUpdateAccountNumber);
printf("%i. defaultAllowUpdateAdminLevel=%i\n", i+1, callResult->titles[i]->defaultAllowUpdateAdminLevel);
printf("%i. defaultAllowUpdateAccountBalance=%i\n", i+1, callResult->titles[i]->defaultAllowUpdateAccountBalance);
printf("%i. defaultAllowClientsUploadActionHistory=%i\n", i+1, callResult->titles[i]->defaultAllowClientsUploadActionHistory);
printf("%i. defaultPermissionsStr=%s\n", i+1, callResult->titles[i]->defaultPermissionsStr.C_String());
printf("%i. creationDate=%s\n", i+1, EpochTimeToString(callResult->titles[i]->creationDate));
}
}
printf("\n");
}
virtual void UpdateUserKey_CB(UpdateUserKey_PostgreSQLImpl *callResult, bool wasCancelled, void *context)
{
if (wasCancelled)
printf("UpdateUserKey_CB call canceled:\n");
else if (callResult->dbQuerySuccess==false)
{
printf("UpdateUserKey_CB call DB failure:\n");
printf("%s", callResult->titleValidationServer->GetLastError());
}
else
{
printf("UpdateUserKey_CB success:\n");
printf("[out] userKeyId=%i\n", callResult->userKeyId);
}
printf("\n");
}
virtual void GetUserKeys_CB(GetUserKeys_PostgreSQLImpl *callResult, bool wasCancelled, void *context)
{
if (wasCancelled)
printf("GetUserKeys_CB call canceled:\n");
else if (callResult->dbQuerySuccess==false)
{
printf("GetUserKeys_CB call DB failure:\n");
printf("%s", callResult->titleValidationServer->GetLastError());
}
else
{
printf("GetUserKeys_CB success:\n");
unsigned i;
for (i=0; i < callResult->keys.Size(); i++)
{
printf("%i. userKeyId=%i\n", i+1, callResult->keys[i]->userKeyId);
printf("%i. titleId=%i\n", i+1, callResult->keys[i]->titleId);
printf("%i. keyPasswordLength=%i\n", i+1, callResult->keys[i]->keyPasswordLength);
printf("%i. userId=%i\n", i+1, callResult->keys[i]->userId);
printf("%i. userIP=%s\n", i+1, callResult->keys[i]->userIP.C_String());
printf("%i. numRegistrations=%i\n", i+1, callResult->keys[i]->numRegistrations);
printf("%i. invalidKey=%i\n", i+1, callResult->keys[i]->invalidKey);
printf("%i. invalidKeyReason=%s\n", i+1, callResult->keys[i]->invalidKeyReason.C_String());
printf("%i. binaryDataLength=%i\n", i+1, callResult->keys[i]->binaryDataLength);
printf("%i. creationDate=%s\n", i+1, EpochTimeToString(callResult->keys[i]->creationDate));
}
}
printf("\n");
}
virtual void ValidateUserKey_CB(ValidateUserKey_PostgreSQLImpl *callResult, bool wasCancelled, void *context)
{
if (wasCancelled)
printf("ValidateUserKey_CB call canceled:\n");
else if (callResult->dbQuerySuccess==false)
{
printf("ValidateUserKey_CB call DB failure:\n");
printf("%s", callResult->titleValidationServer->GetLastError());
}
else if (callResult->successful==0)
{
printf("ValidateUserKey_CB success\n");
}
else
printf("ValidateUserKey_CB failure. Reason=%s\n", callResult->invalidKeyReason.C_String());
}
};
void main(int argc, char **argv)
{
printf("A sample on using the provided implementation\nof the Title Validation specification based on PostgreSQL\n");
printf("Unlike the other samples, this is a server-only\nprocess so does not involve networking with RakNet.\n");
printf("The goal of this class is to allow you to lookup\ngame titles based on a password, and verify CD keys.\n");
printf("Difficulty: Intermediate\n\n");
// A function thread is class that spawns a thread that operates on functors.
// A functor is an instance of a class that has two pre-defined functions: One to perform processing, another to get the result.
// One per application is enough to not block
RakNet::FunctionThread ft;
// Start one thread. Starting more than one may be advantageous for multi-core processors. However, in this scenario we are
// blocking on database calls rather than processing.
ft.StartThreads(1);
// The real functionality of the TitleValidationDB class is contained in the functors defined in TitleValidationDB_PostgreSQL.h/.cpp.
// However, this class contains some utility functions and members, such as the functionThread and a pointer to
// the postgreSQL interface.
TitleValidation_PostgreSQL titleValidationDB;
// The class internally uses a functionThread so that database queries can happen asynchronously,
// as opposed to blocking and slowing down the game.
// If you don't assign one it will create one automatically and start it with one thread.
titleValidationDB.AssignFunctionThread(&ft);
// The default implementation of the functors pass Functor::HandleResult through to a callback, instantiated here.
// Alternatively, you could derive from the *_PostgreSQLImpl functors found in TitleValidationDB_PostgreSQL.h/.cpp
// and override the behavior of Functor::HandleResult
DBResultHandler resultHandler;
titleValidationDB.AssignCallback(&resultHandler);
printf("Enter database password:\n");
char connectionString[256],password[128];
char username[256];
strcpy(username, "postgres");
gets(password);
strcpy(connectionString, "user=");
strcat(connectionString, username);
strcat(connectionString, " password=");
strcat(connectionString, password);
// database=blah
if (titleValidationDB.Connect(connectionString)==false)
{
printf("Database connection failed.\n");
return;
}
printf("Database connection succeeded.\n");
printf("(A) Drop tables\n"
"(B) Create tables\n"
"(C) Add title.\n"
"(D) Get titles.\n"
"(E) Update user key.\n"
"(F) Get user keys.\n"
"(F) Validate user key.\n"
"(~) Quit\n");
char inputStr[512];
char ch;
while (1)
{
if (kbhit())
{
ch=getch();
if (ch=='~')
break;
else if (ch=='a')
{
if (titleValidationDB.DestroyTitleValidationTables()==false)
printf("%s", titleValidationDB.GetLastError());
else
printf("Tables dropped.\n");
}
else if (ch=='b')
{
if (titleValidationDB.CreateTitleValidationTables()==false)
printf("%s", titleValidationDB.GetLastError());
else
printf("Tables created.\n");
}
else if (ch=='c')
{
// We could do new and delete, but this ensures the class is allocated and deallocated in the same DLL, should we use one.
// By default deallocation takes place in HandleResult()
AddTitle_PostgreSQLImpl *functor = AddTitle_PostgreSQLImpl::Alloc();
printf("Adds a title to the database\n");
printf("Enter title name: ");
gets(inputStr);
functor->titleName = inputStr;
printf("Enter title password (binary): ");
gets(inputStr);
functor->titlePassword = AddTitle_PostgreSQLImpl::AllocBytes((int) strlen(inputStr)+1);
functor->titlePasswordLength = (int) strlen(inputStr)+1;
memcpy(functor->titlePassword, inputStr, functor->titlePasswordLength);
functor->allowClientAccountCreation=true;
functor->lobbyIsGameIndependent=true;
functor->requireUserKeyToLogon=false;
functor->allowClientAccountCreation=true;
functor->lobbyIsGameIndependent=true;
functor->defaultAllowUpdateHandle=true;
functor->defaultAllowUpdateCCInfo=true;
functor->defaultAllowUpdateAccountNumber=true;
functor->defaultAllowUpdateAdminLevel=true;
functor->defaultAllowUpdateAccountBalance=true;
functor->defaultAllowClientsUploadActionHistory=true;
/// Puts this functor on the processing queue. It will process sometime later in a thread.
titleValidationDB.PushFunctor(functor);
}
else if (ch=='d')
{
GetTitles_PostgreSQLImpl *functor = GetTitles_PostgreSQLImpl::Alloc();
printf("Getting previously added titles\n");
titleValidationDB.PushFunctor(functor);
}
else if (ch=='e')
{
UpdateUserKey_PostgreSQLImpl *functor = UpdateUserKey_PostgreSQLImpl::Alloc();
printf("Update/Inserting a user key\n");
printf("Insert a new key? (y/n): ");
gets(inputStr);
functor->userKeyIsSet = (inputStr[0]=='n');
if (functor->userKeyIsSet)
{
printf("Enter existing key (integer): ");
gets(inputStr);
functor->userKeyId=atoi(inputStr);
}
printf("Enter title Id (integer, required): ");
gets(inputStr);
functor->titleId=atoi(inputStr);
printf("Enter key password (binary): ");
gets(inputStr);
functor->keyPassword = UpdateUserKey_PostgreSQLImpl::AllocBytes((int) strlen(inputStr)+1);
functor->keyPasswordLength = (int) strlen(inputStr)+1;
memcpy(functor->keyPassword, inputStr, functor->keyPasswordLength);
printf("Enter userId (integer, optional): ");
gets(inputStr);
functor->userId=atoi(inputStr);
functor->userIP="127.0.0.1";
functor->numRegistrations=0;
functor->invalidKey=false;
titleValidationDB.PushFunctor(functor);
}
else if (ch=='f')
{
GetUserKeys_PostgreSQLImpl *functor = GetUserKeys_PostgreSQLImpl::Alloc();
printf("Getting previously added user keys\n");
titleValidationDB.PushFunctor(functor);
}
else if (ch=='g')
{
ValidateUserKey_PostgreSQLImpl *functor = ValidateUserKey_PostgreSQLImpl::Alloc();
printf("Validating key\n");
printf("Enter key password (binary): ");
gets(inputStr);
functor->keyPassword = UpdateUserKey_PostgreSQLImpl::AllocBytes((int) strlen(inputStr)+1);
functor->keyPasswordLength = (int) strlen(inputStr)+1;
titleValidationDB.PushFunctor(functor);
}
}
// Causes Functor::HandleResult calls. If this is forgotten you won't get processing result calls.
ft.CallResultHandlers();
Sleep(30);
}
}