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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| namespace Lyra | |
| { | |
| static bool bTestEncryption = false; | |
| static FAutoConsoleVariableRef CVarLyraTestEncryption( | |
| TEXT("Lyra.TestEncryption"), | |
| bTestEncryption, | |
| TEXT("If true, clients will send an encryption token with their request to join the server and attempt to encrypt the connection using a debug key. This is NOT SECURE and for demonstration purposes only."), | |
| ECVF_Default); | |
| static bool bUseDTLSEncryption = false; | |
| static FAutoConsoleVariableRef CVarLyraUseDTLSEncryption( | |
| TEXT("Lyra.UseDTLSEncryption"), | |
| bUseDTLSEncryption, | |
| TEXT("Set to true if using Lyra.TestEncryption and the DTLS packet handler."), | |
| ECVF_Default); | |
| /* Intended for testing with multiple game instances on the same device (desktop builds) */ | |
| static bool bTestDTLSFingerprint = false; | |
| static FAutoConsoleVariableRef CVarLyraTestDTLSFingerprint( | |
| TEXT("Lyra.TestDTLSFingerprint"), | |
| bTestDTLSFingerprint, | |
| TEXT("If true and using DTLS encryption, generate unique cert per connection and fingerprint will be written to file to simulate passing through an online service."), | |
| ECVF_Default); | |
| static FAutoConsoleCommandWithWorldAndArgs CmdGenerateDTLSCertificate( | |
| TEXT("GenerateDTLSCertificate"), | |
| TEXT("Generate a DTLS self-signed certificate for testing and export to PEM."), | |
| FConsoleCommandWithWorldAndArgsDelegate::CreateLambda([](const TArray<FString>& InArgs, UWorld* InWorld) | |
| { | |
| if (InArgs.Num() == 1) | |
| { | |
| const FString& CertName = InArgs[0]; | |
| FTimespan CertExpire = FTimespan::FromDays(365); | |
| TSharedPtr<FDTLSCertificate> Cert = FDTLSCertStore::Get().CreateCert(CertExpire, CertName); | |
| if (Cert.IsValid()) | |
| { | |
| const FString CertPath = FPaths::ProjectContentDir() / TEXT("DTLS") / FPaths::MakeValidFileName(FString::Printf(TEXT("%s.pem"), *CertName)); | |
| if (!Cert->ExportCertificate(CertPath)) | |
| { | |
| UE_LOG(LogTemp, Error, TEXT("GenerateDTLSCertificate: Failed to export certificate.")); | |
| } | |
| } | |
| else | |
| { | |
| UE_LOG(LogTemp, Error, TEXT("GenerateDTLSCertificate: Failed to generate certificate.")); | |
| } | |
| } | |
| else | |
| { | |
| UE_LOG(LogTemp, Error, TEXT("GenerateDTLSCertificate: Invalid argument(s).")); | |
| } | |
| })); | |
| }; | |
| ULyraGameInstance::ULyraGameInstance(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| } | |
| void ULyraGameInstance::Init() | |
| { | |
| Super::Init(); | |
| // Register our custom init states | |
| UGameFrameworkComponentManager* ComponentManager = GetSubsystem<UGameFrameworkComponentManager>(this); | |
| if (ensure(ComponentManager)) | |
| { | |
| ComponentManager->RegisterInitState(LyraGameplayTags::InitState_Spawned, false, FGameplayTag()); | |
| ComponentManager->RegisterInitState(LyraGameplayTags::InitState_DataAvailable, false, LyraGameplayTags::InitState_Spawned); | |
| ComponentManager->RegisterInitState(LyraGameplayTags::InitState_DataInitialized, false, LyraGameplayTags::InitState_DataAvailable); | |
| ComponentManager->RegisterInitState(LyraGameplayTags::InitState_GameplayReady, false, LyraGameplayTags::InitState_DataInitialized); | |
| } | |
| // Initialize the debug key with a set value for AES256. This is not secure and for example purposes only. | |
| DebugTestEncryptionKey.SetNum(32); | |
| for (int32 i = 0; i < DebugTestEncryptionKey.Num(); ++i) | |
| { | |
| DebugTestEncryptionKey[i] = uint8(i); | |
| } | |
| if (UCommonSessionSubsystem* SessionSubsystem = GetSubsystem<UCommonSessionSubsystem>()) | |
| { | |
| SessionSubsystem->OnPreClientTravelEvent.AddUObject(this, &ULyraGameInstance::OnPreClientTravelToSession); | |
| } | |
| } | |
| void ULyraGameInstance::Shutdown() | |
| { | |
| if (UCommonSessionSubsystem* SessionSubsystem = GetSubsystem<UCommonSessionSubsystem>()) | |
| { | |
| SessionSubsystem->OnPreClientTravelEvent.RemoveAll(this); | |
| } | |
| Super::Shutdown(); | |
| } | |
| ALyraPlayerController* ULyraGameInstance::GetPrimaryPlayerController() const | |
| { | |
| return Cast<ALyraPlayerController>(Super::GetPrimaryPlayerController(false)); | |
| } | |
| bool ULyraGameInstance::CanJoinRequestedSession() const | |
| { | |
| // Temporary first pass: Always return true | |
| // This will be fleshed out to check the player's state | |
| if (!Super::CanJoinRequestedSession()) | |
| { | |
| return false; | |
| } | |
| return true; | |
| } | |
| void ULyraGameInstance::HandlerUserInitialized(const UCommonUserInfo* UserInfo, bool bSuccess, FText Error, ECommonUserPrivilege RequestedPrivilege, ECommonUserOnlineContext OnlineContext) | |
| { | |
| Super::HandlerUserInitialized(UserInfo, bSuccess, Error, RequestedPrivilege, OnlineContext); | |
| // If login succeeded, tell the local player to load their settings | |
| if (bSuccess && ensure(UserInfo)) | |
| { | |
| ULyraLocalPlayer* LocalPlayer = Cast<ULyraLocalPlayer>(GetLocalPlayerByIndex(UserInfo->LocalPlayerIndex)); | |
| // There will not be a local player attached to the dedicated server user | |
| if (LocalPlayer) | |
| { | |
| LocalPlayer->LoadSharedSettingsFromDisk(); | |
| } | |
| } | |
| } | |
| void ULyraGameInstance::ReceivedNetworkEncryptionToken(const FString& EncryptionToken, const FOnEncryptionKeyResponse& Delegate) | |
| { | |
| // This is a simple implementation to demonstrate using encryption for game traffic using a hardcoded key. | |
| // For a complete implementation, you would likely want to retrieve the encryption key from a secure source, | |
| // such as from a web service over HTTPS. This could be done in this function, even asynchronously - just | |
| // call the response delegate passed in once the key is known. The contents of the EncryptionToken is up to the user, | |
| // but it will generally contain information used to generate a unique encryption key, such as a user and/or session ID. | |
| FEncryptionKeyResponse Response(EEncryptionResponse::Failure, TEXT("Unknown encryption failure")); | |
| if (EncryptionToken.IsEmpty()) | |
| { | |
| Response.Response = EEncryptionResponse::InvalidToken; | |
| Response.ErrorMsg = TEXT("Encryption token is empty."); | |
| } | |
| else | |
| { | |
| if (Lyra::bUseDTLSEncryption) | |
| { | |
| TSharedPtr<FDTLSCertificate> Cert; | |
| if (Lyra::bTestDTLSFingerprint) | |
| { | |
| // Generate server cert for this identifier, post the fingerprint | |
| FTimespan CertExpire = FTimespan::FromHours(4); | |
| Cert = FDTLSCertStore::Get().CreateCert(CertExpire, EncryptionToken); | |
| } | |
| else | |
| { | |
| // Load cert from disk for testing purposes (never in production) | |
| const FString CertPath = FPaths::ProjectContentDir() / TEXT("DTLS") / TEXT("LyraTest.pem"); | |
| Cert = FDTLSCertStore::Get().GetCert(EncryptionToken); | |
| if (!Cert.IsValid()) | |
| { | |
| Cert = FDTLSCertStore::Get().ImportCert(CertPath, EncryptionToken); | |
| } | |
| } | |
| if (Cert.IsValid()) | |
| { | |
| if (Lyra::bTestDTLSFingerprint) | |
| { | |
| // Fingerprint should be posted to a secure web service for discovery | |
| // Writing to disk for local testing | |
| TArrayView<const uint8> Fingerprint = Cert->GetFingerprint(); | |
| FString DebugFile = FPaths::Combine(*FPaths::ProjectSavedDir(), TEXT("DTLS")) / FPaths::MakeValidFileName(EncryptionToken) + TEXT("_server.txt"); | |
| FString FingerprintStr = BytesToHex(Fingerprint.GetData(), Fingerprint.Num()); | |
| FFileHelper::SaveStringToFile(FingerprintStr, *DebugFile); | |
| } | |
| // Server currently only needs the identifier | |
| Response.EncryptionData.Identifier = EncryptionToken; | |
| Response.EncryptionData.Key = DebugTestEncryptionKey; | |
| Response.Response = EEncryptionResponse::Success; | |
| } | |
| else | |
| { | |
| Response.Response = EEncryptionResponse::Failure; | |
| Response.ErrorMsg = TEXT("Unable to obtain certificate."); | |
| } | |
| } | |
| else | |
| { | |
| Response.Response = EEncryptionResponse::Success; | |
| Response.EncryptionData.Key = DebugTestEncryptionKey; | |
| } | |
| } | |
| Delegate.ExecuteIfBound(Response); | |
| } | |
| void ULyraGameInstance::ReceivedNetworkEncryptionAck(const FOnEncryptionKeyResponse& Delegate) | |
| { | |
| // This is a simple implementation to demonstrate using encryption for game traffic using a hardcoded key. | |
| // For a complete implementation, you would likely want to retrieve the encryption key from a secure source, | |
| // such as from a web service over HTTPS. This could be done in this function, even asynchronously - just | |
| // call the response delegate passed in once the key is known. | |
| FEncryptionKeyResponse Response; | |
| if (Lyra::bUseDTLSEncryption) | |
| { | |
| Response.Response = EEncryptionResponse::Failure; | |
| APlayerController* const PlayerController = GetFirstLocalPlayerController(); | |
| if (PlayerController && PlayerController->PlayerState && PlayerController->PlayerState->GetUniqueId().IsValid()) | |
| { | |
| const FUniqueNetIdRepl& PlayerUniqueId = PlayerController->PlayerState->GetUniqueId(); | |
| // Ideally the encryption token is passed in directly rather than having to attempt to rebuild it | |
| const FString EncryptionToken = PlayerUniqueId.ToString(); | |
| Response.EncryptionData.Identifier = EncryptionToken; | |
| // Server's fingerprint should be pulled from a secure service | |
| if (Lyra::bTestDTLSFingerprint) | |
| { | |
| // But for testing purposes... | |
| FString DebugFile = FPaths::Combine(*FPaths::ProjectSavedDir(), TEXT("DTLS")) / FPaths::MakeValidFileName(EncryptionToken) + TEXT("_server.txt"); | |
| FString FingerprintStr; | |
| FFileHelper::LoadFileToString(FingerprintStr, *DebugFile); | |
| Response.EncryptionData.Fingerprint.AddUninitialized(FingerprintStr.Len() / 2); | |
| HexToBytes(FingerprintStr, Response.EncryptionData.Fingerprint.GetData()); | |
| } | |
| else | |
| { | |
| // Pulling expected fingerprint from disk for testing, this should come from a secure service | |
| const FString CertPath = FPaths::ProjectContentDir() / TEXT("DTLS") / TEXT("LyraTest.pem"); | |
| TSharedPtr<FDTLSCertificate> Cert = FDTLSCertStore::Get().GetCert(EncryptionToken); | |
| if (!Cert.IsValid()) | |
| { | |
| Cert = FDTLSCertStore::Get().ImportCert(CertPath, EncryptionToken); | |
| } | |
| if (Cert.IsValid()) | |
| { | |
| TArrayView<const uint8> Fingerprint = Cert->GetFingerprint(); | |
| Response.EncryptionData.Fingerprint = Fingerprint; | |
| } | |
| else | |
| { | |
| Response.Response = EEncryptionResponse::Failure; | |
| Response.ErrorMsg = TEXT("Unable to obtain certificate."); | |
| } | |
| } | |
| Response.EncryptionData.Key = DebugTestEncryptionKey; | |
| Response.Response = EEncryptionResponse::Success; | |
| } | |
| } | |
| else | |
| { | |
| Response.Response = EEncryptionResponse::Success; | |
| Response.EncryptionData.Key = DebugTestEncryptionKey; | |
| } | |
| Delegate.ExecuteIfBound(Response); | |
| } | |
| void ULyraGameInstance::OnPreClientTravelToSession(FString& URL) | |
| { | |
| // Add debug encryption token if desired. | |
| if (Lyra::bTestEncryption) | |
| { | |
| if (Lyra::bUseDTLSEncryption) | |
| { | |
| APlayerController* const PlayerController = GetFirstLocalPlayerController(); | |
| if (PlayerController && PlayerController->PlayerState && PlayerController->PlayerState->GetUniqueId().IsValid()) | |
| { | |
| const FUniqueNetIdRepl& PlayerUniqueId = PlayerController->PlayerState->GetUniqueId(); | |
| const FString EncryptionToken = PlayerUniqueId.ToString(); | |
| URL += TEXT("?EncryptionToken=") + EncryptionToken; | |
| } | |
| } | |
| else | |
| { | |
| // This is just a value for testing/debugging, the server will use the same key regardless of the token value. | |
| // But the token could be a user ID and/or session ID that would be used to generate a unique key per user and/or session, if desired. | |
| URL += TEXT("?EncryptionToken=1"); | |
| } | |
| } | |
| } |