IW4M-Admin/Application/Core/ClientAuthentication.cs

83 lines
3.0 KiB
C#
Raw Permalink Normal View History

using SharedLibraryCore.Interfaces;
using SharedLibraryCore.Objects;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace IW4MAdmin.Application.Core
{
class ClientAuthentication : IClientAuthentication
{
private Queue<Player> ClientAuthenticationQueue;
private Dictionary<long, Player> AuthenticatedClients;
public ClientAuthentication()
{
ClientAuthenticationQueue = new Queue<Player>();
AuthenticatedClients = new Dictionary<long, Player>();
}
public void AuthenticateClients(IList<Player> clients)
{
// we need to un-auth all the clients that have disconnected
var clientNetworkIds = clients.Select(c => c.NetworkId);
var clientsToRemove = AuthenticatedClients.Keys.Where(c => !clientNetworkIds.Contains(c));
// remove them
foreach (long Id in clientsToRemove.ToList())
{
AuthenticatedClients.Remove(Id);
}
// loop through the polled clients to see if they've been authenticated yet
foreach (var client in clients)
{
// they've not been authenticated
if (!AuthenticatedClients.TryGetValue(client.NetworkId, out Player value))
{
// authenticate them
client.State = Player.ClientState.Authenticated;
AuthenticatedClients.Add(client.NetworkId, client);
}
else
{
// this update their ping
// todo: this seems kinda hacky
value.Ping = client.Ping;
value.Score = client.Score;
}
}
// empty out the queue of clients detected through log
while (ClientAuthenticationQueue.Count > 0)
{
// grab each client that's connected via log
var clientToAuthenticate = ClientAuthenticationQueue.Dequeue();
// if they're not already authed, auth them
if (!AuthenticatedClients.TryGetValue(clientToAuthenticate.NetworkId, out Player value))
{
// authenticate them
clientToAuthenticate.State = Player.ClientState.Authenticated;
AuthenticatedClients.Add(clientToAuthenticate.NetworkId, clientToAuthenticate);
}
}
}
public IList<Player> GetAuthenticatedClients()
{
if (AuthenticatedClients.Values.Count > 18)
{
Program.ServerManager.GetLogger(0).WriteError($"auth client count is {AuthenticatedClients.Values.Count}, this is bad");
return AuthenticatedClients.Values.Take(18).ToList();
}
return AuthenticatedClients.Values.ToList();
}
public void RequestClientAuthentication(Player client)
{
ClientAuthenticationQueue.Enqueue(client);
}
}
}