139 lines
5.7 KiB
C#
139 lines
5.7 KiB
C#
using System.Collections.Concurrent;
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using Microsoft.Extensions.Logging;
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namespace SVSim.EmulatedEntrypoint.Services;
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/// <summary>
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/// Validates Steam session tickets against Steamworks for the auth handler. Owns the
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/// lifecycle of per-user Steam auth sessions: when a client reconnects with a fresh ticket
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/// (typical on every client restart — Steam tickets are per-process), we end the prior
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/// session before opening a new one. Without that, Steam rejects the second
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/// <c>BeginAuthSession</c> as a duplicate request and the auth handler returns 401.
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///
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/// See <c>docs/audits/game-start-steam-ticket-401-on-client-restart-2026-05-23.md</c> for
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/// the original symptom + the choice of end-then-begin over reactively retrying on
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/// DuplicateRequest (Facepunch 2.3.3 collapses the BeginAuthResult enum to bool, so we
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/// can't see the duplicate-request signal directly).
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/// </summary>
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public class SteamSessionService : IDisposable
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{
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private const int ShadowVerseAppId = 453480;
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private readonly ISteamServer _steam;
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private readonly ILogger<SteamSessionService> _logger;
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/// <summary>Ticket-bytes-to-steamid for cache hits on identical re-sends (e.g. retries within one client session).</summary>
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private readonly ConcurrentDictionary<string, ulong> _validatedSessionTickets = new();
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/// <summary>steamId → currently-open ticket. Single entry per user; replaced when a new ticket supersedes it.</summary>
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private readonly ConcurrentDictionary<ulong, string> _activeSessionBySteamId = new();
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/// <summary>Per-steamId mutex so the check-end-begin sequence is atomic for that user without serializing all auth.</summary>
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private readonly ConcurrentDictionary<ulong, SemaphoreSlim> _steamIdLocks = new();
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public SteamSessionService(ISteamServer steam, ILogger<SteamSessionService> logger)
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{
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_steam = steam;
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_logger = logger;
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}
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public bool IsTicketValidForUser(string ticket, ulong steamId)
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{
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if (string.IsNullOrEmpty(ticket))
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{
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// Mishaped request body (wrong casing on the field) used to NRE on the dictionary
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// lookup. Fail cleanly so the auth pipeline returns 401 instead of 500.
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return false;
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}
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// Fast path: identical bytes from a prior validated call for this user. Real clients
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// don't replay tickets across restarts (Steam regenerates per-process), but in-process
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// retries can hit this and avoid both the Steam SDK call and the per-user lock.
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if (_validatedSessionTickets.TryGetValue(ticket, out ulong cachedSteamId))
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{
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return cachedSteamId == steamId;
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}
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_steam.Initialize(ShadowVerseAppId);
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byte[] ticketBytes = HexDecode(ticket);
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SemaphoreSlim gate = _steamIdLocks.GetOrAdd(steamId, _ => new SemaphoreSlim(1, 1));
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gate.Wait();
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try
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{
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// Re-check the cache: another caller for the same steamId may have validated this
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// exact ticket while we were waiting on the semaphore.
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if (_validatedSessionTickets.TryGetValue(ticket, out cachedSteamId))
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{
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return cachedSteamId == steamId;
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}
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// If a different ticket is currently open for this steam id, close it first.
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// Steam's BeginAuthSession returns DuplicateRequest (which Facepunch surfaces as
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// false) when the same user already has an open session on this server — that's
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// the entire bug this whole machinery exists to fix.
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if (_activeSessionBySteamId.TryGetValue(steamId, out string? priorTicket)
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&& !string.Equals(priorTicket, ticket, StringComparison.Ordinal))
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{
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_logger.LogInformation(
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"Retiring stale Steam auth session for steamId {SteamId} before opening a new one (prior ticket bytes differ).",
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steamId);
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_steam.EndSession(steamId);
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_validatedSessionTickets.TryRemove(priorTicket, out _);
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_activeSessionBySteamId.TryRemove(steamId, out _);
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}
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bool accepted = _steam.BeginAuthSession(ticketBytes, steamId);
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if (!accepted)
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{
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_logger.LogWarning("Steam rejected BeginAuthSession for steamId {SteamId}.", steamId);
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return false;
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}
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_validatedSessionTickets[ticket] = steamId;
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_activeSessionBySteamId[steamId] = ticket;
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return true;
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}
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finally
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{
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gate.Release();
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}
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}
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private static byte[] HexDecode(string hex)
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{
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byte[] bytes = new byte[hex.Length / 2];
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for (int i = 0; i < bytes.Length; i++)
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{
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bytes[i] = Convert.ToByte(hex.Substring(i * 2, 2), 16);
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}
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return bytes;
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}
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public void Dispose()
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{
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// End every tracked session before shutting down so the Steam SDK doesn't see orphaned
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// sessions on the next process. Shutdown does this implicitly, but being explicit keeps
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// observability honest (and tests can assert it on the fake without needing Shutdown).
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foreach (var (steamId, _) in _activeSessionBySteamId)
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{
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try { _steam.EndSession(steamId); }
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catch (Exception ex)
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{
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_logger.LogWarning(ex, "EndSession during dispose failed for steamId {SteamId}.", steamId);
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}
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}
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_activeSessionBySteamId.Clear();
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_validatedSessionTickets.Clear();
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foreach (var sem in _steamIdLocks.Values) sem.Dispose();
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_steamIdLocks.Clear();
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try { _steam.Shutdown(); }
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catch (Exception ex)
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{
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_logger.LogWarning(ex, "Steam shutdown failed.");
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}
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}
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}
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