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(TkTech moved page Authentication(Chinese) to User:Lzs/Authentication(Chinese): Abandoned incomplete page, moving back to the originating user's namespace.)
 
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(Is being translated into Chinese)
#REDIRECT [[User:Lzs/Authentication(Chinese)]]
 
在Minecraft 1.6 中引入了一种名为 '''Yggdrasil''' 的新身份验证方案,完全取代了[[Legacy Authentication|旧版认证系统]]。Mojang的其他游戏《Scrolls》也使用这种认证方式。 Mojang 表示 [https://twitter.com/KrisJelbring/status/453573406341206016 此身份验证系统应该被使用在每一个自定义登录上],但 [https://twitter.com/KrisJelbring/status/461390585086361600 绝不应从用户那里收集证书]。
 
== 请求格式 ==
 
所有请求是由以下服务器发往 Yggdrasil:
 
https://authserver.mojang.com
 
进一步说,他们预计将满足以下规则:
 
* 是 <code>POST</code> 请求
* Have the <code>Content-Type</code> header set to <code>application/json</code>
* Contain a [[wikipedia:JSON|JSON]]-encoded dictionary as payload
 
如果请求成功服务器将响应:
 
* 状态码 <code>200</code>
* A [[wikipedia:JSON|JSON]]-encoded dictionary according to the specifications below
 
If however a request fails, the server will respond with:
 
* An appropriate, non-200 [[wikipedia:List of HTTP status codes|HTTP status code]]
* 一个 [[wikipedia:JSON|JSON]]-编码字典格式如下:
 
<syntaxhighlight lang="javascript">
{
    "error": "Short description of the error",
    "errorMessage": "Longer description which can be shown to the user",
    "cause": "Cause of the error" // optional
}
</syntaxhighlight>
 
== 错误 ==
 
这些都是一些可能遇到的错误:
 
{| class="wikitable"
|-
! 错误
! 原因
! 错误提示
! 注释
|-
| <code>Method Not Allowed</code>
|
| 请求中指定的方法是不允许的,因为资源标识来自URI请求。
| 收到POST请求以外的数据。
|-
| <code>Not Found</code>
|
| 服务器并没有发现任何匹配此请求的URI。
| 被呼叫的端口不存在。
|-
| <code>ForbiddenOperationException</code>
| <code>UserMigratedException</code>
| Invalid credentials. Account migrated, use e-mail as username.
|
|-
| <code>ForbiddenOperationException</code>
|
| Invalid credentials. Invalid username or password.
|
|-
| <code>ForbiddenOperationException</code>
|
| Invalid credentials.
| Too many login attempts with this username recently (see <code>/authenticate</code>). Note that username and password may still be valid!
|-
| <code>ForbiddenOperationException</code>
|
| Invalid token.
| <code>accessToken</code> was invalid.
|-
| <code>IllegalArgumentException</code>
|
| Access token already has a profile assigned.
| Selecting profiles isn't implemented yet.
|-
| <code>IllegalArgumentException</code>
|
| credentials is null
| Username/password was not submitted.
|-
| <code>Unsupported Media Type</code>
|
| The server is refusing to service the request because the entity of the request is in a format not supported by the requested resource for the requested method
| Data was not submitted as application/json
|}
 
== Authenticate ==
 
Authenticates a user using their password.
 
=== Endpoint ===
 
/authenticate
 
=== Payload ===
 
<syntaxhighlight lang="javascript">
{
    "agent": {                              // defaults to Minecraft
        "name": "Minecraft",                // For Mojang's other game Scrolls, "Scrolls" should be used
        "version": 1                        // This number might be increased
                                            // by the vanilla client in the future
    },
    "username": "mojang account name",      // Can be an email address or player name for
                                            // unmigrated accounts
    "password": "mojang account password",
    "clientToken": "client identifier",    // optional
    "requestUser": true                    // optional; default: false; true adds the user object to the response
}
</syntaxhighlight>
 
The <code>clientToken</code> should be a randomly generated identifier and must be identical for each request. The vanilla launcher generates a random (version 4) UUID on first run and saves it, reusing it for every subsequent request. In case it is omitted the server will generate a random token based on Java's [http://docs.oracle.com/javase/7/docs/api/java/util/UUID.html#toString() <code>UUID.toString()</code>] which should then be stored by the client. This will however also invalidate all previously acquired <code>accessToken</code>s for this user across all clients.
 
=== Response ===
 
<syntaxhighlight lang="javascript">
{
    "accessToken": "random access token",      // hexadecimal
    "clientToken": "client identifier",        // identical to the one received
    "availableProfiles": [                     // only present if the agent field was received
        {
            "id": "profile identifier",        // hexadecimal
            "name": "player name",
            "legacy": true or false            // In practice, this field only appears in the response if true. Default to false.
        }
    ],
    "selectedProfile": {                      // only present if the agent field was received
        "id": "uuid without dashes",
        "name": "player name",
        "legacy": true or false
    },
    "user": {                                  // only present if requestUser was true in the request payload
        "id": "user identifier",              // hexadecimal
        "properties": [
            {
                "name": "preferredLanguage",  // might not be present for all accounts
                "value": "en"                  // ISO 639-1?
            },
            {
                "name": "twitch_access_token", // only present if a twitch account is associated (see https://account.mojang.com/me/settings)
                "value": "twitch oauth token"  // OAuth 2.0 Token; alphanumerical; e.g. https://api.twitch.tv/kraken?oauth_token=[...]
                                              // the Twitch API is documented here: https://github.com/justintv/Twitch-API
            }
        ]
    }
}
</syntaxhighlight>
 
'''Note:''' If a user wishes to stay logged in on their computer you are strongly advised to store the received <code>accessToken</code> instead of the password itself.
 
Currently each account will only have one single profile, multiple profiles per account are however planned in the future. If a user attempts to log into a valid Mojang account with no attached Minecraft license, the authentication will be successful, but the response will not contain a <code>selectedProfile</code> field, and the <code>availableProfiles</code> array will be empty.
 
Some instances in the wild have been observed of Mojang returning a flat <code>null</code> for failed refresh attempts against legacy accounts. It's not clear what the actual error tied to the null response is and it is extremely rare, but implementations should be wary of null output from the response.
 
This endpoint is severely rate-limited: multiple <code>/authenticate</code> requests for the same account in a short amount of time (think 3 requests in a few seconds), even with the correct password, will eventually lead to an <code>Invalid credentials.</code> response. This error clears up a few seconds later.
 
== Refresh ==
 
Refreshes a valid <code>accessToken</code>. It can be used to keep a user logged in between gaming sessions and is preferred over storing the user's password in a file (see [[lastlogin]]).
 
=== Endpoint ===
 
/refresh
 
=== Payload ===
<syntaxhighlight lang="javascript">
{
    "accessToken": "valid accessToken",
    "clientToken": "client identifier",  // This needs to be identical to the one used
                                        // to obtain the accessToken in the first place
    "selectedProfile": {                // optional; sending it will result in an error
        "id": "profile identifier",      // hexadecimal
        "name": "player name"
    },
    "requestUser": true                  // optional; default: false; true adds the user object to the response
}
</syntaxhighlight>
 
Note: The provided <code>accessToken</code> gets invalidated.
 
=== Response ===
 
<syntaxhighlight lang="javascript">
{
    "accessToken": "random access token",      // hexadecimal
    "clientToken": "client identifier",        // identical to the one received
    "selectedProfile": {
        "id": "profile identifier",            // hexadecimal
        "name": "player name"
    },
    "user": {                                  // only present if requestUser was true in the request payload
        "id": "user identifier",              // hexadecimal
        "properties": [
            {
                "name": "preferredLanguage",  // might not be present for all accounts
                "value": "en"                  // ISO 639-1?
            },
            {
                "name": "twitch_access_token", // only present if a twitch account is associated (see https://account.mojang.com/me/settings)
                "value": "twitch oauth token"  // OAuth 2.0 Token; alphanumerical; e.g. https://api.twitch.tv/kraken?oauth_token=[...]
                                              // the Twitch API is documented here: https://github.com/justintv/Twitch-API
            }
        ]
    }
}
</syntaxhighlight>
 
== Validate ==
 
Checks if an <code>accessToken</code> is usable for authentication with a Minecraft server. The Minecraft Launcher (as of version 1.6.13) calls this endpoint on startup to verify that its saved token is still usable, and calls <code>/refresh</code> if this returns an error.
 
Note that an <code>accessToken</code> may be unusable for authentication with a Minecraft server, but still be good enough for <code>/refresh</code>. This mainly happens when one has used another client (e.g. played Minecraft on another PC with the same account). It seems only the most recently obtained <code>accessToken</code> for a given account can reliably be used for authentication (the next-to-last token also seems to remain valid, but don't rely on it).
 
<code>/validate</code> may be called with or without a <code>clientToken</code>. If a <code>clientToken</code> is provided, it should match the one used to obtain the <code>accessToken</code>. The Minecraft Launcher does send a <code>clientToken</code> to <code>/validate</code>.
 
=== Endpoint ===
 
/validate
 
=== Payload ===
 
<syntaxhighlight lang="javascript">
{
    "accessToken": "valid accessToken",
    "clientToken": "associated clientToken" // optional, see above
}
</syntaxhighlight>
 
=== Response ===
 
Returns an empty payload (<code>204 No Content</code>) if successful, an error JSON with status <code>403 Forbidden</code> otherwise.
 
== Signout ==
 
Invalidates <code>accessToken</code>s using an account's username and password.
 
=== Endpoint ===
 
/signout
 
=== Payload ===
 
<syntaxhighlight lang="javascript">
{
    "username": "mojang account name",
    "password": "mojang account password"
}
</syntaxhighlight>
 
=== Response ===
 
Returns an empty payload if successful.
 
== Invalidate ==
 
Invalidates <code>accessToken</code>s using a client/access token pair.
 
=== Endpoint ===
 
/invalidate
 
=== Payload ===
 
<syntaxhighlight lang="javascript">
{
    "accessToken": "valid accessToken",
    "clientToken": "client identifier"  // This needs to be identical to the one used
                                        // to obtain the accessToken in the first place
}
</syntaxhighlight>
 
=== Response ===
 
Returns an empty payload if successful.
 
== Joining a Server ==
 
See [[Protocol Encryption#Authentication]]
 
[[Category:Protocol Details]]
[[Category:Minecraft Modern]]

Latest revision as of 15:56, 14 March 2019