#pragma once #include "core/convar/convar.h" #include "engine/r2engine.h" #include #include struct RemoteAuthData { char uid[33]; char username[64]; // pdata char* pdata; size_t pdataSize; }; struct PlayerAuthenticationData { bool usingLocalPdata; size_t pdataSize; bool needPersistenceWriteOnLeave = true; }; typedef int64_t (*CBaseServer__RejectConnectionType)(void* a1, unsigned int a2, void* a3, const char* a4, ...); extern CBaseServer__RejectConnectionType CBaseServer__RejectConnection; class ServerAuthenticationManager { public: ConVar* Cvar_ns_erase_auth_info; ConVar* Cvar_ns_auth_allow_insecure; ConVar* Cvar_ns_auth_allow_insecure_write; std::mutex m_AuthDataMutex; std::unordered_map m_RemoteAuthenticationData; std::unordered_map m_PlayerAuthenticationData; bool m_bAllowDuplicateAccounts = false; bool m_bNeedLocalAuthForNewgame = false; bool m_bForceResetLocalPlayerPersistence = false; bool m_bStartingLocalSPGame = false; public: void AddRemotePlayer(std::string token, uint64_t uid, std::string username, std::string pdata); void AddPlayer(CBaseClient* pPlayer, const char* pAuthToken); void RemovePlayer(CBaseClient* pPlayer); bool VerifyPlayerName(const char* pAuthToken, const char* pName, char pOutVerifiedName[64]); bool IsDuplicateAccount(CBaseClient* pPlayer, const char* pUid); bool CheckAuthentication(CBaseClient* pPlayer, uint64_t iUid, char* pAuthToken); void AuthenticatePlayer(CBaseClient* pPlayer, uint64_t iUid, char* pAuthToken); bool RemovePlayerAuthData(CBaseClient* pPlayer); void WritePersistentData(CBaseClient* pPlayer); }; extern ServerAuthenticationManager* g_pServerAuthentication;