diff options
Diffstat (limited to 'NorthstarDLL/clientauthhooks.cpp')
-rw-r--r-- | NorthstarDLL/clientauthhooks.cpp | 88 |
1 files changed, 44 insertions, 44 deletions
diff --git a/NorthstarDLL/clientauthhooks.cpp b/NorthstarDLL/clientauthhooks.cpp index 6d642bc2..3f3ace8e 100644 --- a/NorthstarDLL/clientauthhooks.cpp +++ b/NorthstarDLL/clientauthhooks.cpp @@ -1,44 +1,44 @@ -#include "pch.h"
-#include "masterserver.h"
-#include "convar.h"
-#include "r2client.h"
-
-AUTOHOOK_INIT()
-
-ConVar* Cvar_ns_has_agreed_to_send_token;
-
-// mirrored in script
-const int NOT_DECIDED_TO_SEND_TOKEN = 0;
-const int AGREED_TO_SEND_TOKEN = 1;
-const int DISAGREED_TO_SEND_TOKEN = 2;
-
-AUTOHOOK(AuthWithStryder, engine.dll + 0x1843A0,
-void,, (void* a1))
-{
- // game will call this forever, until it gets a valid auth key
- // so, we need to manually invalidate our key until we're authed with northstar, then we'll allow game to auth with stryder
- if (!g_pMasterServerManager->m_bOriginAuthWithMasterServerDone && Cvar_ns_has_agreed_to_send_token->GetInt() != DISAGREED_TO_SEND_TOKEN)
- {
- // if player has agreed to send token and we aren't already authing, try to auth
- if (Cvar_ns_has_agreed_to_send_token->GetInt() == AGREED_TO_SEND_TOKEN &&
- !g_pMasterServerManager->m_bOriginAuthWithMasterServerInProgress)
- g_pMasterServerManager->AuthenticateOriginWithMasterServer(R2::g_pLocalPlayerUserID, R2::g_pLocalPlayerOriginToken);
-
- // invalidate key so auth will fail
- *R2::g_pLocalPlayerOriginToken = 0;
- }
-
- AuthWithStryder(a1);
-}
-
-ON_DLL_LOAD_CLIENT_RELIESON("engine.dll", ClientAuthHooks, ConVar, (CModule module))
-{
- AUTOHOOK_DISPATCH()
-
- // this cvar will save to cfg once initially agreed with
- Cvar_ns_has_agreed_to_send_token = new ConVar(
- "ns_has_agreed_to_send_token",
- "0",
- FCVAR_ARCHIVE_PLAYERPROFILE,
- "whether the user has agreed to send their origin token to the northstar masterserver");
-}
\ No newline at end of file +#include "pch.h" +#include "masterserver.h" +#include "convar.h" +#include "r2client.h" + +AUTOHOOK_INIT() + +ConVar* Cvar_ns_has_agreed_to_send_token; + +// mirrored in script +const int NOT_DECIDED_TO_SEND_TOKEN = 0; +const int AGREED_TO_SEND_TOKEN = 1; +const int DISAGREED_TO_SEND_TOKEN = 2; + +AUTOHOOK(AuthWithStryder, engine.dll + 0x1843A0, +void,, (void* a1)) +{ + // game will call this forever, until it gets a valid auth key + // so, we need to manually invalidate our key until we're authed with northstar, then we'll allow game to auth with stryder + if (!g_pMasterServerManager->m_bOriginAuthWithMasterServerDone && Cvar_ns_has_agreed_to_send_token->GetInt() != DISAGREED_TO_SEND_TOKEN) + { + // if player has agreed to send token and we aren't already authing, try to auth + if (Cvar_ns_has_agreed_to_send_token->GetInt() == AGREED_TO_SEND_TOKEN && + !g_pMasterServerManager->m_bOriginAuthWithMasterServerInProgress) + g_pMasterServerManager->AuthenticateOriginWithMasterServer(R2::g_pLocalPlayerUserID, R2::g_pLocalPlayerOriginToken); + + // invalidate key so auth will fail + *R2::g_pLocalPlayerOriginToken = 0; + } + + AuthWithStryder(a1); +} + +ON_DLL_LOAD_CLIENT_RELIESON("engine.dll", ClientAuthHooks, ConVar, (CModule module)) +{ + AUTOHOOK_DISPATCH() + + // this cvar will save to cfg once initially agreed with + Cvar_ns_has_agreed_to_send_token = new ConVar( + "ns_has_agreed_to_send_token", + "0", + FCVAR_ARCHIVE_PLAYERPROFILE, + "whether the user has agreed to send their origin token to the northstar masterserver"); +} |