#pragma once #include "convar.h" #include "httplib.h" #include "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 { private: httplib::Server m_PlayerAuthServer; public: ConVar* Cvar_ns_player_auth_port; 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_bRunningPlayerAuthThread = false; bool m_bNeedLocalAuthForNewgame = false; bool m_bForceResetLocalPlayerPersistence = false; public: void StartPlayerAuthServer(); void StopPlayerAuthServer(); void AddPlayer(R2::CBaseClient* player, const char* pToken); void RemovePlayer(R2::CBaseClient* player); bool CheckDuplicateAccounts(R2::CBaseClient* player); bool AuthenticatePlayer(R2::CBaseClient* player, uint64_t uid, char* authToken); bool VerifyPlayerName(const char* authToken, const char* name); bool RemovePlayerAuthData(R2::CBaseClient* player); void WritePersistentData(R2::CBaseClient* player); }; extern ServerAuthenticationManager* g_pServerAuthentication;