#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; }; 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_bRequireClientAuth = true; bool m_bAllowDuplicateAccounts = false; bool m_bRunningPlayerAuthThread = false; bool m_bNeedLocalAuthForNewgame = false; bool m_bForceResetLocalPlayerPersistence = false; public: void StartPlayerAuthServer(); void StopPlayerAuthServer(); void AddPlayerData(R2::CBaseClient* player, const char* pToken); bool CheckDuplicateAccounts(R2::CBaseClient* player); bool AuthenticatePlayer(R2::CBaseClient* player, uint64_t uid, char* authToken); void VerifyPlayerName(R2::CBaseClient* player, char* authToken, char* name); bool RemovePlayerAuthData(R2::CBaseClient* player); void WritePersistentData(R2::CBaseClient* player); }; extern ServerAuthenticationManager* g_pServerAuthentication;