#pragma once #include "convar.h" #include "httplib.h" #include <unordered_map> #include <string> struct AuthData { char uid[33]; // pdata char* pdata; size_t pdataSize; }; struct AdditionalPlayerData { bool usingLocalPdata; size_t pdataSize; bool needPersistenceWriteOnLeave = true; double lastClientCommandQuotaStart = -1.0; int numClientCommandsInQuota = 0; double lastNetChanProcessingLimitStart = -1.0; double netChanProcessingLimitTime = 0; }; #pragma once typedef enum { NA_NULL = 0, NA_LOOPBACK, NA_IP, } netadrtype_t; #pragma pack(push, 1) typedef struct netadr_s { netadrtype_t type; unsigned char ip[16]; // IPv6 // IPv4's 127.0.0.1 is [::ffff:127.0.0.1], that is: // 00 00 00 00 00 00 00 00 00 00 FF FF 7F 00 00 01 unsigned short port; } netadr_t; #pragma pack(pop) #pragma pack(push, 1) typedef struct netpacket_s { netadr_t adr; // sender address //int source; // received source char unk[10]; double received_time; unsigned char* data; // pointer to raw packet data void* message; // easy bitbuf data access // 'inpacket.message' etc etc (pointer) char unk2[16]; int size; //bf_read message; // easy bitbuf data access // 'inpacket.message' etc etc (pointer) //int size; // size in bytes //int wiresize; // size in bytes before decompression //bool stream; // was send as stream //struct netpacket_s* pNext; // for internal use, should be NULL in public } netpacket_t; #pragma pack(pop) struct UnconnectedPlayerSendData { char ip[16]; double lastQuotaStart = 0.0; int packetCount = 0; double timeoutEnd = -1.0; }; class ServerAuthenticationManager { private: httplib::Server m_playerAuthServer; public: std::mutex m_authDataMutex; std::unordered_map<std::string, AuthData> m_authData; std::unordered_map<void*, AdditionalPlayerData> m_additionalPlayerData; std::vector<UnconnectedPlayerSendData> m_unconnectedPlayerSendData; bool m_runningPlayerAuthThread = false; bool m_bNeedLocalAuthForNewgame = false; public: void StartPlayerAuthServer(); void StopPlayerAuthServer(); bool AuthenticatePlayer(void* player, int64_t uid, char* authToken); bool RemovePlayerAuthData(void* player); void WritePersistentData(void* player); }; void InitialiseServerAuthentication(HMODULE baseAddress); extern ServerAuthenticationManager* g_ServerAuthenticationManager; extern ConVar* Cvar_ns_player_auth_port;