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#pragma once
#include "convar.h"
#include "httplib.h"
#include "r2engine.h"
#include <unordered_map>
#include <string>
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<std::string, RemoteAuthData> m_RemoteAuthenticationData;
std::unordered_map<R2::CBaseClient*, PlayerAuthenticationData> 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;
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