mirror of
https://github.com/rlabrecque/SteamworksSDK.git
synced 2026-10-10 09:33:04 +08:00
94 lines
3.0 KiB
C++
94 lines
3.0 KiB
C++
//========= Copyright © 1996-2004, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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const int k_cMaxSockets = 16;
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class CP2PAuthPlayer;
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class CNetworkTransport;
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//-----------------------------------------------------------------------------
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// Purpose: one player p2p auth process state machine
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//-----------------------------------------------------------------------------
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class CP2PAuthPlayer
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{
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public:
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CP2PAuthPlayer( IGameEngine *pGameEngine, CNetworkTransport *pNetworkTransport );
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~CP2PAuthPlayer();
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void EndGame();
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void InitPlayer( CSteamID steamID );
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void StartAuthPlayer();
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bool BIsAuthOk();
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bool HandleMessage( EMessage eMsg, void *pMessage );
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CSteamID GetSteamID();
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STEAM_CALLBACK( CP2PAuthPlayer, OnBeginAuthResponse, ValidateAuthTicketResponse_t, m_CallbackBeginAuthResponse );
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CSteamID m_steamID;
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private:
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uint64 GetGameTimeInSeconds()
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{
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return m_pGameEngine->GetGameTickCount()/1000;
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}
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bool m_bSentTicket;
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bool m_bSubmittedHisTicket;
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bool m_bHaveAnswer;
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uint64 m_ulConnectTime;
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uint64 m_ulTicketTime;
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uint64 m_ulAnswerTime;
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uint32 m_cubTicketIGaveThisUser;
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uint8 m_rgubTicketIGaveThisUser[1024];
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uint32 m_cubTicketHeGaveMe;
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uint8 m_rgubTicketHeGaveMe[1024];
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HAuthTicket m_hAuthTicketIGaveThisUser;
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EBeginAuthSessionResult m_eBeginAuthSessionResult;
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EAuthSessionResponse m_eAuthSessionResponse;
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CNetworkTransport *m_pNetworkTransport;
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IGameEngine *m_pGameEngine;
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};
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//-----------------------------------------------------------------------------
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// Purpose: simple wrapper for multiple players
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//-----------------------------------------------------------------------------
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class CP2PAuthedGame
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{
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public:
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CP2PAuthedGame( IGameEngine *pGameEngine );
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void PlayerDisconnect( int iSlot );
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void EndGame();
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void StartAuthPlayer( int iSlot, CSteamID steamID );
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void RegisterPlayer( int iSlot, CSteamID steamID );
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bool HandleMessage( EMessage eMsg, void *pMessage );
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CSteamID GetSteamID();
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void InternalInitPlayer( int iSlot, CSteamID steamID, bool bStartAuthProcess );
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CP2PAuthPlayer *m_rgpP2PAuthPlayer[MAX_PLAYERS_PER_SERVER];
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MsgP2PSendingTicket_t *m_rgpQueuedMessage[MAX_PLAYERS_PER_SERVER];
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IGameEngine *m_pGameEngine;
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CNetworkTransport *m_pNetworkTransport;
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};
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//-----------------------------------------------------------------------------
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// Purpose: trivial wrapper on network messaging
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//-----------------------------------------------------------------------------
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class CNetworkTransport
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{
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public:
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CNetworkTransport();
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bool SendTicket( CSteamID steamIDFrom, CSteamID steamIDTo, uint32 cubTicket, uint8 *pubTicket );
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void CloseConnection( CSteamID steamID );
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bool SendNetMessage( CSteamID steamIDTo, void *pMessage, int cubMessage );
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STEAM_CALLBACK( CNetworkTransport, OnP2PSessionRequest, P2PSessionRequest_t, m_CallbackP2PSessionRequest );
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STEAM_CALLBACK( CNetworkTransport, OnP2PSessionConnectFail, P2PSessionConnectFail_t, m_CallbackP2PSessionConnectFail );
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};
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