Files
SteamworksSDK/SteamworksExample/p2pauth.h
T
Riley Labrecque 6e588c2100 v1.11
2016-07-07 05:55:05 -06:00

94 lines
3.0 KiB
C++

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