Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: steam state machine that handles authenticating steam users
//
//=============================================================================//
#ifndef CL_STEAMUAUTH_H
#define CL_STEAMUAUTH_H
#ifdef _WIN32
#pragma once
#endif
#include "baseclient.h"
#include "utlvector.h"
#include "netadr.h"
#include "steam/steam_api.h"
class CSteam3Client : public CSteamAPIContext { public: CSteam3Client(); ~CSteam3Client();
void Activate(); void Shutdown();
void GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, uint32 unIP, uint16 usPort, uint64 unGSSteamID, bool bSecure ); void CancelAuthTicket();
bool BGSSecure() { return m_bGSSecure; } void RunFrame(); #if !defined(NO_STEAM)
STEAM_CALLBACK( CSteam3Client, OnClientGameServerDeny, ClientGameServerDeny_t, m_CallbackClientGameServerDeny ); STEAM_CALLBACK( CSteam3Client, OnGameServerChangeRequested, GameServerChangeRequested_t, m_CallbackGameServerChangeRequested ); STEAM_CALLBACK( CSteam3Client, OnGameOverlayActivated, GameOverlayActivated_t, m_CallbackGameOverlayActivated ); STEAM_CALLBACK( CSteam3Client, OnPersonaUpdated, PersonaStateChange_t, m_CallbackPersonaStateChanged ); STEAM_CALLBACK( CSteam3Client, OnLowBattery, LowBatteryPower_t, m_CallbackLowBattery ); #endif
private:
//
// Cached data for active ticket, if any
//
HAuthTicket m_hAuthTicket; uint32 m_unIP; uint16 m_usPort; bool m_bActive; bool m_bGSSecure; CSteamID m_steamIDGS; uint32 m_nTicketSize; unsigned char m_arbTicketData[ 1024 ]; };
#ifndef SWDS
// singleton accessor
CSteam3Client &Steam3Client(); #endif // SWDS
#endif // CL_STEAMUAUTH_H
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