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
//
//=============================================================================//
#ifdef _WIN32
#if !defined( _X360 )
#include "winlite.h"
#include <winsock2.h> // INADDR_ANY defn
#endif
#elif POSIX
#include <netinet/in.h>
#endif
#include <utlbuffer.h>
#include "cl_steamauth.h"
#include "interface.h"
#include "filesystem_engine.h"
#include "tier0/icommandline.h"
#include "tier0/vprof.h"
#include "host.h"
#include "cmd.h"
#include "common.h"
#ifndef SWDS
#include "vgui_baseui_interface.h"
#endif
#pragma warning( disable: 4355 ) // disables ' 'this' : used in base member initializer list'
//-----------------------------------------------------------------------------
// Purpose: singleton accessor
//-----------------------------------------------------------------------------
static CSteam3Client s_Steam3Client;
CSteam3Client &Steam3Client()
{
return s_Steam3Client;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CSteam3Client::CSteam3Client()
#if !defined(NO_STEAM)
:
m_CallbackClientGameServerDeny( this, &CSteam3Client::OnClientGameServerDeny ),
m_CallbackGameServerChangeRequested( this, &CSteam3Client::OnGameServerChangeRequested ),
m_CallbackGameOverlayActivated( this, &CSteam3Client::OnGameOverlayActivated ),
m_CallbackPersonaStateChanged( this, &CSteam3Client::OnPersonaUpdated ),
m_CallbackLowBattery( this, &CSteam3Client::OnLowBattery )
#endif
{
m_bActive = false;
m_bGSSecure = false;
m_hAuthTicket = k_HAuthTicketInvalid;
m_unIP = 0;
m_usPort = 0;
m_nTicketSize = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CSteam3Client::~CSteam3Client()
{
Shutdown();
}
//-----------------------------------------------------------------------------
// Purpose: Unload the steam3 engine
//-----------------------------------------------------------------------------
void CSteam3Client::Shutdown()
{
if ( !m_bActive )
return;
m_bActive = false;
#if !defined( NO_STEAM )
SteamAPI_Shutdown();
Clear(); // clear our interface pointers now they are invalid
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Initialize the steam3 connection
//-----------------------------------------------------------------------------
void CSteam3Client::Activate()
{
if ( m_bActive )
return;
m_bActive = true;
m_bGSSecure = false;
#if !defined( NO_STEAM )
SteamAPI_InitSafe(); // ignore failure, that will fall out later when they don't get a valid logon cookie
SteamAPI_SetTryCatchCallbacks( false ); // We don't use exceptions, so tell steam not to use try/catch in callback handlers
Init(); // Steam API context init
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Get the steam3 logon cookie to use
//-----------------------------------------------------------------------------
void CSteam3Client::GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, uint32 unIP, uint16 usPort, uint64 unGSSteamID, bool bSecure )
{
#ifdef NO_STEAM
m_bGSSecure = bSecure;
#else
CSteamID steamIDGS( unGSSteamID );
// Assume failure
*pcbTicket = 0;
// We must have interface pointers
if ( !SteamUser() )
{
Warning( "No SteamUser interface. Cannot perform steam authentication\n" );
return;
}
// Make sure we have a valid Steam ID
CSteamID steamID = SteamUser()->GetSteamID();
if ( !steamID.IsValid() )
{
Warning( "Our steam ID %s is not valid. Steam must be running and you must be logged in\n", steamID.Render() );
return;
}
// Get a new ticket, if we don't already have one for this server
if ( m_hAuthTicket == k_HAuthTicketInvalid
|| m_unIP != unIP
|| m_usPort != usPort
|| m_bGSSecure != bSecure
|| m_steamIDGS != steamIDGS
|| m_nTicketSize <= 0 )
{
// Cancel any previously issues ticket
if ( m_hAuthTicket != k_HAuthTicketInvalid )
SteamUser()->CancelAuthTicket( m_hAuthTicket );
// Shove the GS ID in the first bits
*(uint64*)m_arbTicketData = SteamUser()->GetSteamID().ConvertToUint64();
// Ask Steam for a ticket
m_nTicketSize = 0;
m_hAuthTicket = SteamUser()->GetAuthSessionTicket( m_arbTicketData+sizeof(uint64), sizeof(m_arbTicketData)-sizeof(uint64), &m_nTicketSize );
if ( m_hAuthTicket == k_HAuthTicketInvalid || m_nTicketSize <= 0 )
{
// Failed!
Assert( m_hAuthTicket != k_HAuthTicketInvalid );
Assert( m_nTicketSize > 0 );
m_hAuthTicket = k_HAuthTicketInvalid;
m_nTicketSize = 0;
Warning( "ISteamUser::GetAuthSessionTicket failed to return a valid ticket\n" );
}
else
{
// Got valid ticket. Remember its properties
m_nTicketSize += sizeof(uint64);
m_unIP = unIP;
m_usPort = usPort;
m_bGSSecure = bSecure;
m_steamIDGS = steamIDGS;
}
}
// Give them back the ticket data, if we were able to get one, and it will fit
*pcbTicket = 0;
if ( m_nTicketSize > 0 )
{
if ( cbMaxTicket >= (int)m_nTicketSize )
{
memcpy( pTicket, m_arbTicketData, m_nTicketSize );
*pcbTicket = m_nTicketSize;
}
else
{
Assert( cbMaxTicket >= (int)m_nTicketSize );
}
}
// Tell the steam backend about the server we are playing on - so that it can broadcast this to our friends and they can join.
// This may be something that you should NOT do if you are on a listen server - or you know that the game is not joinable
// for some reason.
#ifdef _DEBUG
Msg( "Sending AdvertiseGame %s %s (%s)\n", steamIDGS.Render(), netadr_t(unIP, usPort).ToString(), m_bGSSecure ? "secure" : "insecure" );
#endif
SteamUser()->AdvertiseGame( steamIDGS, unIP, usPort );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Tell steam that we are leaving a server
//-----------------------------------------------------------------------------
void CSteam3Client::CancelAuthTicket()
{
m_bGSSecure = false;
if ( !SteamUser() )
return;
#if !defined( NO_STEAM )
if ( m_hAuthTicket != k_HAuthTicketInvalid )
SteamUser()->CancelAuthTicket( m_hAuthTicket );
#ifdef _DEBUG
Msg( "Clearing auth ticket, sending void AdvertiseGame\n" );
#endif
CSteamID steamIDGS; // invalid steamID means not playing anywhere
SteamUser()->AdvertiseGame( steamIDGS, 0, 0 );
m_hAuthTicket = k_HAuthTicketInvalid;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Process any callbacks we may have
//-----------------------------------------------------------------------------
void CSteam3Client::RunFrame()
{
#if !defined( NO_STEAM )
VPROF_BUDGET( "CSteam3Client::RunFrame", VPROF_BUDGETGROUP_STEAM );
SteamAPI_RunCallbacks();
#endif
}
#if !defined(NO_STEAM)
//-----------------------------------------------------------------------------
// Purpose: Disconnect the user from their current server
//-----------------------------------------------------------------------------
void CSteam3Client::OnClientGameServerDeny( ClientGameServerDeny_t *pClientGameServerDeny )
{
if ( pClientGameServerDeny->m_uAppID == GetSteamAppID() )
{
const char *pszReason = "Unknown";
switch ( pClientGameServerDeny->m_uReason )
{
case ( k_EDenyInvalidVersion ) : pszReason = "Invalid version"; break;
case ( k_EDenyGeneric ) : pszReason = "Kicked"; break;
case ( k_EDenyNotLoggedOn ) : pszReason = "Not logged on"; break;
case ( k_EDenyNoLicense ) : pszReason = "No license"; break;
case ( k_EDenyCheater ) : pszReason = "VAC banned "; break;
case ( k_EDenyLoggedInElseWhere ) : pszReason = "Dropped from server"; break;
case ( k_EDenyUnknownText ) : pszReason = "Unknown"; break;
case ( k_EDenyIncompatibleAnticheat ) : pszReason = "Incompatible Anti Cheat"; break;
case ( k_EDenyMemoryCorruption ) : pszReason = "Memory corruption"; break;
case ( k_EDenyIncompatibleSoftware ) : pszReason = "Incompatible software"; break;
case ( k_EDenySteamConnectionLost ) : pszReason = "Steam connection lost"; break;
case ( k_EDenySteamConnectionError ) : pszReason = "Steam connection error"; break;
case ( k_EDenySteamResponseTimedOut ) : pszReason = "Response timed out"; break;
case ( k_EDenySteamValidationStalled ) : pszReason = "Verification failed"; break;
}
Warning( "Disconnect: %s\n", pszReason );
Host_Disconnect( true );
}
}
extern ConVar password;
//-----------------------------------------------------------------------------
// Purpose: Disconnect the user from their current server
//-----------------------------------------------------------------------------
void CSteam3Client::OnGameServerChangeRequested( GameServerChangeRequested_t *pGameServerChangeRequested )
{
password.SetValue( pGameServerChangeRequested->m_rgchPassword );
Msg( "Connecting to %s\n", pGameServerChangeRequested->m_rgchServer );
Cbuf_AddText( va( "connect %s steam\n", pGameServerChangeRequested->m_rgchServer ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSteam3Client::OnGameOverlayActivated( GameOverlayActivated_t *pGameOverlayActivated )
{
#ifndef SWDS
if ( Host_IsSinglePlayerGame() )
{
if ( !EngineVGui()->IsGameUIVisible() &&
!EngineVGui()->IsConsoleVisible() )
{
if ( pGameOverlayActivated->m_bActive )
Cbuf_AddText( "setpause" );
else
Cbuf_AddText( "unpause" );
}
}
#endif
}
extern void UpdateNameFromSteamID( IConVar *pConVar, CSteamID *pSteamID );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSteam3Client::OnPersonaUpdated( PersonaStateChange_t *pPersonaStateChanged )
{
if ( pPersonaStateChanged->m_nChangeFlags & k_EPersonaChangeName )
{
if ( SteamUtils() && SteamFriends() && SteamUser() )
{
CSteamID steamID = SteamUser()->GetSteamID();
IConVar *pConVar = g_pCVar->FindVar( "name" );
UpdateNameFromSteamID( pConVar, &steamID );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSteam3Client::OnLowBattery( LowBatteryPower_t *pLowBat )
{
// on the 9min, 5 min and 1 min warnings tell the engine to fire off a save
switch( pLowBat->m_nMinutesBatteryLeft )
{
case 9:
case 5:
case 1:
Cbuf_AddText( "save LowBattery_AutoSave" );
break;
default:
break;
}
}
#endif