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