mirror of
https://github.com/nillerusr/source-engine.git
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270 lines
9.9 KiB
C++
270 lines
9.9 KiB
C++
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//========= Copyright Valve Corporation, 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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#include "cbase.h"
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#include "tf_gc_api.h"
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#include <checksum_md5.h>
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#include "econ_game_account_server.h"
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#include "econ_gcmessages.h"
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#include "tf_gcmessages.h"
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#include "tf_gamerules.h"
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#include "gc_clientsystem.h"
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//-----------------------------------------------------------------------------
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static ConVar tf_server_identity_token( "tf_server_identity_token", "", FCVAR_ARCHIVE | FCVAR_PROTECTED, "Server identity token, used to authenticate with the TF2 Game Coordinator." );
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static ConVar tf_server_identity_account_id( "tf_server_identity_account_id", "0", FCVAR_ARCHIVE, "Server identity account id, used to authenticate with the TF2 Game Coordinator." );
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static ConVar tf_server_identity_disable_quickplay( "tf_server_identity_disable_quickplay", "0", FCVAR_ARCHIVE | FCVAR_NOTIFY, "Disable this server from being chosen by the quickplay matchmaking." );
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static ConVar sv_registration_successful( "sv_registration_successful", "0", FCVAR_DONTRECORD | FCVAR_HIDDEN | FCVAR_NOTIFY, "Nonzero if we were able to login OK" );
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static ConVar sv_registration_message( "sv_registration_message", "No account specified", FCVAR_DONTRECORD | FCVAR_HIDDEN | FCVAR_NOTIFY, "Error message of other status text" );
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static bool BSendMessage( const GCSDK::CProtoBufMsgBase& msg )
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{
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return GCClientSystem()->BSendMessage( msg );
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}
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//-----------------------------------------------------------------------------
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// Public API
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//-----------------------------------------------------------------------------
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void GameCoordinator_NotifyGameState()
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{
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if ( TFGameRules() )
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{
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GCSDK::CProtoBufMsg< CMsgGC_GameServer_LevelInfo > msg( k_EMsgGC_GameServer_LevelInfo );
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msg.Body().set_level_loaded( true );
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msg.Body().set_level_name( gpGlobals->mapname.ToCStr() );
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BSendMessage( msg );
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}
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else
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{
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GameCoordinator_NotifyLevelShutdown();
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}
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}
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//-----------------------------------------------------------------------------
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void GameCoordinator_NotifyLevelShutdown()
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{
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GCSDK::CProtoBufMsg< CMsgGC_GameServer_LevelInfo> msg( k_EMsgGC_GameServer_LevelInfo );
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msg.Body().set_level_loaded( false );
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BSendMessage( msg );
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}
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//-----------------------------------------------------------------------------
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const char *GameCoordinator_GetRegistrationString()
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{
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return sv_registration_message.GetString();
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}
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//-----------------------------------------------------------------------------
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/**
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* Game Coordinator wants to know if we have a token
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*/
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class CGC_GameServer_AuthChallenge : public GCSDK::CGCClientJob
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{
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public:
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CGC_GameServer_AuthChallenge( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {}
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virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket )
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{
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GCSDK::CProtoBufMsg< CMsgGC_GameServer_AuthChallenge > msg( pNetPacket );
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// send information on what level is loaded
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GameCoordinator_NotifyGameState();
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const uint32 unGameServerAccountID = tf_server_identity_account_id.GetInt();
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if ( unGameServerAccountID == 0 )
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{
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Msg( "%s not set; not logging into registered account\n", tf_server_identity_account_id.GetName() );
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UTIL_LogPrintf( "%s not set; not logging into registered account\n", tf_server_identity_account_id.GetName() );
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return true;
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}
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CUtlString challenge = msg.Body().challenge_string().c_str();
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if ( challenge.IsEmpty() )
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{
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Warning( "Received CGC_GameServer_AuthChallenge with invalid challenge from GC!\n" );
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UTIL_LogPrintf( "Received CGC_GameServer_AuthChallenge with invalid challenge from GC!\n" );
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Assert( false );
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return true;
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}
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char szKeyBuffer[16];
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int nKeyLength = Q_snprintf( szKeyBuffer, sizeof( szKeyBuffer ), "%s", tf_server_identity_token.GetString() );
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if ( nKeyLength <= 0 || nKeyLength >= ARRAYSIZE( szKeyBuffer ) )
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{
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Warning( "%s is not valid, or not set! Not signing into gameserver account\n", tf_server_identity_token.GetName() );
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UTIL_LogPrintf( "%s is not valid, or not set! Not signing into gameserver account\n", tf_server_identity_token.GetName() );
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return true;
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}
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MD5Context_t ctx;
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unsigned char digest[16]; // The MD5 Hash
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memset( &ctx, 0, sizeof( ctx ) );
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memset( digest, 0, sizeof( digest ) );
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// hash together the identity token and the challenge
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MD5Init( &ctx );
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MD5Update( &ctx, (unsigned char*)szKeyBuffer, nKeyLength );
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MD5Update( &ctx, (unsigned char*)challenge.Get(), challenge.Length() );
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MD5Final( digest, &ctx );
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GCSDK::CProtoBufMsg< CMsgGC_GameServer_AuthChallengeResponse > msg_response( k_EMsgGC_GameServer_AuthChallengeResponse );
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msg_response.Body().set_game_server_account_id( unGameServerAccountID );
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msg_response.Body().set_hashed_challenge_string( digest, sizeof( digest ) );
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BSendMessage( msg_response );
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Msg( "Received auth challenge; signing into gameserver account...\n" );
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UTIL_LogPrintf( "Received auth challenge; signing into gameserver account...\n" );
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return true;
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}
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};
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GC_REG_JOB( GCSDK::CGCClient, CGC_GameServer_AuthChallenge, "CGC_GameServer_AuthChallenge", k_EMsgGC_GameServer_AuthChallenge, GCSDK::k_EServerTypeGCClient );
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/**
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* Game Coordinator tells game server whether authentication was successful or not
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*/
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class CGC_GameServer_AuthResult : public GCSDK::CGCClientJob
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{
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public:
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CGC_GameServer_AuthResult( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {}
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virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket )
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{
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GCSDK::CProtoBufMsg< CMsgGC_GameServer_AuthResult > msg( pNetPacket );
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if ( msg.Body().is_valve_server() )
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{
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// Note: I put in this cryptic message, in the hopes that if a server operator
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// actually sees it (when they are not supposed to), they will contact us,
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// as opposed to just secretly enjoying the benefits of their server being
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// treated as a valve server and us not knowing something is wrong.
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Msg( "WARNING: Game server status 'Gordon'.\n" );
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engine->LogPrint( "WARNING: Game server status 'Gordon'.\n" );
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}
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if ( msg.Body().authenticated() )
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{
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const char *pStanding = GameServerAccount_GetStandingString( (eGameServerScoreStanding)msg.Body().game_server_standing() );
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const char *pStandingTrend = GameServerAccount_GetStandingTrendString( (eGameServerScoreStandingTrend)msg.Body().game_server_standing_trend() );
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Msg( "Game server authentication: SUCCESS! Standing: %s. Trend: %s\n", pStanding, pStandingTrend );
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UTIL_LogPrintf( "Game server authentication: SUCCESS! Standing: %s. Trend: %s\n", pStanding, pStandingTrend );
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if ( !msg.Body().message().empty() )
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{
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Msg( " %s\n", msg.Body().message().c_str() );
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UTIL_LogPrintf( " %s\n", msg.Body().message().c_str() );
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}
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// What else could we save here?
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if ( msg.Body().is_valve_server() )
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{
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sv_registration_message.SetValue( "Status 'Gordon'" );
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}
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else
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{
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sv_registration_message.SetValue( "" );
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}
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}
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else
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{
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Warning( "Game server authentication: FAILURE!\n" );
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UTIL_LogPrintf( "Game server authentication: FAILURE!\n" );
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if ( !msg.Body().message().empty() )
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{
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Warning( " %s\n", msg.Body().message().c_str() );
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UTIL_LogPrintf( " %s\n", msg.Body().message().c_str() );
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sv_registration_message.SetValue( msg.Body().message().c_str() );
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}
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else
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{
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sv_registration_message.SetValue( "failed" );
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}
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}
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// Update the convar
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sv_registration_successful.SetValue( msg.Body().authenticated() );
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// !FIXME! How to force server to recalculate tags??
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return true;
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}
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};
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GC_REG_JOB( GCSDK::CGCClient, CGC_GameServer_AuthResult, "CGC_GameServer_AuthResult", k_EMsgGC_GameServer_AuthResult, GCSDK::k_EServerTypeGCClient );
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//-----------------------------------------------------------------------------
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// GC telling us that a player is joining via Quickplay
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class CGCTFQuickplay_PlayerJoining : public GCSDK::CGCClientJob
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{
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public:
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CGCTFQuickplay_PlayerJoining( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {}
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virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket )
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{
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GCSDK::CProtoBufMsg<CMsgTFQuickplay_PlayerJoining> msg( pNetPacket );
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Log("(Quickplay) Incoming player (%d):\n", msg.Body().account_id() );
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return true;
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}
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};
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GC_REG_JOB( GCSDK::CGCClient, CGCTFQuickplay_PlayerJoining, "CGCTFQuickplay_PlayerJoining", k_EMsgGC_QP_PlayerJoining, GCSDK::k_EServerTypeGCClient );
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//-----------------------------------------------------------------------------
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// GC telling us that a player has moved an item into his or her backpack for the first time
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class CGCTFItemAcknowledged : public GCSDK::CGCClientJob
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{
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public:
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CGCTFItemAcknowledged( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {}
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virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket )
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{
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GCSDK::CProtoBufMsg<CMsgItemAcknowledged> msg( pNetPacket );
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CSteamID steamID;
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CTFPlayer *pFoundPlayer = NULL;
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uint32 unAccountID = msg.Body().account_id();
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
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if ( pPlayer == NULL )
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continue;
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if ( pPlayer->GetSteamID( &steamID ) == false )
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continue;
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if ( steamID.GetAccountID() == unAccountID )
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{
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pFoundPlayer = pPlayer;
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break;
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}
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}
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if ( pFoundPlayer )
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{
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// Crack open some attributes
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IGameEvent *event = gameeventmanager->CreateEvent( "item_found" );
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if ( event )
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{
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event->SetInt( "player", pFoundPlayer->entindex() );
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event->SetInt( "quality", msg.Body().quality() );
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event->SetInt( "method", GetUnacknowledgedReason( msg.Body().inventory() ) - 1 );
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event->SetInt( "itemdef", msg.Body().def_index() );
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event->SetInt( "isstrange", msg.Body().is_strange() );
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event->SetInt( "isunusual", msg.Body().is_unusual() );
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event->SetFloat( "wear", msg.Body().wear() );
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gameeventmanager->FireEvent( event );
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}
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}
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return true;
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}
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};
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GC_REG_JOB( GCSDK::CGCClient, CGCTFItemAcknowledged, "CGCTFItemAcknowledged", k_EMsgGCItemAcknowledged, GCSDK::k_EServerTypeGCClient );
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