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