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