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KF2-Dev-Scripts/IpDrv/Classes/OnlineAuthInterfaceImpl.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
/**
* Class that implements a base cross-platform version of the auth interface
*/
Class OnlineAuthInterfaceImpl extends Object within OnlineSubsystemCommonImpl
implements(OnlineAuthInterface)
native;
/** The owning subsystem that this object is providing an implementation for */
var OnlineSubsystemCommonImpl OwningSubsystem;
/** Whether or not the auth interface is ready to perform authentication */
var const bool bAuthReady;
/** Auth session arrays; these use TSparseArray, which allow safe removal of array elements during iteration */
/** If we are a server, contains auth sessions for clients connected to the server */
var native const SparseArray_Mirror ClientAuthSessions{TSparseArray<FAuthSession>};
/** If we are a client, contains auth sessions for servers we are connected to */
var native const SparseArray_Mirror ServerAuthSessions{TSparseArray<FAuthSession>};
/** If we are a client, contains auth sessions for other clients we are playing with */
var native const SparseArray_Mirror PeerAuthSessions{TSparseArray<FAuthSession>};
/** If we are a client, contains auth sessions we created for a server */
var native const SparseArray_Mirror LocalClientAuthSessions{TSparseArray<FLocalAuthSession>};
/** If we are a server, contains auth sessions we created for clients */
var native const SparseArray_Mirror LocalServerAuthSessions{TSparseArray<FLocalAuthSession>};
/** If we are a client, contains auth sessions we created for other clients */
var native const SparseArray_Mirror LocalPeerAuthSessions{TSparseArray<FLocalAuthSession>};
/** Delegate/callback tracking arrays */
/** The list of 'OnAuthReady' delegates fired when the auth interface is ready to perform authentication */
var array<delegate<OnAuthReady> > AuthReadyDelegates;
/** The list of 'OnClientAuthRequest' delegates fired when the client receives an auth request from the server */
var array<delegate<OnClientAuthRequest> > ClientAuthRequestDelegates;
/** The list of 'OnServerAuthRequest' delegates fired when the server receives an auth request from a client */
var array<delegate<OnServerAuthRequest> > ServerAuthRequestDelegates;
/** The list of 'OnClientAuthResponse' delegates fired when the server receives auth data from a client */
var array<delegate<OnClientAuthResponse> > ClientAuthResponseDelegates;
/** The list of 'OnServerAuthResponse' delegates fired when the client receives auth data from the server */
var array<delegate<OnServerAuthResponse> > ServerAuthResponseDelegates;
/** The list of 'OnClientAuthComplete' delegates fired when the server receives the authentication result for a client */
var array<delegate<OnClientAuthComplete> > ClientAuthCompleteDelegates;
/** The list of 'OnServerAuthComplete' delegates fired when the client receives the authentication result for the server */
var array<delegate<OnServerAuthComplete> > ServerAuthCompleteDelegates;
/** The list of 'OnClientAuthEndSessionRequest' delegates fired when the client receives a request from the server, to end an active auth session */
var array<delegate<OnClientAuthEndSessionRequest> > ClientAuthEndSessionRequestDelegates;
/** The list of 'OnServerAuthRetryRequest' delegates fired when the server receives a request from the client, to retry server auth */
var array<delegate<OnServerAuthRetryRequest> > ServerAuthRetryRequestDelegates;
/** The list of 'OnClientConnectionClose' delegates fired when a client connection is closing on the server */
var array<delegate<OnClientConnectionClose> > ClientConnectionCloseDelegates;
/** The list of 'OnServerConnectionClose' delegates fired when a server connection is closing on the client */
var array<delegate<OnServerConnectionClose> > ServerConnectionCloseDelegates;
/**
* Used to check if the auth interface is ready to perform authentication
*
* @return whether or not the auth interface is ready
*/
function bool IsReady()
{
return bAuthReady;
}
/**
* Called when the auth interface is ready to perform authentication
*/
delegate OnAuthReady();
/**
* Sets the delegate used to notify when the auth interface is ready to perform authentication
*
* @param AuthReadyDelegate The delegate to use for notification
*/
function AddAuthReadyDelegate(delegate<OnAuthReady> AuthReadyDelegate)
{
if (AuthReadyDelegates.Find(AuthReadyDelegate) == INDEX_None)
{
AuthReadyDelegates[AuthReadyDelegates.Length] = AuthReadyDelegate;
}
}
/**
* Removes the specified delegate from the notification list
*
* @param AuthReadyDelegate The delegate to remove from the list
*/
function ClearAuthReadyDelegate(delegate<OnAuthReady> AuthReadyDelegate)
{
local int i;
i = AuthReadyDelegates.Find(AuthReadyDelegate);
if (i != INDEX_None)
{
AuthReadyDelegates.Remove(i, 1);
}
}
/**
* Called when the client receives a message from the server, requesting a client auth session
*
* @param ServerUID The UID of the game server
* @param ServerIP The public (external) IP of the game server
* @param ServerPort The port of the game server
* @param bSecure whether or not the server has anticheat enabled (relevant to OnlineSubsystemSteamworks and VAC)
*/
//@HSL_BEGIN_XBOX
delegate OnClientAuthRequest(UniqueNetId ServerUID, IpAddr ServerIP, int ServerPort, bool bSecure);
//@HSL_END_XBOX
/**
* Sets the delegate used to notify when the client receives a message from the server, requesting a client auth session
*
* @param ClientAuthRequestDelegate The delegate to use for notifications
*/
function AddClientAuthRequestDelegate(delegate<OnClientAuthRequest> ClientAuthRequestDelegate)
{
if (ClientAuthRequestDelegates.Find(ClientAuthRequestDelegate) == INDEX_None)
{
ClientAuthRequestDelegates[ClientAuthRequestDelegates.Length] = ClientAuthRequestDelegate;
}
}
/**
* Removes the specified delegate from the notification list
*
* @param ClientAuthRequestDelegate The delegate to remove from the list
*/
function ClearClientAuthRequestDelegate(delegate<OnClientAuthRequest> ClientAuthRequestDelegate)
{
local int i;
i = ClientAuthRequestDelegates.Find(ClientAuthRequestDelegate);
if (i != INDEX_None)
{
ClientAuthRequestDelegates.Remove(i, 1);
}
}
/**
* Called when the server receives a message from a client, requesting a server auth session
*
* @param ClientConnection The NetConnection of the client the request came from
* @param ClientUID The UID of the client making the request
* @param ClientIP The IP of the client making the request
* @param ClientPort The port the client is on
*/
//@HSL_BEGIN_XBOX
delegate OnServerAuthRequest(Player ClientConnection, UniqueNetId ClientUID, IpAddr ClientIP, int ClientPort);
//@HSL_END_XBOX
/**
* Sets the delegate used to notify when the server receives a message from a client, requesting a server auth session
*
* @param ServerAuthRequestDelegate The delegate to use for notifications
*/
function AddServerAuthRequestDelegate(delegate<OnServerAuthRequest> ServerAuthRequestDelegate)
{
if (ServerAuthRequestDelegates.Find(ServerAuthRequestDelegate) == INDEX_None)
{
ServerAuthRequestDelegates[ServerAuthRequestDelegates.Length] = ServerAuthRequestDelegate;
}
}
/**
* Removes the specified delegate from the notification list
*
* @param ServerAuthRequestDelegate The delegate to remove from the list
*/
function ClearServerAuthRequestDelegate(delegate<OnServerAuthRequest> ServerAuthRequestDelegate)
{
local int i;
i = ServerAuthRequestDelegates.Find(ServerAuthRequestDelegate);
if (i != INDEX_None)
{
ServerAuthRequestDelegates.Remove(i, 1);
}
}
/**
* Called when the server receives auth data from a client, needed for authentication
*
* @param ClientUID The UID of the client
* @param ClientIP The IP of the client
* @param AuthTicketUID The UID used to reference the auth data
*/
//@HSL_BEGIN_XBOX
delegate OnClientAuthResponse(UniqueNetId ClientUID, IpAddr ClientIP, int AuthTicketUID);
//@HSL_END_XBOX
/**
* Sets the delegate used to notify when the server receives a auth data from a client
*
* @param ClientAuthResponseDelegate The delegate to use for notifications
*/
function AddClientAuthResponseDelegate(delegate<OnClientAuthResponse> ClientAuthResponseDelegate)
{
if (ClientAuthResponseDelegates.Find(ClientAuthResponseDelegate) == INDEX_None)
{
ClientAuthResponseDelegates[ClientAuthResponseDelegates.Length] = ClientAuthResponseDelegate;
}
}
/**
* Removes the specified delegate from the notification list
*
* @param ClientAuthResponseDelegate The delegate to remove from the list
*/
function ClearClientAuthResponseDelegate(delegate<OnClientAuthResponse> ClientAuthResponseDelegate)
{
local int i;
i = ClientAuthResponseDelegates.Find(ClientAuthResponseDelegate);
if (i != INDEX_None)
{
ClientAuthResponseDelegates.Remove(i, 1);
}
}
/**
* Called when the client receives auth data from the server, needed for authentication
*
* @param ServerUID The UID of the server
* @param ServerIP The IP of the server
* @param AuthTicketUID The UID used to reference the auth data
*/
//@HSL_BEGIN_XBOX
delegate OnServerAuthResponse(UniqueNetId ServerUID, IpAddr ServerIP, int AuthTicketUID);
//@HSL_END_XBOX
/**
* Sets the delegate used to notify when the client receives a auth data from the server
*
* @param ServerAuthResponseDelegate The delegate to use for notifications
*/
function AddServerAuthResponseDelegate(delegate<OnServerAuthResponse> ServerAuthResponseDelegate)
{
if (ServerAuthResponseDelegates.Find(ServerAuthResponseDelegate) == INDEX_None)
{
ServerAuthResponseDelegates[ServerAuthResponseDelegates.Length] = ServerAuthResponseDelegate;
}
}
/**
* Removes the specified delegate from the notification list
*
* @param ServerAuthResponseDelegate The delegate to remove from the list
*/
function ClearServerAuthResponseDelegate(delegate<OnServerAuthResponse> ServerAuthResponseDelegate)
{
local int i;
i = ServerAuthResponseDelegates.Find(ServerAuthResponseDelegate);
if (i != INDEX_None)
{
ServerAuthResponseDelegates.Remove(i, 1);
}
}
/**
* Called on the server, when the authentication result for a client auth session has returned
* NOTE: This is the first place, where a clients UID is verified as valid
*
* @param bSuccess whether or not authentication was successful
* @param ClientUID The UID of the client
* @param ClientConnection The connection associated with the client (for retrieving auth session data)
* @param ExtraInfo Extra information about authentication, e.g. failure reasons
*/
delegate OnClientAuthComplete(bool bSuccess, UniqueNetId ClientUID, Player ClientConnection, string ExtraInfo);
/**
* Sets the delegate used to notify when the server receives the authentication result for a client
*
* @param ClientAuthCompleteDelegate The delegate to use for notifications
*/
function AddClientAuthCompleteDelegate(delegate<OnClientAuthComplete> ClientAuthCompleteDelegate)
{
if (ClientAuthCompleteDelegates.Find(ClientAuthCompleteDelegate) == INDEX_None)
{
ClientAuthCompleteDelegates[ClientAuthCompleteDelegates.Length] = ClientAuthCompleteDelegate;
}
}
/**
* Removes the specified delegate from the notification list
*
* @param ClientAuthCompleteDelegate The delegate to remove from the list
*/
function ClearClientAuthCompleteDelegate(delegate<OnClientAuthComplete> ClientAuthCompleteDelegate)
{
local int i;
i = ClientAuthCompleteDelegates.Find(ClientAuthCompleteDelegate);
if (i != INDEX_None)
{
ClientAuthCompleteDelegates.Remove(i, 1);
}
}
/**
* Called on the client, when the authentication result for the server has returned
*
* @param bSuccess whether or not authentication was successful
* @param ServerUID The UID of the server
* @param ServerConnection The connection associated with the server (for retrieving auth session data)
* @param ExtraInfo Extra information about authentication, e.g. failure reasons
*/
delegate OnServerAuthComplete(bool bSuccess, UniqueNetId ServerUID, Player ServerConnection, string ExtraInfo);
/**
* Sets the delegate used to notify when the client receives the authentication result for the server
*
* @param ServerAuthCompleteDelegate The delegate to use for notifications
*/
function AddServerAuthCompleteDelegate(delegate<OnServerAuthComplete> ServerAuthCompleteDelegate)
{
if (ServerAuthCompleteDelegates.Find(ServerAuthCompleteDelegate) == INDEX_None)
{
ServerAuthCompleteDelegates[ServerAuthCompleteDelegates.Length] = ServerAuthCompleteDelegate;
}
}
/**
* Removes the specified delegate from the notification list
*
* @param ServerAuthCompleteDelegate The delegate to remove from the list
*/
function ClearServerAuthCompleteDelegate(delegate<OnServerAuthComplete> ServerAuthCompleteDelegate)
{
local int i;
i = ServerAuthCompleteDelegates.Find(ServerAuthCompleteDelegate);
if (i != INDEX_None)
{
ServerAuthCompleteDelegates.Remove(i, 1);
}
}
/**
* Called when the client receives a request from the server, to end an active auth session
*
* @param ServerConnection The server NetConnection
*/
delegate OnClientAuthEndSessionRequest(Player ServerConnection);
/**
* Sets the delegate used to notify when the client receives a request from the server, to end an active auth session
*
* @param ClientAuthEndSessionRequestDelegate The delegate to use for notifications
*/
function AddClientAuthEndSessionRequestDelegate(delegate<OnClientAuthEndSessionRequest> ClientAuthEndSessionRequestDelegate)
{
if (ClientAuthEndSessionRequestDelegates.Find(ClientAuthEndSessionRequestDelegate) == INDEX_None)
{
ClientAuthEndSessionRequestDelegates[ClientAuthEndSessionRequestDelegates.Length] = ClientAuthEndSessionRequestDelegate;
}
}
/**
* Removes the specified delegate from the notification list
*
* @param ClientAuthEndSessionRequestDelegate The delegate to remove from the list
*/
function ClearClientAuthEndSessionRequestDelegate(delegate<OnClientAuthEndSessionRequest> ClientAuthEndSessionRequestDelegate)
{
local int i;
i = ClientAuthEndSessionRequestDelegates.Find(ClientAuthEndSessionRequestDelegate);
if (i != INDEX_None)
{
ClientAuthEndSessionRequestDelegates.Remove(i, 1);
}
}
/**
* Called when the server receives a server auth retry request from a client
*
* @param ClientConnection The client NetConnection
*/
delegate OnServerAuthRetryRequest(Player ClientConnection);
/**
* Sets the delegate used to notify when the server receives a request from the client, to retry server auth
*
* @param ServerAuthRetryRequestDelegate The delegate to use for notifications
*/
function AddServerAuthRetryRequestDelegate(delegate<OnServerAuthRetryRequest> ServerAuthRetryRequestDelegate)
{
if (ServerAuthRetryRequestDelegates.Find(ServerAuthRetryRequestDelegate) == INDEX_None)
{
ServerAuthRetryRequestDelegates[ServerAuthRetryRequestDelegates.Length] = ServerAuthRetryRequestDelegate;
}
}
/**
* Removes the specified delegate from the notification list
*
* @param ServerAuthRetryRequestDelegate The delegate to remove from the list
*/
function ClearServerAuthRetryRequestDelegate(delegate<OnServerAuthRetryRequest> ServerAuthRetryRequestDelegate)
{
local int i;
i = ServerAuthRetryRequestDelegates.Find(ServerAuthRetryRequestDelegate);
if (i != INDEX_None)
{
ServerAuthRetryRequestDelegates.Remove(i, 1);
}
}
/**
* Called on the server when a clients net connection is closing (so auth sessions can be ended)
*
* @param ClientConnection The client NetConnection that is closing
*/
delegate OnClientConnectionClose(Player ClientConnection);
/**
* Sets the delegate used to notify when the a client net connection is closing
*
* @param ClientConnectionCloseDelegate The delegate to use for notifications
*/
function AddClientConnectionCloseDelegate(delegate<OnClientConnectionClose> ClientConnectionCloseDelegate)
{
if (ClientConnectionCloseDelegates.Find(ClientConnectionCloseDelegate) == INDEX_None)
{
ClientConnectionCloseDelegates[ClientConnectionCloseDelegates.Length] = ClientConnectionCloseDelegate;
}
}
/**
* Removes the specified delegate from the notification list
*
* @param ClientConnectionCloseDelegate The delegate to remove from the list
*/
function ClearClientConnectionCloseDelegate(delegate<OnClientConnectionClose> ClientConnectionCloseDelegate)
{
local int i;
i = ClientConnectionCloseDelegates.Find(ClientConnectionCloseDelegate);
if (i != INDEX_None)
{
ClientConnectionCloseDelegates.Remove(i, 1);
}
}
/**
* Called on the client when a server net connection is closing (so auth sessions can be ended)
*
* @param ServerConnection The server NetConnection that is closing
*/
delegate OnServerConnectionClose(Player ServerConnection);
/**
* Sets the delegate used to notify when the a server net connection is closing
*
* @param ServerConnectionCloseDelegate The delegate to use for notifications
*/
function AddServerConnectionCloseDelegate(delegate<OnServerConnectionClose> ServerConnectionCloseDelegate)
{
if (ServerConnectionCloseDelegates.Find(ServerConnectionCloseDelegate) == INDEX_None)
{
ServerConnectionCloseDelegates[ServerConnectionCloseDelegates.Length] = ServerConnectionCloseDelegate;
}
}
/**
* Removes the specified delegate from the notification list
*
* @param ServerConnectionCloseDelegate The delegate to remove from the list
*/
function ClearServerConnectionCloseDelegate(delegate<OnServerConnectionClose> ServerConnectionCloseDelegate)
{
local int i;
i = ServerConnectionCloseDelegates.Find(ServerConnectionCloseDelegate);
if (i != INDEX_None)
{
ServerConnectionCloseDelegates.Remove(i, 1);
}
}
/**
* Sends a client auth request to the specified client
* NOTE: It is important to specify the ClientUID from PreLogin
*
* @param ClientConnection The NetConnection of the client to send the request to
* @param ClientUID The UID of the client (as taken from PreLogin)
* @return whether or not the request kicked off successfully
*/
function bool SendClientAuthRequest(Player ClientConnection, UniqueNetId ClientUID);
/**
* Sends a server auth request to the server
*
* @param ServerUID The UID of the server
* @return whether or not the request kicked off successfully
*/
function bool SendServerAuthRequest(UniqueNetId ServerUID);
/**
* Sends the specified auth ticket from the client to the server
*
* @param AuthTicketUID The UID of the auth ticket, as retrieved by CreateClientAuthSession
* @return whether or not the auth ticket was sent successfully
*/
native function bool SendClientAuthResponse(int AuthTicketUID);
/**
* Sends the specified auth ticket from the server to the client
*
* @param ClientConnection The NetConnection of the client to send the auth ticket to
* @param AuthTicketUID The UID of the auth ticket, as retrieved by CreateServerAuthSession
* @return whether or not the auth ticket was sent successfully
*/
native function bool SendServerAuthResponse(Player ClientConnection, int AuthTicketUID);
/**
* Sends an auth kill request to the specified client
*
* @param ClientConnection The NetConnection of the client to send the request to
* @return whether or not the request was sent successfully
*/
native function bool SendClientAuthEndSessionRequest(Player ClientConnection);
/**
* Sends a server auth retry request to the server
*
* @return whether or not the request was sent successfully
*/
native function bool SendServerAuthRetryRequest();
/**
* Client auth functions, for authenticating clients with a game server
*/
/**
* Creates a client auth session with the server; the session doesn't start until the auth ticket is verified by the server
* NOTE: This must be called clientside
*
* @param ServerUID The UID of the server
* @param ServerIP The external/public IP address of the server
* @param ServerPort The port of the server
* @param bSecure whether or not the server has cheat protection enabled
* @param OutAuthTicketUID Outputs the UID of the auth data, which is used to verify the auth session on the server
* @return whether or not the local half of the auth session was kicked off successfully
*/
//@HSL_BEGIN_XBOX
function bool CreateClientAuthSession(UniqueNetId ServerUID, IpAddr ServerIP, int ServerPort, bool bSecure, out int OutAuthTicketUID);
/**
* Kicks off asynchronous verification and setup of a client auth session, on the server;
* auth success/failure is returned through OnClientAuthComplete
*
* @param ClientUID The UID of the client
* @param ClientIP The IP address of the client
* @param ClientPort The port the client is on
* @param AuthTicketUID The UID for the auth data sent by the client (as obtained through OnClientAuthResponse)
* @return whether or not asynchronous verification was kicked off successfully
*/
function bool VerifyClientAuthSession(UniqueNetId ClientUID, IpAddr ClientIP, int ClientPort, int AuthTicketUID);
/**
* Ends the clientside half of a client auth session
* NOTE: This call must be matched on the server, with EndRemoteClientAuthSession
*
* @param ServerUID The UID of the server
* @param ServerIP The external (public) IP address of the server
* @param ServerPort The port of the server
*/
native final function EndLocalClientAuthSession(UniqueNetId ServerUID, IpAddr ServerIP, int ServerPort);
/**
* Ends the serverside half of a client auth session
* NOTE: This call must be matched on the client, with EndLocalClientAuthSession
*
* @param ClientUID The UID of the client
* @param ClientIP The IP address of the client
*/
native final function EndRemoteClientAuthSession(UniqueNetId ClientUID, IpAddr ClientIP);
//@HSL_END_XBOX
/**
* Ends the clientside halves of all client auth sessions
* NOTE: This is the same as iterating AllLocalClientAuthSessions and ending each session with EndLocalClientAuthSession
*/
native function EndAllLocalClientAuthSessions();
/**
* Ends the serverside halves of all client auth sessions
* NOTE: This is the same as iterating AllClientAuthSessions and ending each session with EndRemoteClientAuthSession
*/
native function EndAllRemoteClientAuthSessions();
/**
* Server auth functions, for authenticating the server with clients
*/
/**
* Creates a server auth session with a client; the session doesn't start until the auth ticket is verified by the client
* NOTE: This must be called serverside; if using server auth, the server should create a server auth session for every client
*
* @param ClientUID The UID of the client
* @param ClientIP The IP address of the client
* @param ClientPort The port of the client
* @param OutAuthTicketUID Outputs the UID of the auth data, which is used to verify the auth session on the client
* @return whether or not the local half of the auth session was kicked off successfully
*/
//@HSL_BEGIN_XBOX
function bool CreateServerAuthSession(UniqueNetId ClientUID, IpAddr ClientIP, int ClientPort, out int OutAuthTicketUID);
/**
* Kicks off asynchronous verification and setup of a server auth session, on the client;
* auth success/failure is returned through OnServerAuthComplete
*
* @param ServerUID The UID of the server
* @param ServerIP The external/public IP address of the server
* @param AuthTicketUID The UID of the auth data sent by the server (as obtained through OnServerAuthResponse)
* @return whether or not asynchronous verification was kicked off successfully
*/
function bool VerifyServerAuthSession(UniqueNetId ServerUID, IpAddr ServerIP, int AuthTicketUID);
/**
* Ends the serverside half of a server auth session
* NOTE: This call must be matched on the other end, with EndRemoteServerAuthSession
*
* @param ClientUID The UID of the client
* @param ClientIP The IP address of the client
*/
native final function EndLocalServerAuthSession(UniqueNetId ClientUID, IpAddr ClientIP);
/**
* Ends the clientside half of a server auth session
* NOTE: This call must be matched on the other end, with EndLocalServerAuthSession
*
* @param ServerUID The UID of the server
* @param ServerIP The external/public IP address of the server
*/
native final function EndRemoteServerAuthSession(UniqueNetId ServerUID, IpAddr ServerIP);
//@HSL_END_XBOX
/**
* Ends the serverside halves of all server auth sessions
* NOTE: This is the same as iterating AllLocalServerAuthSessions and ending each session with EndLocalServerAuthSession
*/
native function EndAllLocalServerAuthSessions();
/**
* Ends the clientside halves of all server auth sessions
* NOTE: This is the same as iterating AllServerAuthSessions and ending each session with EndRemoteServerAuthSession
*/
native function EndAllRemoteServerAuthSessions();
/**
* Auth info access functions
*/
/**
* On a server, iterates all auth sessions for clients connected to the server
* NOTE: This iterator is remove-safe; ending a client auth session from within this iterator will not mess up the order of iteration
*
* @param OutSessionInfo Outputs the currently iterated auth session
*/
native function iterator AllClientAuthSessions(out AuthSession OutSessionInfo);
/**
* On a client, iterates all auth sessions we created for a server
* NOTE: This iterator is remove-safe; ending a local client auth session from within this iterator will not mess up the order of iteration
*
* @param OutSessionInfo Outputs the currently iterated auth session
*/
native function iterator AllLocalClientAuthSessions(out LocalAuthSession OutSessionInfo);
/**
* On a client, iterates all auth sessions for servers we are connecting/connected to
* NOTE: This iterator is remove-safe; ending a server auth session from within this iterator will not mess up the order of iteration
*
* @param OutSessionInfo Outputs the currently iterated auth session
*/
native function iterator AllServerAuthSessions(out AuthSession OutSessionInfo);
/**
* On a server, iterates all auth sessions we created for clients
* NOTE: This iterator is remove-safe; ending a local server auth session from within this iterator will not mess up the order of iteration
*
* @param OutSessionInfo Outputs the currently iterated auth session
*/
native function iterator AllLocalServerAuthSessions(out LocalAuthSession OutSessionInfo);
/**
* Finds the active/pending client auth session, for the client associated with the specified NetConnection
*
* @param ClientConnection The NetConnection associated with the client
* @param OutSessionInfo Outputs the auth session info for the client
* @return Returns TRUE if a session was found for the client, FALSE otherwise
*/
native function bool FindClientAuthSession(Player ClientConnection, out AuthSession OutSessionInfo);
/**
* Finds the clientside half of an active/pending client auth session
*
* @param ServerConnection The NetConnection associated with the server
* @param OutSessionInfo Outputs the auth session info for the client
* @return Returns TRUE if a session was found for the client, FALSE otherwise
*/
native function bool FindLocalClientAuthSession(Player ServerConnection, out LocalAuthSession OutSessionInfo);
/**
* Finds the active/pending server auth session, for the specified server connection
*
* @param ServerConnection The NetConnection associated with the server
* @param OutSessionInfo Outputs the auth session info for the server
* @return Returns TRUE if a session was found for the server, FALSE otherwise
*/
native function bool FindServerAuthSession(Player ServerConnection, out AuthSession OutSessionInfo);
/**
* Finds the serverside half of an active/pending server auth session
*
* @param ClientConnection The NetConnection associated with the client
* @param OutSessionInfo Outputs the auth session info for the server
* @return Returns TRUE if a session was found for the server, FALSE otherwise
*/
native function bool FindLocalServerAuthSession(Player ClientConnection, out LocalAuthSession OutSessionInfo);
/**
* Platform specific server information
*/
/**
* If this is a server, retrieves the platform-specific UID of the server; used for authentication (not supported on all platforms)
* NOTE: This is primarily used serverside, for listen host authentication
*
* @param OutServerUID The UID of the server
* @return whether or not the server UID was retrieved
*/
function bool GetServerUniqueId(out UniqueNetId OutServerUID);
/**
* If this is a server, retrieves the platform-specific IP and port of the server; used for authentication
* NOTE: This is primarily used serverside, for listen host authentication
*
* @param OutServerIP The public IP of the server (or, for platforms which don't support it, the local IP)
* @param OutServerPort The port of the server
*/
//@HSL_BEGIN_XBOX
function bool GetServerAddr(out IpAddr OutServerIP, out int OutServerPort);
//@HSL_END_XBOX