119 lines
4.7 KiB
Ucode
119 lines
4.7 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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/**
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* Class that implements the Steamworks specific auth functionality
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*/
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Class OnlineAuthInterfaceSteamworks extends OnlineAuthInterfaceImpl within OnlineSubsystemCommonImpl
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native;
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/**
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* Sends a client auth request to the specified client
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* NOTE: It is important to specify the ClientUID from PreLogin
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*
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* @param ClientConnection The NetConnection of the client to send the request to
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* @param ClientUID The UID of the client (as taken from PreLogin)
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* @return whether or not the request kicked off successfully
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*/
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native function bool SendClientAuthRequest(Player ClientConnection, UniqueNetId ClientUID);
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/**
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* Sends a server auth request to the server
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*
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* @param ServerUID The UID of the server
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* @return whether or not the request kicked off successfully
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*/
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native function bool SendServerAuthRequest(UniqueNetId ServerUID);
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/**
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* Client auth functions, for authenticating clients with a game server
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*/
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/**
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* Creates a client auth session with the server; the session doesn't start until the auth ticket is verified by the server
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* NOTE: This must be called clientside
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*
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* @param ServerUID The UID of the server
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* @param ServerIP The external/public IP address of the server
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* @param ServerPort The port of the server
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* @param bSecure whether or not the server has cheat protection enabled
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* @param OutAuthTicketUID Outputs the UID of the auth data, which is used to verify the auth session on the server
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* @return whether or not the local half of the auth session was kicked off successfully
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*/
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//@HSL_BEGIN_XBOX
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native function bool CreateClientAuthSession(UniqueNetId ServerUID, IpAddr ServerIP, int ServerPort, bool bSecure, out int OutAuthTicketUID);
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/**
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* Kicks off asynchronous verification and setup of a client auth session, on the server;
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* auth success/failure is returned through OnClientAuthComplete
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*
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* @param ClientUID The UID of the client
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* @param ClientIP The IP address of the client
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* @param ClientPort The port the client is on
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* @param AuthTicketUID The UID for the auth data sent by the client (as obtained through OnClientAuthResponse)
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* @return whether or not asynchronous verification was kicked off successfully
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*/
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native function bool VerifyClientAuthSession(UniqueNetId ClientUID, IpAddr ClientIP, int ClientPort, int AuthTicketUID);
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//@HSL_END_XBOX
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/**
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* Server auth functions, for authenticating the server with clients
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*/
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/**
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* Creates a server auth session with a client; the session doesn't start until the auth ticket is verified by the client
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* NOTE: This must be called serverside; if using server auth, the server should create a server auth session for every client
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*
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* @param ClientUID The UID of the client
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* @param ClientIP The IP address of the client
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* @param ClientPort The port of the client
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* @param OutAuthTicketUID Outputs the UID of the auth data, which is used to verify the auth session on the client
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* @return whether or not the local half of the auth session was kicked off successfully
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*/
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native function bool CreateServerAuthSession(UniqueNetId ClientUID, IpAddr ClientIP, int ClientPort, out int OutAuthTicketUID);
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/**
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* Kicks off asynchronous verification and setup of a server auth session, on the client;
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* auth success/failure is returned through OnServerAuthComplete
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*
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* @param ServerUID The UID of the server
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* @param ServerIP The external/public IP address of the server
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* @param AuthTicketUID The UID of the auth data sent by the server (as obtained through OnServerAuthResponse)
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* @return whether or not asynchronous verification was kicked off successfully
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*/
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native function bool VerifyServerAuthSession(UniqueNetId ServerUID, IpAddr ServerIP, int AuthTicketUID);
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/**
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* Platform-specific server information
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*/
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/**
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* If this is a server, retrieves the platform-specific UID of the server; used for authentication (not supported on all platforms)
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* NOTE: This is primarily used serverside, for listen host authentication
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*
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* @param OutServerUID The UID of the server
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* @return whether or not the server UID was retrieved
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*/
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native function bool GetServerUniqueId(out UniqueNetId OutServerUID);
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/**
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* If this is a server, retrieves the platform-specific IP and port of the server; used for authentication
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* NOTE: This is primarily used serverside, for listen host authentication
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*
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* @param OutServerIP The public IP of the server (or, for platforms which don't support it, the local IP)
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* @param OutServerPort The port of the server
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*/
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native function bool GetServerAddr(out IpAddr OutServerIP, out int OutServerPort);
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