615 lines
23 KiB
Ucode
615 lines
23 KiB
Ucode
/**
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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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* This interface deals with multiplayer authentication between players and servers
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*
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* NOTE: It is not a good idea to store 'Player' object references outside of Actor classes (and even then, you must be careful);
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* instead, Player/NetConnection's should be tracked by IP and Port, where possible (see 'AllClientConnections' in WorldInfo)
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*/
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interface OnlineAuthInterface
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dependson(OnlineSubsystem)
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native;
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/** Status of an auth session */
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enum EAuthStatus
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{
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/** The authentication process has not started yet */
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AUS_NotStarted,
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/** Authentication in progress, or about to be started */
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AUS_Pending,
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/** Successfully authenticated */
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AUS_Authenticated,
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/** Authentication has failed */
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AUS_Failed
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};
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/**
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* Base auth session information, common to local and remote auth session tracking
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*/
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struct native BaseAuthSession
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{
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//@HSL_BEGIN_XBOX
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var const IpAddr EndPointIP;
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//@HSL_END_XBOX
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var const int EndPointPort; // The Port of the client/server is on
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var const UniqueNetId EndPointUID; // The UID of the client/server on the other end of the auth session
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// (NOTE: Not verified for AuthSession until AuthStatus is AUS_Authenticated)
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};
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/**
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* Contains information for an auth session created locally, where we (the local client or server) are being authenticated
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*/
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struct native LocalAuthSession extends BaseAuthSession
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{
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var const int SessionUID; // Platform-specific UID for the session; used for ending the local half of the session
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};
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/**
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* Contains information for an auth session created remotely, where we are authenticating the remote client/server
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*/
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struct native AuthSession extends BaseAuthSession
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{
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var const EAuthStatus AuthStatus; // The current status of the auth session
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var const int AuthTicketUID; // The UID for tracking platform-specific auth data needed to perform authentication
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};
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/**
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* Used to check if the auth interface is ready to perform authentication
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*
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* @return whether or not the auth interface is ready
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*/
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function bool IsReady();
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/**
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* Called when the auth interface is ready to perform authentication
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*/
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delegate OnAuthReady();
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/**
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* Sets the delegate used to notify when the auth interface is ready to perform authentication
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*
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* @param AuthReadyDelegate The delegate to use for notification
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*/
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function AddAuthReadyDelegate(delegate<OnAuthReady> AuthReadyDelegate);
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/**
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* Removes the specified delegate from the notification list
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*
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* @param AuthReadyDelegate The delegate to remove from the list
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*/
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function ClearAuthReadyDelegate(delegate<OnAuthReady> AuthReadyDelegate);
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/**
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* Called when the client receives a message from the server, requesting a client auth session
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*
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* @param ServerUID The UID of the game server
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* @param ServerIP The public (external) IP of the game server
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* @param ServerPort The port of the game server
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* @param bSecure whether or not the server has anticheat enabled (relevant to OnlineSubsystemSteamworks and VAC)
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*/
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//@HSL_BEGIN_XBOX
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delegate OnClientAuthRequest(UniqueNetId ServerUID, IpAddr ServerIP, int ServerPort, bool bSecure);
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//@HSL_END_XBOX
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/**
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* Sets the delegate used to notify when the client receives a message from the server, requesting a client auth session
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*
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* @param ClientAuthRequestDelegate The delegate to use for notifications
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*/
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function AddClientAuthRequestDelegate(delegate<OnClientAuthRequest> ClientAuthRequestDelegate);
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/**
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* Removes the specified delegate from the notification list
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*
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* @param ClientAuthRequestDelegate The delegate to remove from the list
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*/
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function ClearClientAuthRequestDelegate(delegate<OnClientAuthRequest> ClientAuthRequestDelegate);
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/**
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* Called when the server receives a message from a client, requesting a server auth session
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*
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* @param ClientConnection The NetConnection of the client the request came from
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* @param ClientUID The UID of the client making the request
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* @param ClientIP The IP of the client making the request
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* @param ClientPort The port the client is on
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*/
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//@HSL_BEGIN_XBOX
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delegate OnServerAuthRequest(Player ClientConnection, UniqueNetId ClientUID, IpAddr ClientIP, int ClientPort);
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//@HSL_END_XBOX
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/**
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* Sets the delegate used to notify when the server receives a message from a client, requesting a server auth session
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*
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* @param ServerAuthRequestDelegate The delegate to use for notifications
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*/
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function AddServerAuthRequestDelegate(delegate<OnServerAuthRequest> ServerAuthRequestDelegate);
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/**
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* Removes the specified delegate from the notification list
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*
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* @param ServerAuthRequestDelegate The delegate to remove from the list
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*/
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function ClearServerAuthRequestDelegate(delegate<OnServerAuthRequest> ServerAuthRequestDelegate);
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/**
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* Called when the server receives auth data from a client, needed for authentication
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*
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* @param ClientUID The UID of the client
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* @param ClientIP The IP of the client
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* @param AuthTicketUID The UID used to reference the auth data
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*/
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//@HSL_BEGIN_XBOX
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delegate OnClientAuthResponse(UniqueNetId ClientUID, IpAddr ClientIP, int AuthTicketUID);
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//@HSL_END_XBOX
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/**
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* Sets the delegate used to notify when the server receives a auth data from a client
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*
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* @param ClientAuthResponseDelegate The delegate to use for notifications
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*/
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function AddClientAuthResponseDelegate(delegate<OnClientAuthResponse> ClientAuthResponseDelegate);
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/**
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* Removes the specified delegate from the notification list
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*
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* @param ClientAuthResponseDelegate The delegate to remove from the list
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*/
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function ClearClientAuthResponseDelegate(delegate<OnClientAuthResponse> ClientAuthResponseDelegate);
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/**
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* Called when the client receives auth data from the server, needed for authentication
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*
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* @param ServerUID The UID of the server
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* @param ServerIP The IP of the server
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* @param AuthTicketUID The UID used to reference the auth data
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*/
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//@HSL_BEGIN_XBOX
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delegate OnServerAuthResponse(UniqueNetId ServerUID, IpAddr ServerIP, int AuthTicketUID);
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//@HSL_END_XBOX
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/**
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* Sets the delegate used to notify when the client receives a auth data from the server
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*
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* @param ServerAuthResponseDelegate The delegate to use for notifications
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*/
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function AddServerAuthResponseDelegate(delegate<OnServerAuthResponse> ServerAuthResponseDelegate);
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/**
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* Removes the specified delegate from the notification list
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*
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* @param ServerAuthResponseDelegate The delegate to remove from the list
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*/
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function ClearServerAuthResponseDelegate(delegate<OnServerAuthResponse> ServerAuthResponseDelegate);
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/**
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* Called on the server, when the authentication result for a client auth session has returned
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* NOTE: This is the first place, where a clients UID is verified as valid
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*
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* @param bSuccess whether or not authentication was successful
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* @param ClientUID The UID of the client
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* @param ClientConnection The connection associated with the client (for retrieving auth session data)
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* @param ExtraInfo Extra information about authentication, e.g. failure reasons
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*/
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delegate OnClientAuthComplete(bool bSuccess, UniqueNetId ClientUID, Player ClientConnection, string ExtraInfo);
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/**
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* Sets the delegate used to notify when the server receives the authentication result for a client
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*
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* @param ClientAuthCompleteDelegate The delegate to use for notifications
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*/
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function AddClientAuthCompleteDelegate(delegate<OnClientAuthComplete> ClientAuthCompleteDelegate);
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/**
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* Removes the specified delegate from the notification list
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*
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* @param ClientAuthCompleteDelegate The delegate to remove from the list
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*/
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function ClearClientAuthCompleteDelegate(delegate<OnClientAuthComplete> ClientAuthCompleteDelegate);
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/**
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* Called on the client, when the authentication result for the server has returned
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*
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* @param bSuccess whether or not authentication was successful
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* @param ServerUID The UID of the server
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* @param ServerConnection The connection associated with the server (for retrieving auth session data)
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* @param ExtraInfo Extra information about authentication, e.g. failure reasons
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*/
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delegate OnServerAuthComplete(bool bSuccess, UniqueNetId ServerUID, Player ServerConnection, string ExtraInfo);
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/**
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* Sets the delegate used to notify when the client receives the authentication result for the server
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*
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* @param ServerAuthCompleteDelegate The delegate to use for notifications
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*/
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function AddServerAuthCompleteDelegate(delegate<OnServerAuthComplete> ServerAuthCompleteDelegate);
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/**
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* Removes the specified delegate from the notification list
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*
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* @param ServerAuthCompleteDelegate The delegate to remove from the list
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*/
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function ClearServerAuthCompleteDelegate(delegate<OnServerAuthComplete> ServerAuthCompleteDelegate);
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/**
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* Called when the client receives a request from the server, to end an active auth session
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*
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* @param ServerConnection The server NetConnection
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*/
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delegate OnClientAuthEndSessionRequest(Player ServerConnection);
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/**
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* Sets the delegate used to notify when the client receives a request from the server, to end an active auth session
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*
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* @param ClientAuthEndSessionRequestDelegate The delegate to use for notifications
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*/
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function AddClientAuthEndSessionRequestDelegate(delegate<OnClientAuthEndSessionRequest> ClientAuthEndSessionRequestDelegate);
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/**
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* Removes the specified delegate from the notification list
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*
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* @param ClientAuthEndSessionRequestDelegate The delegate to remove from the list
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*/
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function ClearClientAuthEndSessionRequestDelegate(delegate<OnClientAuthEndSessionRequest> ClientAuthEndSessionRequestDelegate);
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/**
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* Called when the server receives a server auth retry request from a client
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*
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* @param ClientConnection The client NetConnection
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*/
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delegate OnServerAuthRetryRequest(Player ClientConnection);
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/**
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* Sets the delegate used to notify when the server receives a request from the client, to retry server auth
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*
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* @param ServerAuthRetryRequestDelegate The delegate to use for notifications
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*/
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function AddServerAuthRetryRequestDelegate(delegate<OnServerAuthRetryRequest> ServerAuthRetryRequestDelegate);
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/**
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* Removes the specified delegate from the notification list
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*
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* @param ServerAuthRetryRequestDelegate The delegate to remove from the list
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*/
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function ClearServerAuthRetryRequestDelegate(delegate<OnServerAuthRetryRequest> ServerAuthRetryRequestDelegate);
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/**
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* Called on the server when a clients net connection is closing (so auth sessions can be ended)
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*
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* @param ClientConnection The client NetConnection that is closing
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*/
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delegate OnClientConnectionClose(Player ClientConnection);
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/**
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* Sets the delegate used to notify when the a client net connection is closing
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*
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* @param ClientConnectionCloseDelegate The delegate to use for notifications
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*/
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function AddClientConnectionCloseDelegate(delegate<OnClientConnectionClose> ClientConnectionCloseDelegate);
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/**
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* Removes the specified delegate from the notification list
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*
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* @param ClientConnectionCloseDelegate The delegate to remove from the list
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*/
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function ClearClientConnectionCloseDelegate(delegate<OnClientConnectionClose> ClientConnectionCloseDelegate);
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/**
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* Called on the client when a server net connection is closing (so auth sessions can be ended)
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*
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* @param ServerConnection The server NetConnection that is closing
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*/
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delegate OnServerConnectionClose(Player ServerConnection);
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/**
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* Sets the delegate used to notify when the a server net connection is closing
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*
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* @param ServerConnectionCloseDelegate The delegate to use for notifications
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*/
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function AddServerConnectionCloseDelegate(delegate<OnServerConnectionClose> ServerConnectionCloseDelegate);
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/**
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* Removes the specified delegate from the notification list
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*
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* @param ServerConnectionCloseDelegate The delegate to remove from the list
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*/
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function ClearServerConnectionCloseDelegate(delegate<OnServerConnectionClose> ServerConnectionCloseDelegate);
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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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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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function bool SendServerAuthRequest(UniqueNetId ServerUID);
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/**
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* Sends the specified auth ticket from the client to the server
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*
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* @param AuthTicketUID The UID of the auth ticket, as retrieved by CreateClientAuthSession
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* @return whether or not the auth ticket was sent successfully
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*/
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function bool SendClientAuthResponse(int AuthTicketUID);
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/**
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* Sends the specified auth ticket from the server to the client
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*
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* @param ClientConnection The NetConnection of the client to send the auth ticket to
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* @param AuthTicketUID The UID of the auth ticket, as retrieved by CreateServerAuthSession
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* @return whether or not the auth ticket was sent successfully
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*/
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function bool SendServerAuthResponse(Player ClientConnection, int AuthTicketUID);
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/**
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* Sends an auth kill request to the specified client
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*
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* @param ClientConnection The NetConnection of the client to send the request to
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* @return whether or not the request was sent successfully
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*/
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function bool SendClientAuthEndSessionRequest(Player ClientConnection);
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/**
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* Sends a server auth retry request to the server
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*
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* @return whether or not the request was sent successfully
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*/
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function bool SendServerAuthRetryRequest();
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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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function bool CreateClientAuthSession(UniqueNetId ServerUID, IpAddr ServerIP, int ServerPort, bool bSecure, out int OutAuthTicketUID);
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//@HSL_END_XBOX
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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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//@HSL_BEGIN_XBOX
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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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* Ends the clientside half of a client auth session
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* NOTE: This call must be matched on the server, with EndRemoteClientAuthSession
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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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*/
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//@HSL_BEGIN_XBOX
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function EndLocalClientAuthSession(UniqueNetId ServerUID, IpAddr ServerIP, int ServerPort);
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//@HSL_END_XBOX
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/**
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* Ends the serverside half of a client auth session
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* NOTE: This call must be matched on the client, with EndLocalClientAuthSession
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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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*/
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//@HSL_BEGIN_XBOX
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function EndRemoteClientAuthSession(UniqueNetId ClientUID, IpAddr ClientIP);
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//@HSL_END_XBOX
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/**
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* Ends the clientside halves of all client auth sessions
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* NOTE: This is the same as iterating AllLocalClientAuthSessions and ending each session with EndLocalClientAuthSession
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*/
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function EndAllLocalClientAuthSessions();
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/**
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* Ends the serverside halves of all client auth sessions
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* NOTE: This is the same as iterating AllClientAuthSessions and ending each session with EndRemoteClientAuthSession
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*/
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function EndAllRemoteClientAuthSessions();
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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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//@HSL_BEGIN_XBOX
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function bool CreateServerAuthSession(UniqueNetId ClientUID, IpAddr ClientIP, int ClientPort, out int OutAuthTicketUID);
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//@HSL_END_XBOX
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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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//@HSL_BEGIN_XBOX
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function bool VerifyServerAuthSession(UniqueNetId ServerUID, IpAddr ServerIP, int AuthTicketUID);
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//@HSL_END_XBOX
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/**
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* Ends the serverside half of a server auth session
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* NOTE: This call must be matched on the other end, with EndRemoteServerAuthSession
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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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*/
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//@HSL_BEGIN_XBOX
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function EndLocalServerAuthSession(UniqueNetId ClientUID, IpAddr ClientIP);
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//@HSL_END_XBOX
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/**
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* Ends the clientside half of a server auth session
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* NOTE: This call must be matched on the other end, with EndLocalServerAuthSession
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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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*/
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//@HSL_BEGIN_XBOX
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function EndRemoteServerAuthSession(UniqueNetId ServerUID, IpAddr ServerIP);
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//@HSL_END_XBOX
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/**
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* Ends the serverside halves of all server auth sessions
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* NOTE: This is the same as iterating AllLocalServerAuthSessions and ending each session with EndLocalServerAuthSession
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*/
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function EndAllLocalServerAuthSessions();
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/**
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* Ends the clientside halves of all server auth sessions
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* NOTE: This is the same as iterating AllServerAuthSessions and ending each session with EndRemoteServerAuthSession
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*/
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function EndAllRemoteServerAuthSessions();
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/**
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* Auth info access functions
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*/
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/**
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* On a server, iterates all auth sessions for clients connected to the server
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* NOTE: This iterator is remove-safe; ending a client auth session from within this iterator will not mess up the order of iteration
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*
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* @param OutSessionInfo Outputs the currently iterated auth session
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*/
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native function iterator AllClientAuthSessions(out AuthSession OutSessionInfo);
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/**
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* On a client, iterates all auth sessions we created for a server
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* NOTE: This iterator is remove-safe; ending a local client auth session from within this iterator will not mess up the order of iteration
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*
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* @param OutSessionInfo Outputs the currently iterated auth session
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*/
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native function iterator AllLocalClientAuthSessions(out LocalAuthSession OutSessionInfo);
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/**
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* On a client, iterates all auth sessions for servers we are connecting/connected to
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* NOTE: This iterator is remove-safe; ending a server auth session from within this iterator will not mess up the order of iteration
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*
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* @param OutSessionInfo Outputs the currently iterated auth session
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*/
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native function iterator AllServerAuthSessions(out AuthSession OutSessionInfo);
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/**
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* On a server, iterates all auth sessions we created for clients
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* NOTE: This iterator is remove-safe; ending a local server auth session from within this iterator will not mess up the order of iteration
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*
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* @param OutSessionInfo Outputs the currently iterated auth session
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*/
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native function iterator AllLocalServerAuthSessions(out LocalAuthSession OutSessionInfo);
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/**
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* Finds the active/pending client auth session, for the client associated with the specified NetConnection
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*
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* @param ClientConnection The NetConnection associated with the client
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* @param OutSessionInfo Outputs the auth session info for the client
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* @return Returns TRUE if a session was found for the client, FALSE otherwise
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*/
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function bool FindClientAuthSession(Player ClientConnection, out AuthSession OutSessionInfo);
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/**
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* Finds the clientside half of an active/pending client auth session
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*
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* @param ServerConnection The NetConnection associated with the server
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* @param OutSessionInfo Outputs the auth session info for the client
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* @return Returns TRUE if a session was found for the client, FALSE otherwise
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*/
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function bool FindLocalClientAuthSession(Player ServerConnection, out LocalAuthSession OutSessionInfo);
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/**
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* Finds the active/pending server auth session, for the specified server connection
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*
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* @param ServerConnection The NetConnection associated with the server
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* @param OutSessionInfo Outputs the auth session info for the server
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* @return Returns TRUE if a session was found for the server, FALSE otherwise
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*/
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function bool FindServerAuthSession(Player ServerConnection, out AuthSession OutSessionInfo);
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/**
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* Finds the serverside half of an active/pending server auth session
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*
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* @param ClientConnection The NetConnection associated with the client
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* @param OutSessionInfo Outputs the auth session info for the server
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* @return Returns TRUE if a session was found for the server, FALSE otherwise
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*/
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function bool FindLocalServerAuthSession(Player ClientConnection, out LocalAuthSession OutSessionInfo);
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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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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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//@HSL_BEGIN_XBOX
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function bool GetServerAddr(out IpAddr OutServerIP, out int OutServerPort);
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//@HSL_END_XBOX
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