* Fix circular includes and include cleanup Fixed a bug where other *.h header files would include extension.h, which itself was already included in those same headers, creating a circular dependency cycle. This caused build errors and made compilation unpredictable. To resolve this: - Moved implementation-only includes to .cpp files where they are actually needed. - Added forward declarations where possible to avoid pulling in unnecessary headers. - Ensured extension.h only contains declarations that require full type definitions. This improves build stability and compilation time. * Clean up includes and fix build errors - Replaced full includes with forward declarations where possible - Moved implementation-only includes from .h to .cpp files - Added missing includes for stdint.h and Steam interfaces - This significantly reduces compilation time and prevents future dependency issues * Switch to SourceMod SDK smsdk_ext instead of local copy
346 lines
8.6 KiB
C++
346 lines
8.6 KiB
C++
/*
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This file is part of SourcePawn SteamWorks.
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SourcePawn SteamWorks is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, as per version 3 of the License.
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SourcePawn SteamWorks is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with SourcePawn SteamWorks. If not, see <http://www.gnu.org/licenses/>.
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Author: Kyle Sanderson (KyleS).
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*/
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#include "gsnatives.h"
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#include "extension.h"
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#include "swgameserver.h"
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static bool IsSteamWorksLoaded(void)
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{
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return (g_SteamWorks.pSWGameServer->GetSteamClient() != NULL);
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}
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static ISteamGameServer *GetGSPointer(void)
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{
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return g_SteamWorks.pSWGameServer->GetGameServer();
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}
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static CSteamID CreateCommonCSteamID(IGamePlayer *pPlayer, const cell_t *params, unsigned char universeplace = 2, unsigned char typeplace = 3)
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{
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return g_SteamWorks.CreateCommonCSteamID(pPlayer, params, universeplace, typeplace);
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}
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static CSteamID CreateCommonCSteamID(uint32_t authid, const cell_t *params, unsigned char universeplace = 2, unsigned char typeplace = 3)
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{
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return g_SteamWorks.CreateCommonCSteamID(authid, params, universeplace, typeplace);
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}
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static cell_t sm_IsVACEnabled(IPluginContext *pContext, const cell_t *params)
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{
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ISteamGameServer *pServer = GetGSPointer();
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if (pServer == NULL)
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{
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return 0;
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}
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return pServer->BSecure() ? 1 : 0;
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}
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static cell_t sm_GetPublicIP(IPluginContext *pContext, const cell_t *params)
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{
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ISteamGameServer *pServer = GetGSPointer();
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if (pServer == NULL)
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{
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return 0;
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}
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SteamIPAddress_t sAddr = pServer->GetPublicIP();
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if (!sAddr.IsSet())
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{
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return 0;
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}
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uint32_t ipaddr = sAddr.m_unIPv4;
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cell_t *addr;
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pContext->LocalToPhysAddr(params[1], &addr);
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for (char iter = 3; iter > -1; --iter)
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{
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addr[(~iter) & 0x03] = (static_cast<unsigned char>(ipaddr >> (iter * 8)) & 0xFF); /* I hate you; SteamTools. */
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}
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return 1;
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}
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static cell_t sm_GetPublicIPCell(IPluginContext *pContext, const cell_t *params)
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{
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ISteamGameServer *pServer = GetGSPointer();
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if (pServer == NULL)
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{
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return 0;
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}
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SteamIPAddress_t sAddr = pServer->GetPublicIP();
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if (!sAddr.IsSet())
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{
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return 0;
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}
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return sAddr.m_unIPv4;
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}
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static cell_t sm_IsLoaded(IPluginContext *pContext, const cell_t *params)
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{
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return IsSteamWorksLoaded() ? 1 : 0;
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}
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static cell_t sm_SetGameData(IPluginContext *pContext, const cell_t *params)
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{
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ISteamGameServer *pServer = GetGSPointer();
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if (pServer == NULL)
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{
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return 0;
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}
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char *pData;
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pContext->LocalToString(params[1], &pData);
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pServer->SetGameData(pData);
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return 1;
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}
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static cell_t sm_SetGameDescription(IPluginContext *pContext, const cell_t *params)
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{
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ISteamGameServer *pServer = GetGSPointer();
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if (pServer == NULL)
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{
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return 0;
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}
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char *pDesc;
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pContext->LocalToString(params[1], &pDesc);
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pServer->SetGameDescription(pDesc);
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return 1;
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}
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static cell_t sm_SetMapName(IPluginContext *pContext, const cell_t *params)
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{
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ISteamGameServer *pServer = GetGSPointer();
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if (pServer == NULL)
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{
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return 0;
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}
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char *pMapName;
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pContext->LocalToString(params[1], &pMapName);
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pServer->SetMapName(pMapName);
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return 1;
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}
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static cell_t sm_IsConnected(IPluginContext *pContext, const cell_t *params)
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{
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ISteamGameServer *pServer = GetGSPointer();
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if (pServer == NULL)
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{
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return 0;
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}
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return pServer->BLoggedOn() ? 1 : 0;
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}
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static cell_t sm_SetRule(IPluginContext *pContext, const cell_t *params)
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{
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ISteamGameServer *pServer = GetGSPointer();
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if (pServer == NULL)
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{
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return 0;
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}
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char *pKey, *pValue;
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pContext->LocalToString(params[1], &pKey);
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pContext->LocalToString(params[2], &pValue);
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pServer->SetKeyValue(pKey, pValue);
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return 1;
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}
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static cell_t sm_ClearRules(IPluginContext *pContext, const cell_t *params)
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{
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ISteamGameServer *pServer = GetGSPointer();
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if (pServer == NULL)
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{
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return 0;
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}
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pServer->ClearAllKeyValues();
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return 1;
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}
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static cell_t sm_SetAdvertiseServerActive(IPluginContext *pContext, const cell_t *params)
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{
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ISteamGameServer *pServer = GetGSPointer();
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if (pServer == NULL)
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{
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return 0;
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}
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pServer->SetAdvertiseServerActive(!!params[1]);
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return 1;
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}
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static cell_t sm_ForceHeartbeat(IPluginContext *pContext, const cell_t *params)
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{
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/* Deprecated no-op: newer Steamworks SDKs removed ISteamGameServer::ForceHeartbeat();
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server list heartbeats are now sent implicitly by Steam. */
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return 0;
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}
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static cell_t sm_UserHasLicenseForApp(IPluginContext *pContext, const cell_t *params)
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{
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ISteamGameServer *pServer = GetGSPointer();
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if (pServer == NULL)
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{
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return k_EUserHasLicenseResultNoAuth;
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}
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int client = params[1];
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if (client < 1 || client > playerhelpers->GetMaxClients())
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{
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return pContext->ThrowNativeError("Client index %d is invalid", client);
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}
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IGamePlayer *pPlayer = playerhelpers->GetGamePlayer(client);
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if (pPlayer == NULL || !pPlayer->IsConnected())
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{
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return pContext->ThrowNativeError("Client index %d is not connected", client);
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}
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CSteamID checkid = CreateCommonCSteamID(pPlayer, params, 3, 4);
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return pServer->UserHasLicenseForApp(checkid, params[2]);
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}
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static cell_t sm_UserHasLicenseForAppId(IPluginContext *pContext, const cell_t *params)
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{
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ISteamGameServer *pServer = GetGSPointer();
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if (pServer == NULL)
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{
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return k_EUserHasLicenseResultNoAuth;
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}
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CSteamID checkid = CreateCommonCSteamID(params[1], params, 3, 4);
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return pServer->UserHasLicenseForApp(checkid, params[2]);
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}
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static cell_t sm_GetClientSteamID(IPluginContext *pContext, const cell_t *params)
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{
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int client = params[1];
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if (client < 1 || client > playerhelpers->GetMaxClients())
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{
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return pContext->ThrowNativeError("Client index %d is invalid", client);
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}
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IGamePlayer *pPlayer = playerhelpers->GetGamePlayer(client);
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if (pPlayer == NULL || !pPlayer->IsConnected())
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{
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return pContext->ThrowNativeError("Client index %d is not connected", client);
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}
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CSteamID steamId = CreateCommonCSteamID(pPlayer, params, 4, 5);
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char *steamIdBuffer;
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pContext->LocalToString(params[2], &steamIdBuffer);
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int numBytes = g_pSM->Format(steamIdBuffer, params[3], "%llu", steamId.ConvertToUint64());
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numBytes++; // account for null terminator
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return numBytes;
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}
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static cell_t sm_GetUserGroupStatus(IPluginContext *pContext, const cell_t *params)
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{
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ISteamGameServer *pServer = GetGSPointer();
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if (pServer == NULL)
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{
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return 0;
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}
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int client = params[1];
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if (client < 1 || client > playerhelpers->GetMaxClients())
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{
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return pContext->ThrowNativeError("Client index %d is invalid", client);
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}
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IGamePlayer *pPlayer = playerhelpers->GetGamePlayer(client);
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if (pPlayer == NULL || !pPlayer->IsConnected())
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{
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return pContext->ThrowNativeError("Client index %d is not connected", client);
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}
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CSteamID checkid = CreateCommonCSteamID(pPlayer, params, 3, 4);
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return pServer->RequestUserGroupStatus(checkid, CSteamID(params[2], k_EUniversePublic, k_EAccountTypeClan));
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}
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static cell_t sm_GetUserGroupStatusAuthID(IPluginContext *pContext, const cell_t *params)
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{
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ISteamGameServer *pServer = GetGSPointer();
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if (pServer == NULL)
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{
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return false;
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}
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CSteamID checkid = CreateCommonCSteamID(params[1], params, 3, 4);
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return pServer->RequestUserGroupStatus(checkid, CSteamID(params[2], k_EUniversePublic, k_EAccountTypeClan));
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}
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static sp_nativeinfo_t gsnatives[] = {
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{"SteamWorks_IsVACEnabled", sm_IsVACEnabled},
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{"SteamWorks_GetPublicIP", sm_GetPublicIP},
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{"SteamWorks_GetPublicIPCell", sm_GetPublicIPCell},
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{"SteamWorks_IsLoaded", sm_IsLoaded},
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{"SteamWorks_SetGameData", sm_SetGameData},
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{"SteamWorks_SetGameDescription", sm_SetGameDescription},
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{"SteamWorks_SetMapName", sm_SetMapName},
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{"SteamWorks_IsConnected", sm_IsConnected},
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{"SteamWorks_SetRule", sm_SetRule},
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{"SteamWorks_ClearRules", sm_ClearRules},
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{"SteamWorks_SetAdvertiseServerActive", sm_SetAdvertiseServerActive},
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{"SteamWorks_ForceHeartbeat", sm_ForceHeartbeat},
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{"SteamWorks_HasLicenseForApp", sm_UserHasLicenseForApp},
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{"SteamWorks_HasLicenseForAppId", sm_UserHasLicenseForAppId},
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{"SteamWorks_GetClientSteamID", sm_GetClientSteamID},
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{"SteamWorks_GetUserGroupStatus", sm_GetUserGroupStatus},
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{"SteamWorks_GetUserGroupStatusAuthID", sm_GetUserGroupStatusAuthID},
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{NULL, NULL}
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};
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SteamWorksGSNatives::SteamWorksGSNatives()
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{
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sharesys->AddNatives(myself, gsnatives);
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}
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SteamWorksGSNatives::~SteamWorksGSNatives()
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{
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/* We tragically can't remove ourselves... hopefully no one uses this class, you know, like a class. */
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}
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