Cache Steam ID and rendered forms when caching networkID

This commit is contained in:
Nicholas Hastings
2014-09-04 16:14:34 -07:00
parent f1dc24c089
commit 1bf4eb80bd
4 changed files with 136 additions and 146 deletions
+6 -3
View File
@@ -41,6 +41,7 @@
#include <sh_string.h>
#include <sh_list.h>
#include <sh_vector.h>
#include <am-string.h>
#include "ConVarManager.h"
#include <steam/steamclientpublic.h>
@@ -75,8 +76,8 @@ public:
unsigned int GetSteamAccountID(bool validated = true);
const CSteamID &GetSteamId(bool validated = true);
uint64_t GetSteamId64(bool validated = true) { return GetSteamId(validated).ConvertToUint64(); }
bool GetSteam2Id(char *out, size_t maxlen, bool validated = true);
bool GetSteam3Id(char *out, size_t maxlen, bool validated = true);
const char *GetSteam2Id(bool validated = true);
const char *GetSteam3Id(bool validated = true);
edict_t *GetEdict();
bool IsInGame();
bool WasCountedAsInGame();
@@ -109,7 +110,7 @@ private:
void Disconnect();
void SetName(const char *name);
void DumpAdmin(bool deleting);
void SetAuthString(const char *auth);
void UpdateAuthIds();
void Authorize();
void Authorize_Post();
void DoPostConnectAuthorization();
@@ -123,6 +124,8 @@ private:
String m_Ip;
String m_IpNoPort;
String m_AuthID;
ke::AString m_Steam2Id;
ke::AString m_Steam3Id;
AdminId m_Admin;
bool m_TempAdmin;
edict_t *m_pEdict;