Add half-assed backport of GetClientAuthId

This commit is contained in:
Nicholas Hastings 2014-09-18 22:43:11 -04:00
parent c79f52e2c9
commit dd51da519d
2 changed files with 151 additions and 2 deletions

View File

@ -37,6 +37,15 @@
#include <inetchannel.h>
#include <iclient.h>
#ifndef PRIu64
#ifdef _WIN32
#define PRIu64 "I64u"
#else
#define PRIu64 "llu"
#endif
#endif
static cell_t sm_GetMaxHumanPlayers(IPluginContext *pCtx, const cell_t *params)
{
int maxHumans = -1;
@ -380,6 +389,111 @@ static cell_t RunAdminCacheChecks(IPluginContext *pContext, const cell_t *params
return (id != pPlayer->GetAdminId()) ? 1 : 0;
}
// Must match clients.inc
enum AuthIdType
{
AuthType_Engine = 0,
AuthType_Steam2,
AuthType_Steam3,
AuthType_SteamId64,
};
static cell_t GetClientAuthId(IPluginContext *pContext, const cell_t *params)
{
CPlayer *pPlayer = g_Players.GetPlayerByIndex(params[1]);
if (!pPlayer)
{
return pContext->ThrowNativeError("Client index %d is invalid", params[1]);
}
else if (!pPlayer->IsConnected())
{
return pContext->ThrowNativeError("Client %d is not connected", params[1]);
}
switch (params[2])
{
case AuthType_Engine:
{
const char *authstr = pPlayer->GetAuthString(params[5]);
if (!authstr || authstr[0] == '\0')
{
return 0;
}
pContext->StringToLocal(params[3], params[4], authstr);
}
break;
case AuthType_Steam2:
case AuthType_Steam3:
{
if (pPlayer->IsFakeClient())
{
pContext->StringToLocal(params[3], params[4], "BOT");
return 1;
}
static char authstr[64];
unsigned int acctId = pPlayer->GetSteamAccountID(params[5]);
if (acctId == 0)
{
if (g_HL2.IsLANServer())
{
pContext->StringToLocal(params[3], params[4], "STEAM_ID_LAN");
return 1;
}
else if (!params[5])
{
pContext->StringToLocal(params[3], params[4], "STEAM_ID_PENDING");
return 1;
}
return 0;
}
if (params[2] == AuthType_Steam2)
{
#if SOURCE_ENGINE <= SE_LEFT4DEAD
unsigned int universe = 0;
#else
unsigned int universe = 1;
#endif
_snprintf(authstr, sizeof(authstr), "STEAM_%u:%u:%u", universe, acctId & 1, acctId >> 1);
pContext->StringToLocal(params[3], params[4], authstr);
break;
}
else
{
_snprintf(authstr, sizeof(authstr), "[U:1:%u]", acctId);
pContext->StringToLocal(params[3], params[4], authstr);
}
}
break;
case AuthType_SteamId64:
{
if (pPlayer->IsFakeClient() || g_HL2.IsLANServer())
{
return 0;
}
unsigned int acctId = pPlayer->GetSteamAccountID(params[5]);
if (acctId == 0)
{
return 0;
}
uint64_t steamId = acctId;
steamId |= ((uint64_t)1<<32); // Instance (1/Desktop)
steamId |= ((uint64_t)1<<52); // Type (1/Individual)
steamId |= ((uint64_t)1<<56); // Universe (1/Public)
static char authstr[64];
snprintf(authstr, sizeof(authstr), "%" PRIu64, steamId);
pContext->StringToLocal(params[3], params[4], authstr);
}
break;
}
return 1;
}
REGISTER_NATIVES(playernatives)
{
{"GetMaxHumanPlayers", sm_GetMaxHumanPlayers},
@ -393,6 +507,7 @@ REGISTER_NATIVES(playernatives)
{"GetClientAvgData", GetAvgData},
{"GetClientAvgPackets", GetAvgPackets},
{"RunAdminCacheChecks", RunAdminCacheChecks},
{"GetClientAuthId", GetClientAuthId},
{NULL, NULL}
};

View File

@ -45,6 +45,25 @@ enum NetFlow
NetFlow_Both, /**< Both values added together */
};
/**
* Auth string types.
*
* Note that for the Steam2 and Steam3 types, the following ids are
* also valid values:
* "STEAM_ID_PENDING" - Authentication is pending.
* "STEAM_ID_LAN" - Authentication is disabled because of being on a LAN server.
* "BOT" - The client is a bot.
*/
enum AuthIdType
{
AuthId_Engine = 0, /**< The game-specific auth string as returned from the engine */
// The following are only available on games that support Steam authentication.
AuthId_Steam2, /**< Steam2 rendered format, ex "STEAM_1:1:4153990" */
AuthId_Steam3, /**< Steam3 rendered format, ex "[U:1:8307981]" */
AuthId_SteamID64, /**< A SteamID64 (uint64) as a String, ex "76561197968573709" */
};
/**
* MAXPLAYERS is not the same as MaxClients.
* MAXPLAYERS is a hardcoded value as an upper limit. MaxClients changes based on the server.
@ -261,14 +280,29 @@ native bool:GetClientIP(client, String:ip[], maxlen, bool:remport=true);
* @param client Player index.
* @param auth Buffer to store the client's auth string.
* @param maxlen Maximum length of string buffer (includes NULL terminator).
* @param validate Check backend validation status.
* DO NOT PASS FALSE UNLESS YOU UNDERSTAND THE CONSEQUENCES,
* @param validate Check backend validation status.
* DO NOT PASS FALSE UNLESS YOU UNDERSTAND THE CONSEQUENCES,
* You WILL KNOW if you need to use this, MOST WILL NOT.
* @return True on success, false otherwise.
* @error If the client is not connected or the index is invalid.
*/
native bool:GetClientAuthString(client, String:auth[], maxlen, bool:validate=true);
/**
* Retrieves a client's authentication string (SteamID).
*
* @param client Player index.
* @param authType Auth id type and format to use.
* @param auth Buffer to store the client's auth id.
* @param maxlen Maximum length of string buffer (includes NULL terminator).
* @param validate Check backend validation status.
* DO NOT PASS FALSE UNLESS YOU UNDERSTAND THE CONSEQUENCES,
* You WILL KNOW if you need to use this, MOST WILL NOT.
* @return True on success, false otherwise.
* @error If the client is not connected or the index is invalid.
*/
native bool:GetClientAuthId(client, AuthIdType:authType, String:auth[], maxlen, bool:validate=true);
/**
* Returns the client's Steam account ID.
*