iw4x-client/src/Components/Modules/Auth.hpp

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#pragma once
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namespace Components
{
class Auth : public Component
{
public:
Auth();
~Auth();
#if defined(DEBUG) || defined(FORCE_UNIT_TESTS)
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const char* getName() override { return "Auth"; };
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#endif
void preDestroy() override;
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bool unitTest() override;
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static void StoreKey();
static void LoadKey(bool force = false);
static unsigned __int64 GetKeyHash();
static unsigned __int64 GetKeyHash(std::string key);
static uint32_t GetSecurityLevel();
static void IncreaseSecurityLevel(uint32_t level, std::string command = "");
static uint32_t GetZeroBits(Utils::Cryptography::Token token, std::string publicKey);
static void IncrementToken(Utils::Cryptography::Token& token, Utils::Cryptography::Token& computeToken, std::string publicKey, uint32_t zeroBits, bool* cancel = nullptr, uint64_t* count = nullptr);
private:
class TokenIncrementing
{
public:
bool cancel;
bool generating;
std::thread thread;
uint32_t targetLevel;
int startTime;
std::string command;
uint64_t hashes;
};
static TokenIncrementing TokenContainer;
static Utils::Cryptography::Token GuidToken;
static Utils::Cryptography::Token ComputeToken;
static Utils::Cryptography::ECC::Key GuidKey;
static void SendConnectDataStub(Game::netsrc_t sock, Game::netadr_t adr, const char *format, int len);
static void ParseConnectData(Game::msg_t* msg, Game::netadr_t addr);
static void DirectConnectStub();
static void Frame();
};
}