#pragma once #ifndef USE_GAME_GUARD_AUTH_3 #include #include #include "ISecuritySolutionImpl.h" #ifdef _WIN64 #include #else #include #endif struct XGameGuard : public ISecuritySolutionImpl { public: enum { MAX_CLIENT_RESPONSE_TIMEOUT_COUNT = 3, }; static const AR_TIME INITIAL_VALIDATION_TIMEOUT = 6000; public: XGameGuard() : ISecuritySolutionImpl( "GameGuard" ) {} virtual const DWORD Init(); virtual const DWORD DeInit(); virtual const DWORD InitClientSession( struct IStreamSocketConnection * pConnection ); virtual const bool IsInitCompletedClientSession( struct IStreamSocketConnection * pConnection ) const; virtual const DWORD DeinitClientSession( struct IStreamSocketConnection * pConnection ); virtual const DWORD ProcValidation( struct IStreamSocketConnection * pConnection ); virtual const DWORD OnValidationResponse( struct IStreamSocketConnection * pConnection, const void * pResponseBuffer, unsigned int size ); private: struct ClientSessionInfo { ClientSessionInfo() : m_eStatus( STATUS_IDLE ) // 초기화가 되지 않으면 구조체의 인스턴스를 생성하지 않으므로 기본은 IDLE , m_bInitComplete( false ) , m_bNeedNewRequestMsg( true ) , m_pCCSAuth2( NULL ) , m_nNextRequestTime( GetArTime() ) { m_pCCSAuth2 = new CCSAuth2(); m_pCCSAuth2->Init(); } ~ClientSessionInfo() { delete m_pCCSAuth2; } _CLIENT_STATUS m_eStatus; bool m_bInitComplete; bool m_bNeedNewRequestMsg; CCSAuth2 * m_pCCSAuth2; AR_TIME m_nNextRequestTime; }; private: const DWORD sendAuthQuery( struct IStreamSocketConnection * pConnection, struct ClientSessionInfo * pSession ); private: // m_hsSecurityResponseTimeoutCount와 m_nNextTimeoutResetTime는 g_ConnectionTagLock이 걸린 채로 호출되는 함수에서만 사용되므로 별도로 락을 걸지 않음 KHash< int, hashPr_mod_int > m_hsResponseTimeoutCount; AR_TIME m_nNextTimeoutResetTime; }; #endif