Files
Leviathan/Server/GameServer/SecuritySolution/XGameGuard.h
T
2026-06-01 12:46:52 +02:00

79 lines
2.0 KiB
C++

#pragma once
#ifndef USE_GAME_GUARD_AUTH_3
#include <mmo/ArTime.h>
#include <toolkit/KHash.h>
#include "ISecuritySolutionImpl.h"
#ifdef _WIN64
#include <game_guard/x64/ggsrv25.h>
#else
#include <game_guard/ggsrv25.h>
#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