goldberg_emulator/sdk_includes/steamdatagram_ticketgen.h

70 lines
2.9 KiB
C

//====== Copyright Valve Corporation, All rights reserved. ====================
//
// Backend functions to generate authorization tickets for steam datagram
//
//=============================================================================
#ifndef STEAMDATAGRAM_TICKETGEN_H
#define STEAMDATAGRAM_TICKETGEN_H
#ifdef STEAM_WIN32
#pragma once
#endif
// Import some common stuff that is useful by both the client
// and the backend ticket-generating authority.
#include "steamdatagram_tickets.h"
#if defined( STEAMDATAGRAM_TICKETGEN_FOREXPORT )
#define STEAMDATAGRAM_TICKET_INTERFACE DLL_EXPORT
#elif defined( STEAMNETWORKINGSOCKETS_STATIC_LINK )
#define STEAMDATAGRAM_TICKET_INTERFACE extern "C"
#else
#define STEAMDATAGRAM_TICKET_INTERFACE DLL_IMPORT
#endif
struct SteamDatagramSignedTicketBlob
{
int m_sz;
uint8 m_blob[ k_cbSteamDatagramMaxSerializedTicket ];
};
/// Initialize ticket generation with an Ed25519 private key.
/// See: https://ed25519.cr.yp.to/
///
/// Input buffer will be securely wiped.
///
/// You can generate an Ed25519 key using OpenSSH: ssh-keygen -t ed25519
/// Or with our cert tool: steamnetworkingsockets_certtool gen_keypair
///
/// The private key should be a PEM-like block of text
/// ("-----BEGIN OPENSSH PRIVATE KEY-----").
/// Private keys encrypted with a password are not supported.
///
/// In order for signatures using this key to be accepted by the relay network,
/// you need to send your public key to Valve. This key should be on a single line
/// of text that begins with "ssh-ed25519". (The format used in the .ssh/authorized_keys
/// file.)
STEAMDATAGRAM_TICKET_INTERFACE bool SteamDatagram_InitTicketGenerator_Ed25519( void *pvPrivateKey, size_t cbPrivateKey );
/// Serialize the specified auth ticket and attach a signature.
/// Returns false if you did something stupid like forgot to load a key.
/// Will also fail if your ticket is too big. (Probably because you
/// added too many extra fields.)
///
/// The resulting blob should be sent to the client, who will put it in
/// their ticket cache using ISteamNetworkingSockets::ReceivedRelayAuthTicket
STEAMDATAGRAM_TICKET_INTERFACE bool SteamDatagram_SerializeAndSignTicket( const SteamDatagramRelayAuthTicket &ticket, SteamDatagramSignedTicketBlob &outBlob, SteamNetworkingErrMsg &errMsg );
//
// Some ping-related tools that don't have anything to do with tickets.
// But it's something that a backend might find useful, so we're putting it in this library for now.
//
/// Parse location string. Returns true on success
STEAMDATAGRAM_TICKET_INTERFACE bool SteamDatagram_ParsePingLocation( const char *pszString, SteamNetworkPingLocation_t &outLocation );
/// Estimate ping time between two locations.
STEAMDATAGRAM_TICKET_INTERFACE int SteamDatagram_EstimatePingBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 );
#endif // STEAMDATAGRAM_TICKETGEN_H