46 lines
1.8 KiB
C#
46 lines
1.8 KiB
C#
using Il2CppInterop.Runtime;
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using Steamworks;
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using System;
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using undead_universal_patch_il2cpp.Core.Content.CustomRecNet;
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using UnityEngine;
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namespace undead_universal_patch_il2cpp.Core;
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public class SteamPlatform : MonoBehaviour
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{
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public static string AuthTicket { get; set; } = null;
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void GetAuthTicket() {
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SteamPlatformManager manager = PlatformManager.Instance.GetComponentInChildren<SteamPlatformManager>();
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manager.GetAuthSessionTicket().Then(
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DelegateSupport.ConvertDelegate<Il2CppSystem.Action<SteamPlatformManager.AuthSessionTicket>>((SteamPlatformManager.AuthSessionTicket ticket) =>
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{
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if (!string.IsNullOrEmpty(ticket.Error)) UniversalPatchPlugin.Log.LogError($"Could not get Steam auth ticket!: {ticket.Error}");
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else
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{
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AuthTicket = BitConverter.ToString(ticket.Ticket).Replace("-", "").ToUpperInvariant().TrimEnd('0');
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Util.ConditionalDebug($"Got new Steam auth ticket");
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}
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}));
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}
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void Start()
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{
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RecNetInteractions.onLogout.Add(GetAuthTicket);
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RecNetInteractions.onPlatformInitialize.Add(GetAuthTicket);
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/*
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Every time the user logs out of matchmaking
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or when PlatformManager initializes, fetch a new ticket.
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The user might be logging out to the account selection screen
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where they might create a new one; a Steam auth ticket is added to
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the auth params in the create request and it must be valid.
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It *is* possible (though very unlikely) that the user creates a new account
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before the first ticket is fetched, since the method that gets a ticket is
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an IPromise.
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If this way of doing things isn't the best, fix it and I'll merge
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*/
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}
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} |