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49
Ubisoft.com/CDKey/src/CdKeyValidation.h
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49
Ubisoft.com/CDKey/src/CdKeyValidation.h
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// Check this in OnConnect in XServerSlot
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#if defined(WIN32)
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# define GS_WIN32
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#else
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# define GS_LINUX
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#endif
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#include "GSTypes.h"
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#include "define.h"
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#include "GSCDKeyDefines.h"
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#ifndef __CD_KEY_VALIDATION__
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#define __CD_KEY_VALIDATION__
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class CDKeyValidation
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{
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public:
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CDKeyValidation();
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~CDKeyValidation();
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// Server & client
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void Initialize(void);
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void Uninitialize(void);
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// ------- SERVER FUNCTIONS ---------------
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// The server should call this to validate an authorization ID
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//GSCDKeyRequest ValidateUser(PVALIDATION_SERVER_INFO validationServerInfo, GSubyte *auhorizationID,GSchar *gameName);
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GSCDKeyRequest ValidateUser(GSchar szIPAddress[IPADDRESSLENGTH], GSushort usPort, GSubyte *auhorizationID,GSchar *gameName);
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// Server should call this everytime a player quits or for every player when the game ends. That way that
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// client can use their cd key in other games
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// Yes I know it's a bad design :(
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GSCDKeyRequest ServerDisconnectUser(GSchar szIPAddress[IPADDRESSLENGTH], GSushort usPort, GSubyte *authorizationID);
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// ------- CLIENT FUNCTIONS ---------------
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// Client needs to call this once to get an Activation ID. You never need to call this more than once.
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// The activation ID will be stored in the registry
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GSCDKeyRequest ActivateCDKey(GSchar szIPAddress[IPADDRESSLENGTH], GSushort usPort, PACTIVATION_INFO activationInfo);
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// This uses the activation ID to get an AUTHORIZATION ID for a game server. You need to call this
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// before each time you play. You then send the AUTHORIZATION ID internally to the server
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GSCDKeyRequest AuthorizeActivationID(GSchar szIPAddress[IPADDRESSLENGTH], GSushort usPort,PVALIDATION_INFO validationInfo);
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private:
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void Update(void);
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GShandle classHandle;
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};
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#endif
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