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Sits between the game (client) and pumpnet (server) translating the game's native protocol to more managable http requests. Encryption and decryption is also taken care off to remove that burden from the server side. This makes http requests as generic as "game version X is sending some data. here, go and figure out what to do" on the server side.
33 lines
712 B
C
33 lines
712 B
C
#pragma once
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#include <stdbool.h>
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#include <stdint.h>
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#include "asset/game-version.h"
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#include "util/log.h"
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struct pumpnet_prinet_proxy_options {
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struct proxy {
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struct source {
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const char* addr;
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uint16_t port;
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} source;
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struct pumpnet {
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const char* server;
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enum asset_game_version game;
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uint64_t machine_id;
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bool verbose_log_output;
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const char* cert_dir_path;
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} pumpnet;
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} proxy;
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struct log {
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const char* file;
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enum util_log_level level;
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} log;
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};
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bool pumpnet_prinet_proxy_options_init(int argc, char** argv, struct pumpnet_prinet_proxy_options* options);
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