// // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // // BEGIN LICENSE MANAGEMENT #pragma once #include #include "../Net/CurlManager.h" using namespace Atomic; namespace ToolCore { class LicenseSystem : public Object { OBJECT(LicenseSystem); public: struct LicenseParse { bool licenseWindows_; bool licenseMac_; bool licenseAndroid_; bool licenseIOS_; bool licenseHTML5_; bool licenseModule3D_; LicenseParse() { licenseWindows_ = false; licenseMac_ = false; licenseAndroid_ = false; licenseIOS_ = false; licenseHTML5_ = false; licenseModule3D_ = false; } }; /// Construct. LicenseSystem(Context* context); /// Destruct. virtual ~LicenseSystem(); void Initialize(); bool GetSourceBuild(); bool GetLicenseWindows() { return licenseWindows_; } bool GetLicenseMac() { return licenseMac_; } bool GetLicenseAndroid() { return licenseAndroid_; } bool GetLicenseIOS() { return licenseIOS_; } bool GetLicenseHTML5() { return licenseHTML5_; } bool GetLicenseModule3D() { return licenseModule3D_; } /// Returns whether there are any platform licenses available bool IsStandardLicense(); void Activate(const String& key, const LicenseParse& parse); /// Returns true if request to deactivate is made bool Deactivate(); void ResetLicense(); bool LoadLicense(); /// Basic key validation bool ValidateKey(const String &key); /// Activate on server void RequestServerActivation(const String& key); const String& GetKey() { return key_; } String GenerateMachineID(); String GetEmail() { return email_;} void LicenseAgreementConfirmed(); int ParseResponse(const String& response, LicenseParse &parse); private: void RequestServerVerification(const String& key); void SaveLicense(); void RemoveLicense(); void CreateOrUpdateLicenseCache(); void HandleVerification(StringHash eventType, VariantMap& eventData); void HandleDeactivate(StringHash eventType, VariantMap& eventData); void HandleEditorShutdown(StringHash eventType, VariantMap& eventData); void HandleActivationResult(StringHash eventType, VariantMap& eventData); bool eulaAgreementConfirmed_; String licenseFilePath_; String licenseCachePath_; String eulaAgreementPath_; String key_; String email_; bool licenseWindows_; bool licenseMac_; bool licenseAndroid_; bool licenseIOS_; bool licenseHTML5_; bool licenseModule3D_; SharedPtr serverActivation_; SharedPtr serverVerification_; SharedPtr deactivate_; }; } // END LICENSE MANAGEMENT