goldberg_emulator/dll/steam_gameserver.h

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/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
#include "base.h"
//-----------------------------------------------------------------------------
// Purpose: Functions for authenticating users via Steam to play on a game server
//-----------------------------------------------------------------------------
struct Gameserver_Outgoing_Packet {
std::string data;
uint32 ip;
uint16 port;
};
class Steam_GameServer :
public ISteamGameServer004,
public ISteamGameServer005,
public ISteamGameServer008,
public ISteamGameServer009,
public ISteamGameServer010,
public ISteamGameServer011,
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public ISteamGameServer012,
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public ISteamGameServer013,
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public ISteamGameServer014,
public ISteamGameServer
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{
class Settings *settings;
class Networking *network;
class SteamCallBacks *callbacks;
CSteamID steam_id;
bool call_servers_connected = false;
bool logged_in = false;
bool call_servers_disconnected = false;
Gameserver server_data;
uint32 flags;
bool policy_response_called;
std::chrono::high_resolution_clock::time_point last_sent_server_info;
Auth_Ticket_Manager *ticket_manager;
std::vector<struct Gameserver_Outgoing_Packet> outgoing_packets;
public:
Steam_GameServer(class Settings *settings, class Networking *network, class SteamCallBacks *callbacks);
~Steam_GameServer();
//
// Basic server data. These properties, if set, must be set before before calling LogOn. They
// may not be changed after logged in.
//
/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString );
/// Game product identifier. This is currently used by the master server for version checking purposes.
/// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
void SetProduct( const char *pszProduct );
/// Description of the game. This is a required field and is displayed in the steam server browser....for now.
/// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
void SetGameDescription( const char *pszGameDescription );
/// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
/// this application is the original game, not a mod.
///
/// @see k_cbMaxGameServerGameDir
void SetModDir( const char *pszModDir );
/// Is this is a dedicated server? The default value is false.
void SetDedicatedServer( bool bDedicated );
//
// Login
//
/// Begin process to login to a persistent game server account
///
/// You need to register for callbacks to determine the result of this operation.
/// @see SteamServersConnected_t
/// @see SteamServerConnectFailure_t
/// @see SteamServersDisconnected_t
void LogOn( const char *pszToken );
void LogOn(
const char *pszAccountName,
const char *pszPassword
);
void LogOn();
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/// Login to a generic, anonymous account.
///
/// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,
/// but this is no longer the case.
void LogOnAnonymous();
/// Begin process of logging game server out of steam
void LogOff();
// status functions
bool BLoggedOn();
bool BSecure();
CSteamID GetSteamID();
/// Returns true if the master server has requested a restart.
/// Only returns true once per request.
bool WasRestartRequested();
//
// Server state. These properties may be changed at any time.
//
/// Max player count that will be reported to server browser and client queries
void SetMaxPlayerCount( int cPlayersMax );
/// Number of bots. Default value is zero
void SetBotPlayerCount( int cBotplayers );
/// Set the name of server as it will appear in the server browser
///
/// @see k_cbMaxGameServerName
void SetServerName( const char *pszServerName );
/// Set name of map to report in the server browser
///
/// @see k_cbMaxGameServerName
void SetMapName( const char *pszMapName );
/// Let people know if your server will require a password
void SetPasswordProtected( bool bPasswordProtected );
/// Spectator server. The default value is zero, meaning the service
/// is not used.
void SetSpectatorPort( uint16 unSpectatorPort );
/// Name of the spectator server. (Only used if spectator port is nonzero.)
///
/// @see k_cbMaxGameServerMapName
void SetSpectatorServerName( const char *pszSpectatorServerName );
/// Call this to clear the whole list of key/values that are sent in rules queries.
void ClearAllKeyValues();
/// Call this to add/update a key/value pair.
void SetKeyValue( const char *pKey, const char *pValue );
/// Sets a string defining the "gametags" for this server, this is optional, but if it is set
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
///
/// @see k_cbMaxGameServerTags
void SetGameTags( const char *pchGameTags );
/// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
/// don't set this unless it actually changes, its only uploaded to the master once (when
/// acknowledged)
///
/// @see k_cbMaxGameServerGameData
void SetGameData( const char *pchGameData );
/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
void SetRegion( const char *pszRegion );
//
// Player list management / authentication
//
// Handles receiving a new connection from a Steam user. This call will ask the Steam
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
// are off-line, then it will validate the cached ticket itself which will validate app ownership
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
// and must then be sent up to the game server for authentication.
//
// Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser );
void SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize );
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// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
//
// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
// when this user leaves the server just like you would for a real user.
CSteamID CreateUnauthenticatedUserConnection();
// Should be called whenever a user leaves our game server, this lets Steam internally
// track which users are currently on which servers for the purposes of preventing a single
// account being logged into multiple servers, showing who is currently on a server, etc.
void SendUserDisconnect( CSteamID steamIDUser );
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
// currently connected to the server. For regular users you must call this after you receive a
// GSUserValidationSuccess callback.
//
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore );
// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
//
// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
//
// Input: nGameAppID - The Steam assigned AppID for the game
// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
// unGamePort - The port which the server is listening for client connections on
// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
// pchGameDir - A unique string identifier for your game
// pchVersion - The current version of the server as a string like 1.0.0.0
// bLanMode - Is this a LAN only server?
//
// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
// and stop calling it in SteamGameServer_Init()?
bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
bool BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
// Updates server status values which shows up in the server browser and matchmaking APIs
void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
const char *pchServerName, const char *pSpectatorServerName,
const char *pchMapName );
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
void UpdateSpectatorPort( uint16 unSpectatorPort );
// Sets a string defining the "gametype" for this server, this is optional, but if it is set
// it allows users to filter in the matchmaking/server-browser interfaces based on the value
void SetGameType( const char *pchGameType );
// Ask if a user has a specific achievement for this game, will get a callback on reply
bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName );
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// New auth system APIs - do not mix with the old auth system APIs.
// ----------------------------------------------------------------
// Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
// pcbTicket retrieves the length of the actual ticket.
HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket );
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// SteamNetworkingIdentity is an optional parameter to hold the public IP address of the entity you are connecting to
// if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address
HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSnid );
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// Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused
// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID );
// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
void EndAuthSession( CSteamID steamID );
// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
void CancelAuthTicket( HAuthTicket hAuthTicket );
// After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function
// to determine if the user owns downloadable content specified by the provided AppID.
EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID );
// Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
// returns false if we're not connected to the steam servers and thus cannot ask
bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup );
// these two functions s are deprecated, and will not return results
// they will be removed in a future version of the SDK
void GetGameplayStats( );
STEAM_CALL_RESULT( GSReputation_t )
SteamAPICall_t GetServerReputation();
// Returns the public IP of the server according to Steam, useful when the server is
// behind NAT and you want to advertise its IP in a lobby for other clients to directly
// connect to
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uint32 GetPublicIP_old();
SteamIPAddress_t GetPublicIP();
void GetPublicIP_fix(SteamIPAddress_t *out);
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// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
// socket to talk to the master server on, it lets the game use its socket to forward messages
// back and forth. This prevents us from requiring server ops to open up yet another port
// in their firewalls.
//
// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
// These are used when you've elected to multiplex the game server's UDP socket
// rather than having the master server updater use its own sockets.
//
// Source games use this to simplify the job of the server admins, so they
// don't have to open up more ports on their firewalls.
// Call this when a packet that starts with 0xFFFFFFFF comes in. That means
// it's for us.
bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort );
// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
// This gets a packet that the master server updater needs to send out on UDP.
// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
// Call this each frame until it returns 0.
int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort );
//
// Control heartbeats / advertisement with master server
//
// Call this as often as you like to tell the master server updater whether or not
// you want it to be active (default: off).
void EnableHeartbeats( bool bActive );
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/// Indicate whether you wish to be listed on the master server list
/// and/or respond to server browser / LAN discovery packets.
/// The server starts with this value set to false. You should set all
/// relevant server parameters before enabling advertisement on the server.
///
/// (This function used to be named EnableHeartbeats, so if you are wondering
/// where that function went, it's right here. It does the same thing as before,
/// the old name was just confusing.)
void SetAdvertiseServerActive( bool bActive );
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// You usually don't need to modify this.
// Pass -1 to use the default value for iHeartbeatInterval.
// Some mods change this.
void SetHeartbeatInterval( int iHeartbeatInterval );
// Force a heartbeat to steam at the next opportunity
void ForceHeartbeat();
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void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval );
void ForceMasterServerHeartbeat_DEPRECATED();
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// associate this game server with this clan for the purposes of computing player compat
STEAM_CALL_RESULT( AssociateWithClanResult_t )
SteamAPICall_t AssociateWithClan( CSteamID steamIDClan );
// ask if any of the current players dont want to play with this new player - or vice versa
STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer );
//
void RunCallbacks();
};