Facepunch.Steamworks/Facepunch.Steamworks/Server.cs
2018-03-21 13:11:25 +00:00

339 lines
10 KiB
C#

using System;
using System.Collections.Generic;
namespace Facepunch.Steamworks
{
/// <summary>
/// Initialize this class for Game Servers.
///
/// Game servers offer a limited amount of Steam functionality - and don't require the Steam client.
/// </summary>
public partial class Server : BaseSteamworks
{
/// <summary>
/// A singleton accessor to get the current client instance.
/// </summary>
public static Server Instance { get; private set; }
internal override bool IsGameServer { get { return true; } }
public ServerQuery Query { get; internal set; }
public ServerStats Stats { get; internal set; }
public ServerAuth Auth { get; internal set; }
/// <summary>
/// Initialize a Steam Server instance
/// </summary>
public Server( uint appId, ServerInit init) : base( appId )
{
if ( Instance != null )
{
throw new System.Exception( "Only one Facepunch.Steamworks.Server can exist - dispose the old one before trying to create a new one." );
}
Instance = this;
native = new Interop.NativeInterface();
uint ipaddress = 0; // Any Port
if ( init.SteamPort == 0 ) init.RandomSteamPort();
if ( init.IpAddress != null ) ipaddress = Utility.IpToInt32( init.IpAddress );
//
// Get other interfaces
//
if ( !native.InitServer( this, ipaddress, init.SteamPort, init.GamePort, init.QueryPort, init.Secure ? 3 : 2, init.VersionString ) )
{
native.Dispose();
native = null;
Instance = null;
return;
}
//
// Register Callbacks
//
SteamNative.Callbacks.RegisterCallbacks( this );
//
// Setup interfaces that client and server both have
//
SetupCommonInterfaces();
//
// Initial settings
//
native.gameServer.EnableHeartbeats( true );
MaxPlayers = 32;
BotCount = 0;
Product = $"{AppId}";
ModDir = init.ModDir;
GameDescription = init.GameDescription;
Passworded = false;
DedicatedServer = true;
//
// Child classes
//
Query = new ServerQuery( this );
Stats = new ServerStats( this );
Auth = new ServerAuth( this );
//
// Run update, first call does some initialization
//
Update();
}
~Server()
{
Dispose();
}
/// <summary>
/// Should be called at least once every frame
/// </summary>
public override void Update()
{
if ( !IsValid )
return;
native.api.SteamGameServer_RunCallbacks();
base.Update();
}
/// <summary>
/// Sets whether this should be marked as a dedicated server.
/// If not, it is assumed to be a listen server.
/// </summary>
public bool DedicatedServer
{
get { return _dedicatedServer; }
set { if ( _dedicatedServer == value ) return; native.gameServer.SetDedicatedServer( value ); _dedicatedServer = value; }
}
private bool _dedicatedServer;
/// <summary>
/// Gets or sets the current MaxPlayers.
/// This doesn't enforce any kind of limit, it just updates the master server.
/// </summary>
public int MaxPlayers
{
get { return _maxplayers; }
set { if ( _maxplayers == value ) return; native.gameServer.SetMaxPlayerCount( value ); _maxplayers = value; }
}
private int _maxplayers = 0;
/// <summary>
/// Gets or sets the current BotCount.
/// This doesn't enforce any kind of limit, it just updates the master server.
/// </summary>
public int BotCount
{
get { return _botcount; }
set { if ( _botcount == value ) return; native.gameServer.SetBotPlayerCount( value ); _botcount = value; }
}
private int _botcount = 0;
/// <summary>
/// Gets or sets the current Map Name.
/// </summary>
public string MapName
{
get { return _mapname; }
set { if ( _mapname == value ) return; native.gameServer.SetMapName( value ); _mapname = value; }
}
private string _mapname;
/// <summary>
/// Gets or sets the current ModDir
/// </summary>
public string ModDir
{
get { return _modDir; }
internal set { if ( _modDir == value ) return; native.gameServer.SetModDir( value ); _modDir = value; }
}
private string _modDir = "";
/// <summary>
/// Gets the current product
/// </summary>
public string Product
{
get { return _product; }
internal set { if ( _product == value ) return; native.gameServer.SetProduct( value ); _product = value; }
}
private string _product = "";
/// <summary>
/// Gets or sets the current Product
/// </summary>
public string GameDescription
{
get { return _gameDescription; }
internal set { if ( _gameDescription == value ) return; native.gameServer.SetGameDescription( value ); _gameDescription = value; }
}
private string _gameDescription = "";
/// <summary>
/// Gets or sets the current ServerName
/// </summary>
public string ServerName
{
get { return _serverName; }
set { if ( _serverName == value ) return; native.gameServer.SetServerName( value ); _serverName = value; }
}
private string _serverName = "";
/// <summary>
/// Set whether the server should report itself as passworded
/// </summary>
public bool Passworded
{
get { return _passworded; }
set { if ( _passworded == value ) return; native.gameServer.SetPasswordProtected( value ); _passworded = value; }
}
private bool _passworded;
/// <summary>
/// Gets or sets the current GameTags. This is a comma seperated list of tags for this server.
/// When querying the server list you can filter by these tags.
/// </summary>
public string GameTags
{
get { return _gametags; }
set { if ( _gametags == value ) return; native.gameServer.SetGameTags( value ); _gametags = value; }
}
private string _gametags = "";
/// <summary>
/// Log onto Steam anonymously.
/// </summary>
public void LogOnAnonymous()
{
native.gameServer.LogOnAnonymous();
ForceHeartbeat();
}
/// <summary>
/// Returns true if the server is connected and registered with the Steam master server
/// You should have called LogOnAnonymous etc on startup.
/// </summary>
public bool LoggedOn => native.gameServer.BLoggedOn();
Dictionary<string, string> KeyValue = new Dictionary<string, string>();
/// <summary>
/// Sets a Key Value. These can be anything you like, and are accessible
/// when querying servers from the server list.
///
/// Information describing gamemodes are common here.
/// </summary>
public void SetKey( string Key, string Value )
{
if ( KeyValue.ContainsKey( Key ) )
{
if ( KeyValue[Key] == Value )
return;
KeyValue[Key] = Value;
}
else
{
KeyValue.Add( Key, Value );
}
native.gameServer.SetKeyValue( Key, Value );
}
/// <summary>
/// Update this connected player's information. You should really call this
/// any time a player's name or score changes. This keeps the information shown
/// to server queries up to date.
/// </summary>
public void UpdatePlayer( ulong steamid, string name, int score )
{
native.gameServer.BUpdateUserData( steamid, name, (uint) score );
}
/// <summary>
/// Shutdown interface, disconnect from Steam
/// </summary>
public override void Dispose()
{
if ( disposed ) return;
if ( Query != null )
{
Query = null;
}
if ( Stats != null )
{
Stats = null;
}
if ( Auth != null )
{
Auth = null;
}
if ( Instance == this )
{
Instance = null;
}
base.Dispose();
}
/// <summary>
/// To the best of its ability this tries to get the server's
/// current public ip address. Be aware that this is likely to return
/// null for the first few seconds after initialization.
/// </summary>
public System.Net.IPAddress PublicIp
{
get
{
var ip = native.gameServer.GetPublicIP();
if ( ip == 0 ) return null;
return Utility.Int32ToIp( ip );
}
}
/// <summary>
/// Enable or disable heartbeats, which are sent regularly to the master server.
/// Enabled by default.
/// </summary>
public bool AutomaticHeartbeats
{
set { native.gameServer.EnableHeartbeats( value ); }
}
/// <summary>
/// Set heartbeat interval, if automatic heartbeats are enabled.
/// You can leave this at the default.
/// </summary>
public int AutomaticHeartbeatRate
{
set { native.gameServer.SetHeartbeatInterval( value ); }
}
/// <summary>
/// Force send a heartbeat to the master server instead of waiting
/// for the next automatic update (if you've left them enabled)
/// </summary>
public void ForceHeartbeat()
{
native.gameServer.ForceHeartbeat();
}
}
}