mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-25 06:05:46 +03:00
339 lines
10 KiB
C#
339 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Facepunch.Steamworks
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{
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/// <summary>
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/// Initialize this class for Game Servers.
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///
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/// Game servers offer a limited amount of Steam functionality - and don't require the Steam client.
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/// </summary>
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public partial class Server : BaseSteamworks
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{
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/// <summary>
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/// A singleton accessor to get the current client instance.
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/// </summary>
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public static Server Instance { get; private set; }
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internal override bool IsGameServer { get { return true; } }
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public ServerQuery Query { get; internal set; }
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public ServerStats Stats { get; internal set; }
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public ServerAuth Auth { get; internal set; }
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/// <summary>
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/// Initialize a Steam Server instance
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/// </summary>
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public Server( uint appId, ServerInit init) : base( appId )
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{
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if ( Instance != null )
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{
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throw new System.Exception( "Only one Facepunch.Steamworks.Server can exist - dispose the old one before trying to create a new one." );
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}
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Instance = this;
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native = new Interop.NativeInterface();
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uint ipaddress = 0; // Any Port
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if ( init.SteamPort == 0 ) init.RandomSteamPort();
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if ( init.IpAddress != null ) ipaddress = Utility.IpToInt32( init.IpAddress );
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//
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// Get other interfaces
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//
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if ( !native.InitServer( this, ipaddress, init.SteamPort, init.GamePort, init.QueryPort, init.Secure ? 3 : 2, init.VersionString ) )
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{
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native.Dispose();
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native = null;
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Instance = null;
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return;
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}
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//
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// Register Callbacks
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//
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SteamNative.Callbacks.RegisterCallbacks( this );
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//
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// Setup interfaces that client and server both have
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//
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SetupCommonInterfaces();
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//
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// Initial settings
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//
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native.gameServer.EnableHeartbeats( true );
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MaxPlayers = 32;
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BotCount = 0;
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Product = $"{AppId}";
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ModDir = init.ModDir;
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GameDescription = init.GameDescription;
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Passworded = false;
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DedicatedServer = true;
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//
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// Child classes
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//
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Query = new ServerQuery( this );
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Stats = new ServerStats( this );
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Auth = new ServerAuth( this );
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//
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// Run update, first call does some initialization
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//
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Update();
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}
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~Server()
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{
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Dispose();
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}
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/// <summary>
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/// Should be called at least once every frame
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/// </summary>
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public override void Update()
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{
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if ( !IsValid )
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return;
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native.api.SteamGameServer_RunCallbacks();
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base.Update();
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}
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/// <summary>
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/// Sets whether this should be marked as a dedicated server.
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/// If not, it is assumed to be a listen server.
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/// </summary>
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public bool DedicatedServer
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{
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get { return _dedicatedServer; }
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set { if ( _dedicatedServer == value ) return; native.gameServer.SetDedicatedServer( value ); _dedicatedServer = value; }
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}
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private bool _dedicatedServer;
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/// <summary>
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/// Gets or sets the current MaxPlayers.
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/// This doesn't enforce any kind of limit, it just updates the master server.
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/// </summary>
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public int MaxPlayers
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{
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get { return _maxplayers; }
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set { if ( _maxplayers == value ) return; native.gameServer.SetMaxPlayerCount( value ); _maxplayers = value; }
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}
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private int _maxplayers = 0;
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/// <summary>
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/// Gets or sets the current BotCount.
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/// This doesn't enforce any kind of limit, it just updates the master server.
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/// </summary>
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public int BotCount
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{
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get { return _botcount; }
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set { if ( _botcount == value ) return; native.gameServer.SetBotPlayerCount( value ); _botcount = value; }
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}
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private int _botcount = 0;
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/// <summary>
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/// Gets or sets the current Map Name.
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/// </summary>
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public string MapName
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{
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get { return _mapname; }
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set { if ( _mapname == value ) return; native.gameServer.SetMapName( value ); _mapname = value; }
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}
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private string _mapname;
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/// <summary>
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/// Gets or sets the current ModDir
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/// </summary>
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public string ModDir
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{
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get { return _modDir; }
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internal set { if ( _modDir == value ) return; native.gameServer.SetModDir( value ); _modDir = value; }
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}
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private string _modDir = "";
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/// <summary>
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/// Gets the current product
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/// </summary>
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public string Product
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{
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get { return _product; }
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internal set { if ( _product == value ) return; native.gameServer.SetProduct( value ); _product = value; }
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}
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private string _product = "";
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/// <summary>
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/// Gets or sets the current Product
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/// </summary>
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public string GameDescription
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{
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get { return _gameDescription; }
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internal set { if ( _gameDescription == value ) return; native.gameServer.SetGameDescription( value ); _gameDescription = value; }
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}
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private string _gameDescription = "";
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/// <summary>
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/// Gets or sets the current ServerName
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/// </summary>
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public string ServerName
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{
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get { return _serverName; }
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set { if ( _serverName == value ) return; native.gameServer.SetServerName( value ); _serverName = value; }
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}
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private string _serverName = "";
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/// <summary>
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/// Set whether the server should report itself as passworded
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/// </summary>
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public bool Passworded
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{
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get { return _passworded; }
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set { if ( _passworded == value ) return; native.gameServer.SetPasswordProtected( value ); _passworded = value; }
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}
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private bool _passworded;
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/// <summary>
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/// Gets or sets the current GameTags. This is a comma seperated list of tags for this server.
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/// When querying the server list you can filter by these tags.
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/// </summary>
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public string GameTags
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{
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get { return _gametags; }
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set { if ( _gametags == value ) return; native.gameServer.SetGameTags( value ); _gametags = value; }
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}
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private string _gametags = "";
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/// <summary>
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/// Log onto Steam anonymously.
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/// </summary>
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public void LogOnAnonymous()
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{
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native.gameServer.LogOnAnonymous();
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ForceHeartbeat();
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}
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/// <summary>
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/// Returns true if the server is connected and registered with the Steam master server
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/// You should have called LogOnAnonymous etc on startup.
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/// </summary>
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public bool LoggedOn => native.gameServer.BLoggedOn();
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Dictionary<string, string> KeyValue = new Dictionary<string, string>();
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/// <summary>
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/// Sets a Key Value. These can be anything you like, and are accessible
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/// when querying servers from the server list.
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///
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/// Information describing gamemodes are common here.
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/// </summary>
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public void SetKey( string Key, string Value )
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{
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if ( KeyValue.ContainsKey( Key ) )
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{
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if ( KeyValue[Key] == Value )
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return;
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KeyValue[Key] = Value;
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}
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else
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{
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KeyValue.Add( Key, Value );
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}
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native.gameServer.SetKeyValue( Key, Value );
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}
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/// <summary>
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/// Update this connected player's information. You should really call this
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/// any time a player's name or score changes. This keeps the information shown
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/// to server queries up to date.
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/// </summary>
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public void UpdatePlayer( ulong steamid, string name, int score )
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{
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native.gameServer.BUpdateUserData( steamid, name, (uint) score );
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}
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/// <summary>
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/// Shutdown interface, disconnect from Steam
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/// </summary>
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public override void Dispose()
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{
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if ( disposed ) return;
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if ( Query != null )
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{
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Query = null;
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}
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if ( Stats != null )
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{
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Stats = null;
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}
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if ( Auth != null )
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{
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Auth = null;
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}
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if ( Instance == this )
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{
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Instance = null;
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}
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base.Dispose();
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}
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/// <summary>
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/// To the best of its ability this tries to get the server's
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/// current public ip address. Be aware that this is likely to return
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/// null for the first few seconds after initialization.
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/// </summary>
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public System.Net.IPAddress PublicIp
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{
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get
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{
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var ip = native.gameServer.GetPublicIP();
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if ( ip == 0 ) return null;
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return Utility.Int32ToIp( ip );
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}
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}
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/// <summary>
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/// Enable or disable heartbeats, which are sent regularly to the master server.
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/// Enabled by default.
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/// </summary>
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public bool AutomaticHeartbeats
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{
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set { native.gameServer.EnableHeartbeats( value ); }
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}
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/// <summary>
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/// Set heartbeat interval, if automatic heartbeats are enabled.
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/// You can leave this at the default.
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/// </summary>
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public int AutomaticHeartbeatRate
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{
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set { native.gameServer.SetHeartbeatInterval( value ); }
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}
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/// <summary>
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/// Force send a heartbeat to the master server instead of waiting
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/// for the next automatic update (if you've left them enabled)
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/// </summary>
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public void ForceHeartbeat()
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{
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native.gameServer.ForceHeartbeat();
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}
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}
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}
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