mirror of
https://github.com/ValveSoftware/Proton.git
synced 2024-12-26 14:45:48 +03:00
162 lines
7.3 KiB
C
162 lines
7.3 KiB
C
|
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
|||
|
//
|
|||
|
// Purpose: interface to steam for game servers
|
|||
|
//
|
|||
|
//=============================================================================
|
|||
|
|
|||
|
#ifndef ISTEAMGAMESERVER_H
|
|||
|
#define ISTEAMGAMESERVER_H
|
|||
|
#ifdef _WIN32
|
|||
|
#pragma once
|
|||
|
#endif
|
|||
|
|
|||
|
#include "isteamclient.h"
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Functions for authenticating users via Steam to play on a game server
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
class ISteamGameServer
|
|||
|
{
|
|||
|
public:
|
|||
|
// connection functions
|
|||
|
virtual void LogOn() = 0;
|
|||
|
virtual void LogOff() = 0;
|
|||
|
|
|||
|
// status functions
|
|||
|
virtual bool BLoggedOn() = 0;
|
|||
|
virtual bool BSecure() = 0;
|
|||
|
virtual CSteamID GetSteamID() = 0;
|
|||
|
|
|||
|
// 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)
|
|||
|
virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
|
|||
|
|
|||
|
// 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.
|
|||
|
virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
|
|||
|
|
|||
|
// 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.
|
|||
|
virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
|
|||
|
|
|||
|
// 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)
|
|||
|
virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
|
|||
|
|
|||
|
// 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()?
|
|||
|
virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
|
|||
|
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
|
|||
|
|
|||
|
// Updates server status values which shows up in the server browser and matchmaking APIs
|
|||
|
virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
|
|||
|
const char *pchServerName, const char *pSpectatorServerName,
|
|||
|
const char *pchMapName ) = 0;
|
|||
|
|
|||
|
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
|
|||
|
virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
|
|||
|
|
|||
|
// 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
|
|||
|
virtual void SetGameType( const char *pchGameType ) = 0;
|
|||
|
|
|||
|
// Ask if a user has a specific achievement for this game, will get a callback on reply
|
|||
|
virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
|
|||
|
};
|
|||
|
|
|||
|
#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer005"
|
|||
|
|
|||
|
// game server flags
|
|||
|
const uint32 k_unServerFlagNone = 0x00;
|
|||
|
const uint32 k_unServerFlagActive = 0x01; // server has users playing
|
|||
|
const uint32 k_unServerFlagSecure = 0x02; // server wants to be secure
|
|||
|
const uint32 k_unServerFlagDedicated = 0x04; // server is dedicated
|
|||
|
const uint32 k_unServerFlagLinux = 0x08; // linux build
|
|||
|
const uint32 k_unServerFlagPassworded = 0x10; // password protected
|
|||
|
const uint32 k_unServerFlagPrivate = 0x20; // server shouldn't list on master server and
|
|||
|
// won't enforce authentication of users that connect to the server.
|
|||
|
// Useful when you run a server where the clients may not
|
|||
|
// be connected to the internet but you want them to play (i.e LANs)
|
|||
|
|
|||
|
|
|||
|
// callbacks
|
|||
|
|
|||
|
|
|||
|
// client has been approved to connect to this game server
|
|||
|
struct GSClientApprove_t
|
|||
|
{
|
|||
|
enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
|
|||
|
CSteamID m_SteamID;
|
|||
|
};
|
|||
|
|
|||
|
|
|||
|
// client has been denied to connection to this game server
|
|||
|
struct GSClientDeny_t
|
|||
|
{
|
|||
|
enum { k_iCallback = k_iSteamGameServerCallbacks + 2 };
|
|||
|
CSteamID m_SteamID;
|
|||
|
EDenyReason m_eDenyReason;
|
|||
|
char m_rgchOptionalText[128];
|
|||
|
};
|
|||
|
|
|||
|
|
|||
|
// request the game server should kick the user
|
|||
|
struct GSClientKick_t
|
|||
|
{
|
|||
|
enum { k_iCallback = k_iSteamGameServerCallbacks + 3 };
|
|||
|
CSteamID m_SteamID;
|
|||
|
EDenyReason m_eDenyReason;
|
|||
|
};
|
|||
|
|
|||
|
// NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks,
|
|||
|
// do not reuse them here.
|
|||
|
|
|||
|
|
|||
|
// client achievement info
|
|||
|
struct GSClientAchievementStatus_t
|
|||
|
{
|
|||
|
enum { k_iCallback = k_iSteamGameServerCallbacks + 6 };
|
|||
|
uint64 m_SteamID;
|
|||
|
char m_pchAchievement[128];
|
|||
|
bool m_bUnlocked;
|
|||
|
};
|
|||
|
|
|||
|
// received when the game server requests to be displayed as secure (VAC protected)
|
|||
|
// m_bSecure is true if the game server should display itself as secure to users, false otherwise
|
|||
|
struct GSPolicyResponse_t
|
|||
|
{
|
|||
|
enum { k_iCallback = k_iSteamUserCallbacks + 15 };
|
|||
|
uint8 m_bSecure;
|
|||
|
};
|
|||
|
|
|||
|
|
|||
|
|
|||
|
#endif // ISTEAMGAMESERVER_H
|