//====== Copyright (c) 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" #define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1) //----------------------------------------------------------------------------- // Purpose: Functions for authenticating users via Steam to play on a game server //----------------------------------------------------------------------------- class ISteamGameServer { public: // // 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 virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0; /// 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. virtual void SetProduct( const char *pszProduct ) = 0; /// 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. virtual void SetGameDescription( const char *pszGameDescription ) = 0; /// 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 virtual void SetModDir( const char *pszModDir ) = 0; /// Is this is a dedicated server? The default value is false. virtual void SetDedicatedServer( bool bDedicated ) = 0; // // 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 virtual void LogOn( const char *pszAccountName, const char *pszPassword ) = 0; /// 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. virtual void LogOnAnonymous() = 0; /// Begin process of logging game server out of steam virtual void LogOff() = 0; // status functions virtual bool BLoggedOn() = 0; virtual bool BSecure() = 0; virtual CSteamID GetSteamID() = 0; /// Returns true if the master server has requested a restart. /// Only returns true once per request. virtual bool WasRestartRequested() = 0; // // Server state. These properties may be changed at any time. // /// Max player count that will be reported to server browser and client queries virtual void SetMaxPlayerCount( int cPlayersMax ) = 0; /// Number of bots. Default value is zero virtual void SetBotPlayerCount( int cBotplayers ) = 0; /// Set the name of server as it will appear in the server browser /// /// @see k_cbMaxGameServerName virtual void SetServerName( const char *pszServerName ) = 0; /// Set name of map to report in the server browser /// /// @see k_cbMaxGameServerName virtual void SetMapName( const char *pszMapName ) = 0; /// Let people know if your server will require a password virtual void SetPasswordProtected( bool bPasswordProtected ) = 0; /// Spectator server. The default value is zero, meaning the service /// is not used. virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0; /// Name of the spectator server. (Only used if spectator port is nonzero.) /// /// @see k_cbMaxGameServerMapName virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0; /// Call this to clear the whole list of key/values that are sent in rules queries. virtual void ClearAllKeyValues() = 0; /// Call this to add/update a key/value pair. virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0; /// 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 virtual void SetGameTags( const char *pchGameTags ) = 0; /// 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 virtual void SetGameData( const char *pchGameData ) = 0; /// Region identifier. This is an optional field, the default value is empty, meaning the "world" region virtual void SetRegion( const char *pszRegion ) = 0; // // 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) 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; // 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. virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; // 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 ) virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0; // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity virtual void EndAuthSession( CSteamID steamID ) = 0; // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0; // 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. virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0; // 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 virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0; // these two functions s are deprecated, and will not return results // they will be removed in a future version of the SDK virtual void GetGameplayStats( ) = 0; virtual SteamAPICall_t GetServerReputation( ) = 0; // 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 virtual uint32 GetPublicIP() = 0; // 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. virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0; // 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. virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0; // // 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). virtual void EnableHeartbeats( bool bActive ) = 0; // You usually don't need to modify this. // Pass -1 to use the default value for iHeartbeatInterval. // Some mods change this. virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0; // Force a heartbeat to steam at the next opportunity virtual void ForceHeartbeat() = 0; // associate this game server with this clan for the purposes of computing player compat virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0; // ask if any of the current players dont want to play with this new player - or vice versa virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0; }; #define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer011" // 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 #if defined( VALVE_CALLBACK_PACK_SMALL ) #pragma pack( push, 4 ) #elif defined( VALVE_CALLBACK_PACK_LARGE ) #pragma pack( push, 8 ) #else #error isteamclient.h must be included #endif // client has been approved to connect to this game server struct GSClientApprove_t { enum { k_iCallback = k_iSteamGameServerCallbacks + 1 }; CSteamID m_SteamID; // SteamID of approved player CSteamID m_OwnerSteamID; // SteamID of original owner for game license }; // 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; }; // GS gameplay stats info struct GSGameplayStats_t { enum { k_iCallback = k_iSteamGameServerCallbacks + 7 }; EResult m_eResult; // Result of the call int32 m_nRank; // Overall rank of the server (0-based) uint32 m_unTotalConnects; // Total number of clients who have ever connected to the server uint32 m_unTotalMinutesPlayed; // Total number of minutes ever played on the server }; // send as a reply to RequestUserGroupStatus() struct GSClientGroupStatus_t { enum { k_iCallback = k_iSteamGameServerCallbacks + 8 }; CSteamID m_SteamIDUser; CSteamID m_SteamIDGroup; bool m_bMember; bool m_bOfficer; }; // Sent as a reply to GetServerReputation() struct GSReputation_t { enum { k_iCallback = k_iSteamGameServerCallbacks + 9 }; EResult m_eResult; // Result of the call; uint32 m_unReputationScore; // The reputation score for the game server bool m_bBanned; // True if the server is banned from the Steam // master servers // The following members are only filled out if m_bBanned is true. They will all // be set to zero otherwise. Master server bans are by IP so it is possible to be // banned even when the score is good high if there is a bad server on another port. // This information can be used to determine which server is bad. uint32 m_unBannedIP; // The IP of the banned server uint16 m_usBannedPort; // The port of the banned server uint64 m_ulBannedGameID; // The game ID the banned server is serving uint32 m_unBanExpires; // Time the ban expires, expressed in the Unix epoch (seconds since 1/1/1970) }; // Sent as a reply to AssociateWithClan() struct AssociateWithClanResult_t { enum { k_iCallback = k_iSteamGameServerCallbacks + 10 }; EResult m_eResult; // Result of the call; }; // Sent as a reply to ComputeNewPlayerCompatibility() struct ComputeNewPlayerCompatibilityResult_t { enum { k_iCallback = k_iSteamGameServerCallbacks + 11 }; EResult m_eResult; // Result of the call; int m_cPlayersThatDontLikeCandidate; int m_cPlayersThatCandidateDoesntLike; int m_cClanPlayersThatDontLikeCandidate; CSteamID m_SteamIDCandidate; }; #pragma pack( pop ) #endif // ISTEAMGAMESERVER_H