//====== Copyright © 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 for the gameplay stats for the server. Results returned in a callback virtual void GetGameplayStats( ) = 0; // Gets the reputation score for the game server. This API also checks if the server or some // other server on the same IP is banned from the Steam master servers. virtual SteamAPICall_t GetServerReputation( ) = 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; // 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; // 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) virtual void SetGameData( const char *pchGameData) = 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; }; #define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer010" // 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; }; // 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) }; #endif // ISTEAMGAMESERVER_H