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227 lines
10 KiB
C++
227 lines
10 KiB
C++
//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to steam for game servers
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//
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//=============================================================================
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#ifndef ISTEAMGAMESERVER_H
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#define ISTEAMGAMESERVER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "isteamclient.h"
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//-----------------------------------------------------------------------------
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// Purpose: Functions for authenticating users via Steam to play on a game server
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//-----------------------------------------------------------------------------
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class ISteamGameServer
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{
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public:
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// connection functions
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virtual void LogOn() = 0;
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virtual void LogOff() = 0;
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// status functions
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virtual bool BLoggedOn() = 0;
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virtual bool BSecure() = 0;
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virtual CSteamID GetSteamID() = 0;
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// Handles receiving a new connection from a Steam user. This call will ask the Steam
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// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
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// are off-line, then it will validate the cached ticket itself which will validate app ownership
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// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
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// and must then be sent up to the game server for authentication.
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//
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// 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
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// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
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// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
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virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
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// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
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//
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// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
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// when this user leaves the server just like you would for a real user.
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virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
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// Should be called whenever a user leaves our game server, this lets Steam internally
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// track which users are currently on which servers for the purposes of preventing a single
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// account being logged into multiple servers, showing who is currently on a server, etc.
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virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
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// Update the data to be displayed in the server browser and matchmaking interfaces for a user
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// currently connected to the server. For regular users you must call this after you receive a
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// GSUserValidationSuccess callback.
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//
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// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
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virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
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// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
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//
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// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
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//
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// Input: nGameAppID - The Steam assigned AppID for the game
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// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
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// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
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// unGamePort - The port which the server is listening for client connections on
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// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
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// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
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// pchGameDir - A unique string identifier for your game
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// pchVersion - The current version of the server as a string like 1.0.0.0
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// bLanMode - Is this a LAN only server?
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//
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// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
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// and stop calling it in SteamGameServer_Init()?
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virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
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uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
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// Updates server status values which shows up in the server browser and matchmaking APIs
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virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
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const char *pchServerName, const char *pSpectatorServerName,
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const char *pchMapName ) = 0;
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// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
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virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
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// Sets a string defining the "gametags" for this server, this is optional, but if it is set
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// it allows users to filter in the matchmaking/server-browser interfaces based on the value
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virtual void SetGameTags( const char *pchGameTags ) = 0;
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// Ask for the gameplay stats for the server. Results returned in a callback
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virtual void GetGameplayStats( ) = 0;
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// Gets the reputation score for the game server. This API also checks if the server or some
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// other server on the same IP is banned from the Steam master servers.
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virtual SteamAPICall_t GetServerReputation( ) = 0;
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// Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
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// returns false if we're not connected to the steam servers and thus cannot ask
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virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0;
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// Returns the public IP of the server according to Steam, useful when the server is
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// behind NAT and you want to advertise its IP in a lobby for other clients to directly
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// connect to
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virtual uint32 GetPublicIP() = 0;
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// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
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// it allows users to filter in the matchmaking/server-browser interfaces based on the value
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// don't set this unless it actually changes, its only uploaded to the master once (when
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// acknowledged)
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virtual void SetGameData( const char *pchGameData) = 0;
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// After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function
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// to determine if the user owns downloadable content specified by the provided AppID.
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virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
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};
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#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer010"
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// game server flags
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const uint32 k_unServerFlagNone = 0x00;
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const uint32 k_unServerFlagActive = 0x01; // server has users playing
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const uint32 k_unServerFlagSecure = 0x02; // server wants to be secure
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const uint32 k_unServerFlagDedicated = 0x04; // server is dedicated
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const uint32 k_unServerFlagLinux = 0x08; // linux build
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const uint32 k_unServerFlagPassworded = 0x10; // password protected
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const uint32 k_unServerFlagPrivate = 0x20; // server shouldn't list on master server and
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// won't enforce authentication of users that connect to the server.
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// Useful when you run a server where the clients may not
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// be connected to the internet but you want them to play (i.e LANs)
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// callbacks
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#pragma pack( push, 8 )
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// client has been approved to connect to this game server
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struct GSClientApprove_t
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{
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enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
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CSteamID m_SteamID;
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};
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// client has been denied to connection to this game server
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struct GSClientDeny_t
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{
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enum { k_iCallback = k_iSteamGameServerCallbacks + 2 };
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CSteamID m_SteamID;
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EDenyReason m_eDenyReason;
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char m_rgchOptionalText[128];
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};
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// request the game server should kick the user
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struct GSClientKick_t
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{
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enum { k_iCallback = k_iSteamGameServerCallbacks + 3 };
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CSteamID m_SteamID;
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EDenyReason m_eDenyReason;
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};
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// NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks,
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// do not reuse them here.
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// client achievement info
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struct GSClientAchievementStatus_t
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{
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enum { k_iCallback = k_iSteamGameServerCallbacks + 6 };
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uint64 m_SteamID;
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char m_pchAchievement[128];
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bool m_bUnlocked;
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};
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// received when the game server requests to be displayed as secure (VAC protected)
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// m_bSecure is true if the game server should display itself as secure to users, false otherwise
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struct GSPolicyResponse_t
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{
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enum { k_iCallback = k_iSteamUserCallbacks + 15 };
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uint8 m_bSecure;
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};
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// GS gameplay stats info
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struct GSGameplayStats_t
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{
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enum { k_iCallback = k_iSteamGameServerCallbacks + 7 };
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EResult m_eResult; // Result of the call
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int32 m_nRank; // Overall rank of the server (0-based)
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uint32 m_unTotalConnects; // Total number of clients who have ever connected to the server
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uint32 m_unTotalMinutesPlayed; // Total number of minutes ever played on the server
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};
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// send as a reply to RequestUserGroupStatus()
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struct GSClientGroupStatus_t
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{
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enum { k_iCallback = k_iSteamGameServerCallbacks + 8 };
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CSteamID m_SteamIDUser;
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CSteamID m_SteamIDGroup;
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bool m_bMember;
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bool m_bOfficer;
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};
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// Sent as a reply to GetServerReputation()
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struct GSReputation_t
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{
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enum { k_iCallback = k_iSteamGameServerCallbacks + 9 };
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EResult m_eResult; // Result of the call;
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uint32 m_unReputationScore; // The reputation score for the game server
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bool m_bBanned; // True if the server is banned from the Steam
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// master servers
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// The following members are only filled out if m_bBanned is true. They will all
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// be set to zero otherwise. Master server bans are by IP so it is possible to be
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// banned even when the score is good high if there is a bad server on another port.
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// This information can be used to determine which server is bad.
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uint32 m_unBannedIP; // The IP of the banned server
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uint16 m_usBannedPort; // The port of the banned server
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uint64 m_ulBannedGameID; // The game ID the banned server is serving
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uint32 m_unBanExpires; // Time the ban expires, expressed in the Unix epoch (seconds since 1/1/1970)
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};
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#pragma pack( pop )
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#endif // ISTEAMGAMESERVER_H
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