mirror of
https://github.com/ValveSoftware/Proton.git
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392 lines
16 KiB
C++
392 lines
16 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 "steam_api_common.h"
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#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
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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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//
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// Basic server data. These properties, if set, must be set before before calling LogOn. They
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// may not be changed after logged in.
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//
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/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
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STEAM_PRIVATE_API( virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0; )
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/// Game product identifier. This is currently used by the master server for version checking purposes.
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/// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
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virtual void SetProduct( const char *pszProduct ) = 0;
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/// Description of the game. This is a required field and is displayed in the steam server browser....for now.
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/// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
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virtual void SetGameDescription( const char *pszGameDescription ) = 0;
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/// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
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/// this application is the original game, not a mod.
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///
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/// @see k_cbMaxGameServerGameDir
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virtual void SetModDir( const char *pszModDir ) = 0;
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/// Is this is a dedicated server? The default value is false.
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virtual void SetDedicatedServer( bool bDedicated ) = 0;
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//
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// Login
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//
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/// Begin process to login to a persistent game server account
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///
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/// You need to register for callbacks to determine the result of this operation.
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/// @see SteamServersConnected_t
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/// @see SteamServerConnectFailure_t
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/// @see SteamServersDisconnected_t
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virtual void LogOn( const char *pszToken ) = 0;
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/// Login to a generic, anonymous account.
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///
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/// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,
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/// but this is no longer the case.
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virtual void LogOnAnonymous() = 0;
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/// Begin process of logging game server out of steam
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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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/// Returns true if the master server has requested a restart.
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/// Only returns true once per request.
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virtual bool WasRestartRequested() = 0;
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//
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// Server state. These properties may be changed at any time.
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//
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/// Max player count that will be reported to server browser and client queries
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virtual void SetMaxPlayerCount( int cPlayersMax ) = 0;
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/// Number of bots. Default value is zero
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virtual void SetBotPlayerCount( int cBotplayers ) = 0;
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/// Set the name of server as it will appear in the server browser
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///
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/// @see k_cbMaxGameServerName
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virtual void SetServerName( const char *pszServerName ) = 0;
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/// Set name of map to report in the server browser
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///
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/// @see k_cbMaxGameServerName
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virtual void SetMapName( const char *pszMapName ) = 0;
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/// Let people know if your server will require a password
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virtual void SetPasswordProtected( bool bPasswordProtected ) = 0;
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/// Spectator server. The default value is zero, meaning the service
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/// is not used.
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virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0;
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/// Name of the spectator server. (Only used if spectator port is nonzero.)
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///
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/// @see k_cbMaxGameServerMapName
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virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0;
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/// Call this to clear the whole list of key/values that are sent in rules queries.
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virtual void ClearAllKeyValues() = 0;
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/// Call this to add/update a key/value pair.
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virtual void SetKeyValue( const char *pKey, const char *pValue ) = 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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///
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/// @see k_cbMaxGameServerTags
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virtual void SetGameTags( const char *pchGameTags ) = 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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///
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/// @see k_cbMaxGameServerGameData
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virtual void SetGameData( const char *pchGameData ) = 0;
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/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
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virtual void SetRegion( const char *pszRegion ) = 0;
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//
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// Player list management / authentication
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//
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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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// New auth system APIs - do not mix with the old auth system APIs.
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// ----------------------------------------------------------------
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// Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
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// pcbTicket retrieves the length of the actual ticket.
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virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
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// Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused
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// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
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virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0;
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// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
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virtual void EndAuthSession( CSteamID steamID ) = 0;
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// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
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virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 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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// 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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// these two functions s are deprecated, and will not return results
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// they will be removed in a future version of the SDK
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virtual void GetGameplayStats( ) = 0;
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STEAM_CALL_RESULT( GSReputation_t )
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virtual SteamAPICall_t GetServerReputation() = 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 SteamIPAddress_t GetPublicIP() = 0;
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// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
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// socket to talk to the master server on, it lets the game use its socket to forward messages
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// back and forth. This prevents us from requiring server ops to open up yet another port
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// in their firewalls.
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//
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// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
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// These are used when you've elected to multiplex the game server's UDP socket
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// rather than having the master server updater use its own sockets.
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//
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// Source games use this to simplify the job of the server admins, so they
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// don't have to open up more ports on their firewalls.
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// Call this when a packet that starts with 0xFFFFFFFF comes in. That means
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// it's for us.
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virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
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// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
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// This gets a packet that the master server updater needs to send out on UDP.
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// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
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// Call this each frame until it returns 0.
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virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
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//
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// Control heartbeats / advertisement with master server
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//
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// Call this as often as you like to tell the master server updater whether or not
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// you want it to be active (default: off).
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virtual void EnableHeartbeats( bool bActive ) = 0;
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// You usually don't need to modify this.
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// Pass -1 to use the default value for iHeartbeatInterval.
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// Some mods change this.
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virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
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// Force a heartbeat to steam at the next opportunity
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virtual void ForceHeartbeat() = 0;
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// associate this game server with this clan for the purposes of computing player compat
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STEAM_CALL_RESULT( AssociateWithClanResult_t )
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virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0;
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// ask if any of the current players dont want to play with this new player - or vice versa
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STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
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virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0;
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};
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#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer013"
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// Global accessor
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inline ISteamGameServer *SteamGameServer();
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STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamGameServer *, SteamGameServer, STEAMGAMESERVER_INTERFACE_VERSION );
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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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#if defined( VALVE_CALLBACK_PACK_SMALL )
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#pragma pack( push, 4 )
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#elif defined( VALVE_CALLBACK_PACK_LARGE )
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#pragma pack( push, 8 )
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#else
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#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
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#endif
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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; // SteamID of approved player
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CSteamID m_OwnerSteamID; // SteamID of original owner for game license
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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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// Sent as a reply to AssociateWithClan()
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struct AssociateWithClanResult_t
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{
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enum { k_iCallback = k_iSteamGameServerCallbacks + 10 };
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EResult m_eResult; // Result of the call;
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};
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// Sent as a reply to ComputeNewPlayerCompatibility()
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struct ComputeNewPlayerCompatibilityResult_t
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{
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enum { k_iCallback = k_iSteamGameServerCallbacks + 11 };
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EResult m_eResult; // Result of the call;
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int m_cPlayersThatDontLikeCandidate;
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int m_cPlayersThatCandidateDoesntLike;
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int m_cClanPlayersThatDontLikeCandidate;
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CSteamID m_SteamIDCandidate;
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};
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#pragma pack( pop )
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#endif // ISTEAMGAMESERVER_H
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