mirror of
https://github.com/rehlds/rehlds.git
synced 2025-01-27 05:58:04 +03:00
Add steam interface adapter ISteamGameServer v011 for rehlds api
This commit is contained in:
parent
07227db0a1
commit
bdac0cd83f
@ -184,6 +184,7 @@ set(ENGINE_SRCS
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rehlds/rehlds_interfaces_impl.cpp
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rehlds/rehlds_interfaces_impl.cpp
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rehlds/rehlds_messagemngr_impl.cpp
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rehlds/rehlds_messagemngr_impl.cpp
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rehlds/rehlds_security.cpp
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rehlds/rehlds_security.cpp
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rehlds/steam_adapter/gameserver011.cpp
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)
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)
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set(UNITTESTS_SRCS
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set(UNITTESTS_SRCS
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@ -140,6 +140,7 @@
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</ClCompile>
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</ClCompile>
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<ClCompile Include="..\rehlds\RehldsRuntimeConfig.cpp" />
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<ClCompile Include="..\rehlds\RehldsRuntimeConfig.cpp" />
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<ClCompile Include="..\rehlds\rehlds_security.cpp" />
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<ClCompile Include="..\rehlds\rehlds_security.cpp" />
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<ClCompile Include="..\rehlds\steam_adapter\gameserver011.cpp" />
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<ClCompile Include="..\rehlds\structSizeCheck.cpp" />
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<ClCompile Include="..\rehlds\structSizeCheck.cpp" />
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<ClCompile Include="..\testsuite\anonymizer.cpp" />
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<ClCompile Include="..\testsuite\anonymizer.cpp" />
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<ClCompile Include="..\testsuite\funccalls.cpp" />
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<ClCompile Include="..\testsuite\funccalls.cpp" />
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@ -413,6 +414,7 @@
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<ClInclude Include="..\public\steam\isteamfriends.h" />
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<ClInclude Include="..\public\steam\isteamfriends.h" />
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<ClInclude Include="..\public\steam\isteamgamecoordinator.h" />
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<ClInclude Include="..\public\steam\isteamgamecoordinator.h" />
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<ClInclude Include="..\public\steam\isteamgameserver.h" />
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<ClInclude Include="..\public\steam\isteamgameserver.h" />
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<ClInclude Include="..\public\steam\isteamgameserver011.h" />
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<ClInclude Include="..\public\steam\isteamgameserverstats.h" />
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<ClInclude Include="..\public\steam\isteamgameserverstats.h" />
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<ClInclude Include="..\public\steam\isteamhtmlsurface.h" />
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<ClInclude Include="..\public\steam\isteamhtmlsurface.h" />
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<ClInclude Include="..\public\steam\isteamhttp.h" />
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<ClInclude Include="..\public\steam\isteamhttp.h" />
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@ -467,6 +469,7 @@
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<ClInclude Include="..\rehlds\rehlds_api_impl.h" />
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<ClInclude Include="..\rehlds\rehlds_api_impl.h" />
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<ClInclude Include="..\rehlds\rehlds_interfaces_impl.h" />
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<ClInclude Include="..\rehlds\rehlds_interfaces_impl.h" />
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<ClInclude Include="..\rehlds\rehlds_security.h" />
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<ClInclude Include="..\rehlds\rehlds_security.h" />
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<ClInclude Include="..\rehlds\steam_adapter\gameserver011.h" />
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<ClInclude Include="..\testsuite\anonymizer.h" />
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<ClInclude Include="..\testsuite\anonymizer.h" />
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<ClInclude Include="..\testsuite\funccalls.h" />
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<ClInclude Include="..\testsuite\funccalls.h" />
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<ClInclude Include="..\testsuite\memory.h" />
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<ClInclude Include="..\testsuite\memory.h" />
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@ -51,6 +51,9 @@
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<Filter Include="dlls">
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<Filter Include="dlls">
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<UniqueIdentifier>{c91850f0-8e81-47e5-9a5f-53215766e960}</UniqueIdentifier>
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<UniqueIdentifier>{c91850f0-8e81-47e5-9a5f-53215766e960}</UniqueIdentifier>
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</Filter>
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</Filter>
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<Filter Include="rehlds\steam_adapter">
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<UniqueIdentifier>{4e2d8487-e3d7-44e0-a4e7-1ab2aae5d5d1}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\engine\common.cpp">
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<ClCompile Include="..\engine\common.cpp">
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@ -344,6 +347,9 @@
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<ClCompile Include="..\rehlds\rehlds_messagemngr_impl.cpp">
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<ClCompile Include="..\rehlds\rehlds_messagemngr_impl.cpp">
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<Filter>rehlds</Filter>
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<Filter>rehlds</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="..\rehlds\steam_adapter\gameserver011.cpp">
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<Filter>rehlds\steam_adapter</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\version\version.h">
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<ClInclude Include="..\version\version.h">
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@ -1126,5 +1132,11 @@
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<ClInclude Include="..\public\steam\steamuniverse.h">
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<ClInclude Include="..\public\steam\steamuniverse.h">
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<Filter>public\steam</Filter>
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<Filter>public\steam</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\public\steam\isteamgameserver011.h">
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<Filter>public\steam</Filter>
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</ClInclude>
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<ClInclude Include="..\rehlds\steam_adapter\gameserver011.h">
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<Filter>rehlds\steam_adapter</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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@ -285,7 +285,7 @@ public:
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virtual void SetResourcesNum(int num) = 0;
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virtual void SetResourcesNum(int num) = 0;
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virtual struct resource_s *GetResource(int index) = 0;
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virtual struct resource_s *GetResource(int index) = 0;
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virtual void SetName(const char* name) = 0;
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virtual void SetName(const char* name) = 0;
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virtual class ISteamGameServer *GetSteamGameServer() = 0;
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virtual class ISteamGameServer011 *GetSteamGameServer() = 0;
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virtual struct netadr_s *GetNetFrom() = 0;
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virtual struct netadr_s *GetNetFrom() = 0;
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virtual double GetOldTime() = 0;
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virtual double GetOldTime() = 0;
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@ -25,7 +25,7 @@ public:
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//
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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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/// 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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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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/// 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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/// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
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@ -256,14 +256,13 @@ public:
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// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
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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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virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
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// Deprecated functions. These will be removed in a future version of the SDK.
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// DEPRECATED!
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// These will be removed in a future version of the SDK.
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// If you really need these, please contact us and help us understand what you are
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// If you really need these, please contact us and help us understand what you are
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// using them for.
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// using them for.
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// STEAM_PRIVATE_API(
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virtual void SetMasterServerHeartbeatInterval( int iHeartbeatInterval ) = 0;
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virtual void SetMasterServerHeartbeatInterval( int iHeartbeatInterval ) = 0;
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virtual void ForceMasterServerHeartbeat() = 0;
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virtual void ForceMasterServerHeartbeat() = 0;
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// )
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};
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};
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#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer015"
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#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer015"
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256
rehlds/public/steam/isteamgameserver011.h
Normal file
256
rehlds/public/steam/isteamgameserver011.h
Normal file
@ -0,0 +1,256 @@
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//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface 011 version to steam for game servers
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//
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//=============================================================================
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#ifndef ISTEAMGAMESERVER_011_H
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#define ISTEAMGAMESERVER_011_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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//-----------------------------------------------------------------------------
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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 ISteamGameServer011
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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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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(
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const char *pszAccountName,
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const char *pszPassword
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) = 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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//
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// Query steam for server data
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//
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// 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;
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif // ISTEAMGAMESERVER_011_H
|
@ -1,4 +1,4 @@
|
|||||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
|
||||||
//
|
//
|
||||||
// Purpose:
|
// Purpose:
|
||||||
//
|
//
|
||||||
@ -12,6 +12,7 @@
|
|||||||
|
|
||||||
#include "steam_api.h"
|
#include "steam_api.h"
|
||||||
#include "isteamgameserver.h"
|
#include "isteamgameserver.h"
|
||||||
|
#include "isteamgameserver011.h"
|
||||||
#include "isteamgameserverstats.h"
|
#include "isteamgameserverstats.h"
|
||||||
|
|
||||||
enum EServerMode
|
enum EServerMode
|
||||||
|
@ -904,8 +904,8 @@ IGameClient* GetRehldsApiClient(client_t* cl)
|
|||||||
return g_GameClients[idx];
|
return g_GameClients[idx];
|
||||||
}
|
}
|
||||||
|
|
||||||
ISteamGameServer* EXT_FUNC CRehldsServerData::GetSteamGameServer() {
|
ISteamGameServer011* EXT_FUNC CRehldsServerData::GetSteamGameServer() {
|
||||||
return ::SteamGameServer();
|
return ::SteamGameServer_v011();
|
||||||
}
|
}
|
||||||
|
|
||||||
netadr_t* EXT_FUNC CRehldsServerData::GetNetFrom() {
|
netadr_t* EXT_FUNC CRehldsServerData::GetNetFrom() {
|
||||||
|
@ -29,6 +29,7 @@
|
|||||||
#include "maintypes.h"
|
#include "maintypes.h"
|
||||||
#include "rehlds_interfaces.h"
|
#include "rehlds_interfaces.h"
|
||||||
#include "server.h"
|
#include "server.h"
|
||||||
|
#include "steam_adapter/gameserver011.h"
|
||||||
|
|
||||||
const int NET_DECOMPRESS_MAX_TIMES = 10;
|
const int NET_DECOMPRESS_MAX_TIMES = 10;
|
||||||
|
|
||||||
@ -309,7 +310,7 @@ public:
|
|||||||
virtual void SetResourcesNum(int num);
|
virtual void SetResourcesNum(int num);
|
||||||
virtual struct resource_s *GetResource(int index);
|
virtual struct resource_s *GetResource(int index);
|
||||||
virtual void SetName(const char* name);
|
virtual void SetName(const char* name);
|
||||||
virtual ISteamGameServer *GetSteamGameServer();
|
virtual ISteamGameServer011 *GetSteamGameServer();
|
||||||
virtual netadr_t *GetNetFrom();
|
virtual netadr_t *GetNetFrom();
|
||||||
virtual double GetOldTime();
|
virtual double GetOldTime();
|
||||||
|
|
||||||
|
289
rehlds/rehlds/steam_adapter/gameserver011.cpp
Normal file
289
rehlds/rehlds/steam_adapter/gameserver011.cpp
Normal file
@ -0,0 +1,289 @@
|
|||||||
|
//=============================================================================
|
||||||
|
//
|
||||||
|
// Versioned interface adapter ISteamGameServer for rehlds api
|
||||||
|
//
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
#include "precompiled.h"
|
||||||
|
|
||||||
|
#include "steam/steam_api.h"
|
||||||
|
#include "steam/steam_gameserver.h"
|
||||||
|
|
||||||
|
class CAdapterSteamGameServer011: public ISteamGameServer011
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
virtual bool InitGameServer(uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString);
|
||||||
|
virtual void SetProduct(const char *pszProduct);
|
||||||
|
virtual void SetGameDescription(const char *pszGameDescription);
|
||||||
|
virtual void SetModDir(const char *pszModDir);
|
||||||
|
virtual void SetDedicatedServer(bool bDedicated);
|
||||||
|
virtual void LogOn(const char *pszAccountName, const char *pszPassword);
|
||||||
|
virtual void LogOnAnonymous();
|
||||||
|
virtual void LogOff();
|
||||||
|
virtual bool BLoggedOn();
|
||||||
|
virtual bool BSecure();
|
||||||
|
virtual CSteamID GetSteamID();
|
||||||
|
virtual bool WasRestartRequested();
|
||||||
|
virtual void SetMaxPlayerCount(int cPlayersMax);
|
||||||
|
virtual void SetBotPlayerCount(int cBotplayers);
|
||||||
|
virtual void SetServerName(const char *pszServerName);
|
||||||
|
virtual void SetMapName(const char *pszMapName);
|
||||||
|
virtual void SetPasswordProtected(bool bPasswordProtected);
|
||||||
|
virtual void SetSpectatorPort(uint16 unSpectatorPort);
|
||||||
|
virtual void SetSpectatorServerName(const char *pszSpectatorServerName);
|
||||||
|
virtual void ClearAllKeyValues();
|
||||||
|
virtual void SetKeyValue(const char *pKey, const char *pValue);
|
||||||
|
virtual void SetGameTags(const char *pchGameTags);
|
||||||
|
virtual void SetGameData(const char *pchGameData);
|
||||||
|
virtual void SetRegion(const char *pszRegion);
|
||||||
|
virtual bool SendUserConnectAndAuthenticate(uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser);
|
||||||
|
virtual CSteamID CreateUnauthenticatedUserConnection();
|
||||||
|
virtual void SendUserDisconnect(CSteamID steamIDUser);
|
||||||
|
virtual bool BUpdateUserData(CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore);
|
||||||
|
virtual HAuthTicket GetAuthSessionTicket(void *pTicket, int cbMaxTicket, uint32 *pcbTicket);
|
||||||
|
virtual EBeginAuthSessionResult BeginAuthSession(const void *pAuthTicket, int cbAuthTicket, CSteamID steamID);
|
||||||
|
virtual void EndAuthSession(CSteamID steamID);
|
||||||
|
virtual void CancelAuthTicket(HAuthTicket hAuthTicket);
|
||||||
|
virtual EUserHasLicenseForAppResult UserHasLicenseForApp(CSteamID steamID, AppId_t appID);
|
||||||
|
virtual bool RequestUserGroupStatus(CSteamID steamIDUser, CSteamID steamIDGroup);
|
||||||
|
virtual void GetGameplayStats();
|
||||||
|
virtual SteamAPICall_t GetServerReputation();
|
||||||
|
virtual uint32 GetPublicIP();
|
||||||
|
virtual bool HandleIncomingPacket(const void *pData, int cbData, uint32 srcIP, uint16 srcPort);
|
||||||
|
virtual int GetNextOutgoingPacket(void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort);
|
||||||
|
virtual void EnableHeartbeats(bool bActive);
|
||||||
|
virtual void SetHeartbeatInterval(int iHeartbeatInterval);
|
||||||
|
virtual void ForceHeartbeat();
|
||||||
|
virtual SteamAPICall_t AssociateWithClan(CSteamID steamIDClan);
|
||||||
|
virtual SteamAPICall_t ComputeNewPlayerCompatibility(CSteamID steamIDNewPlayer);
|
||||||
|
};
|
||||||
|
|
||||||
|
ISteamGameServer011 *SteamGameServer_v011()
|
||||||
|
{
|
||||||
|
static CAdapterSteamGameServer011 gSteamGameServer011Singleton{};
|
||||||
|
return &gSteamGameServer011Singleton;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CAdapterSteamGameServer011::InitGameServer(uint32_t unIP, uint16_t usGamePort, uint16_t usQueryPort, uint32_t unFlags, AppId_t nGameAppId, const char *pchVersionString)
|
||||||
|
{
|
||||||
|
return SteamGameServer()->InitGameServer(unIP, usGamePort, usQueryPort, unFlags, nGameAppId, pchVersionString);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetProduct(const char *pszProduct)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetProduct(pszProduct);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetGameDescription(const char *pszGameDescription)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetGameDescription(pszGameDescription);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetModDir(const char *pszModDir)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetModDir(pszModDir);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetDedicatedServer(bool bDedicated)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetDedicatedServer(bDedicated);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::LogOn(const char *pszAccountName, const char *pszPassword)
|
||||||
|
{
|
||||||
|
const char *pszToken = pszAccountName;
|
||||||
|
SteamGameServer()->LogOn(pszToken);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::LogOnAnonymous()
|
||||||
|
{
|
||||||
|
SteamGameServer()->LogOnAnonymous();
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::LogOff()
|
||||||
|
{
|
||||||
|
SteamGameServer()->LogOff();
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CAdapterSteamGameServer011::BLoggedOn()
|
||||||
|
{
|
||||||
|
return SteamGameServer()->BLoggedOn();
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CAdapterSteamGameServer011::BSecure()
|
||||||
|
{
|
||||||
|
return SteamGameServer()->BSecure();
|
||||||
|
}
|
||||||
|
|
||||||
|
CSteamID CAdapterSteamGameServer011::GetSteamID()
|
||||||
|
{
|
||||||
|
return SteamGameServer()->GetSteamID();
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CAdapterSteamGameServer011::WasRestartRequested()
|
||||||
|
{
|
||||||
|
return SteamGameServer()->WasRestartRequested();
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetMaxPlayerCount(int cPlayersMax)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetMaxPlayerCount(cPlayersMax);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetBotPlayerCount(int cBotplayers)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetBotPlayerCount(cBotplayers);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetServerName(const char *pszServerName)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetServerName(pszServerName);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetMapName(const char *pszMapName)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetMapName(pszMapName);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetPasswordProtected(bool bPasswordProtected)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetPasswordProtected(bPasswordProtected);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetSpectatorPort(uint16_t unSpectatorPort)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetSpectatorPort(unSpectatorPort);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetSpectatorServerName(const char *pszSpectatorServerName)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetSpectatorServerName(pszSpectatorServerName);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::ClearAllKeyValues()
|
||||||
|
{
|
||||||
|
SteamGameServer()->ClearAllKeyValues();
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetKeyValue(const char *pKey, const char *pValue)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetKeyValue(pKey, pValue);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetGameTags(const char *pchGameTags)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetGameTags(pchGameTags);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetGameData(const char *pchGameData)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetGameData(pchGameData);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetRegion(const char *pszRegion)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetRegion(pszRegion);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CAdapterSteamGameServer011::SendUserConnectAndAuthenticate(uint32_t unIPClient, const void *pvAuthBlob, uint32_t cubAuthBlobSize, CSteamID *pSteamIDUser)
|
||||||
|
{
|
||||||
|
return SteamGameServer()->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser);
|
||||||
|
}
|
||||||
|
|
||||||
|
CSteamID CAdapterSteamGameServer011::CreateUnauthenticatedUserConnection()
|
||||||
|
{
|
||||||
|
return SteamGameServer()->CreateUnauthenticatedUserConnection();
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SendUserDisconnect(CSteamID steamIDUser)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SendUserDisconnect(steamIDUser);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CAdapterSteamGameServer011::BUpdateUserData(CSteamID steamIDUser, const char *pchPlayerName, uint32_t uScore)
|
||||||
|
{
|
||||||
|
return SteamGameServer()->BUpdateUserData(steamIDUser, pchPlayerName, uScore);
|
||||||
|
}
|
||||||
|
|
||||||
|
HAuthTicket CAdapterSteamGameServer011::GetAuthSessionTicket(void *pTicket, int cbMaxTicket, uint32_t *pcbTicket)
|
||||||
|
{
|
||||||
|
SteamNetworkingIdentity snidl{};
|
||||||
|
snidl.SetSteamID64(GetSteamID().ConvertToUint64());
|
||||||
|
return SteamGameServer()->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket, &snidl);
|
||||||
|
}
|
||||||
|
|
||||||
|
EBeginAuthSessionResult CAdapterSteamGameServer011::BeginAuthSession(const void *pAuthTicket, int cbAuthTicket, CSteamID steamID)
|
||||||
|
{
|
||||||
|
return SteamGameServer()->BeginAuthSession(pAuthTicket, cbAuthTicket, steamID);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::EndAuthSession(CSteamID steamID)
|
||||||
|
{
|
||||||
|
SteamGameServer()->EndAuthSession(steamID);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::CancelAuthTicket(HAuthTicket hAuthTicket)
|
||||||
|
{
|
||||||
|
SteamGameServer()->CancelAuthTicket(hAuthTicket);
|
||||||
|
}
|
||||||
|
|
||||||
|
EUserHasLicenseForAppResult CAdapterSteamGameServer011::UserHasLicenseForApp(CSteamID steamID, AppId_t appID)
|
||||||
|
{
|
||||||
|
return SteamGameServer()->UserHasLicenseForApp(steamID, appID);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CAdapterSteamGameServer011::RequestUserGroupStatus(CSteamID steamIDUser, CSteamID steamIDGroup)
|
||||||
|
{
|
||||||
|
return SteamGameServer()->RequestUserGroupStatus(steamIDUser, steamIDGroup);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::GetGameplayStats()
|
||||||
|
{
|
||||||
|
SteamGameServer()->GetGameplayStats();
|
||||||
|
}
|
||||||
|
|
||||||
|
SteamAPICall_t CAdapterSteamGameServer011::GetServerReputation()
|
||||||
|
{
|
||||||
|
return SteamGameServer()->GetServerReputation();
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32_t CAdapterSteamGameServer011::GetPublicIP()
|
||||||
|
{
|
||||||
|
SteamIPAddress_t publicIP = SteamGameServer()->GetPublicIP();
|
||||||
|
return publicIP.m_unIPv4;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CAdapterSteamGameServer011::HandleIncomingPacket(const void *pData, int cbData, uint32_t srcIP, uint16_t srcPort)
|
||||||
|
{
|
||||||
|
return SteamGameServer()->HandleIncomingPacket(pData, cbData, srcIP, srcPort);
|
||||||
|
}
|
||||||
|
|
||||||
|
int CAdapterSteamGameServer011::GetNextOutgoingPacket(void *pOut, int cbMaxOut, uint32_t *pNetAdr, uint16_t *pPort)
|
||||||
|
{
|
||||||
|
return SteamGameServer()->GetNextOutgoingPacket(pOut, cbMaxOut, pNetAdr, pPort);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::EnableHeartbeats(bool bActive)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetAdvertiseServerActive(bActive);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::SetHeartbeatInterval(int iHeartbeatInterval)
|
||||||
|
{
|
||||||
|
SteamGameServer()->SetMasterServerHeartbeatInterval(iHeartbeatInterval);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CAdapterSteamGameServer011::ForceHeartbeat()
|
||||||
|
{
|
||||||
|
SteamGameServer()->ForceMasterServerHeartbeat();
|
||||||
|
}
|
||||||
|
|
||||||
|
SteamAPICall_t CAdapterSteamGameServer011::AssociateWithClan(CSteamID steamIDClan)
|
||||||
|
{
|
||||||
|
return SteamGameServer()->AssociateWithClan(steamIDClan);
|
||||||
|
}
|
||||||
|
|
||||||
|
SteamAPICall_t CAdapterSteamGameServer011::ComputeNewPlayerCompatibility(CSteamID steamIDNewPlayer)
|
||||||
|
{
|
||||||
|
return SteamGameServer()->ComputeNewPlayerCompatibility(steamIDNewPlayer);
|
||||||
|
}
|
9
rehlds/rehlds/steam_adapter/gameserver011.h
Normal file
9
rehlds/rehlds/steam_adapter/gameserver011.h
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
//=============================================================================
|
||||||
|
//
|
||||||
|
// Versioned interface adapter ISteamGameServer for rehlds api
|
||||||
|
//
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
ISteamGameServer011 *SteamGameServer_v011();
|
Loading…
x
Reference in New Issue
Block a user