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rehlds/rehlds/engine/sv_steam3.h
2016-11-22 04:46:48 +07:00

172 lines
6.5 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#ifndef SV_STEAM3_H
#define SV_STEAM3_H
#ifdef _WIN32
#pragma once
#endif
#include "maintypes.h"
#include "common.h"
#include "common/SteamCommon.h"
#include "public/steam/steam_api.h"
#include "public/steam/steam_gameserver.h"
#include "public/steam/steamclientpublic.h"
#include "server.h"
class CSteamID;
class CSteam3
{
protected:
bool m_bLoggedOn;
bool m_bLogOnResult;
HSteamPipe m_hSteamPipe;
protected:
CSteam3() : m_bLoggedOn(false), m_bLogOnResult(false), m_hSteamPipe(0) {}
virtual ~CSteam3() {}
virtual void Shutdown() = 0;
void GSSendUserStatusResponse(CSteamID &, int, int);
bool InitModule();
};
class CSteam3Server: public CSteam3
{
public:
STEAM_GAMESERVER_CALLBACK(CSteam3Server, OnGSClientApprove, GSClientApprove_t, m_CallbackGSClientApprove);
STEAM_GAMESERVER_CALLBACK(CSteam3Server, OnGSClientDeny, GSClientDeny_t, m_CallbackGSClientDeny);
STEAM_GAMESERVER_CALLBACK(CSteam3Server, OnGSClientKick, GSClientKick_t, m_CallbackGSClientKick);
STEAM_GAMESERVER_CALLBACK(CSteam3Server, OnGSPolicyResponse, GSPolicyResponse_t, m_CallbackGSPolicyResponse);
STEAM_GAMESERVER_CALLBACK(CSteam3Server, OnLogonSuccess, SteamServersConnected_t, m_CallbackLogonSuccess);
STEAM_GAMESERVER_CALLBACK(CSteam3Server, OnLogonFailure, SteamServerConnectFailure_t, m_CallbackLogonFailure);
protected:
bool m_bHasActivePlayers;
bool m_bWantToBeSecure;
bool m_bLanOnly;
CSteamID m_SteamIDGS;
public:
NOBODY void SetServerType();
NOBODY void SetSpawnCount(int count);
NOBODY bool BSecure();
NOBODY bool BLanOnly();
bool BWantsSecure() { return m_bWantToBeSecure; }
bool BLoggedOn() { return m_bLoggedOn; }
uint64 GetSteamID();
void OnGSClientDenyHelper(client_t *cl, EDenyReason eDenyReason, const char *pchOptionalText);
client_t *ClientFindFromSteamID(class CSteamID &steamIDFind);
CSteam3Server();
void Activate();
virtual void Shutdown();
bool NotifyClientConnect(client_t *client, const void *pvSteam2Key, uint32 ucbSteam2Key);
bool NotifyBotConnect(client_t *client);
void NotifyClientDisconnect(client_t *cl);
void NotifyOfLevelChange(bool bForce);
void RunFrame();
void SendUpdatedServerDetails();
};
class CSteam3Client: public CSteam3
{
public:
STEAM_CALLBACK(CSteam3Client, OnClientGameServerDeny, ClientGameServerDeny_t, m_CallbackClientGameServerDeny);
STEAM_CALLBACK(CSteam3Client, OnGameServerChangeRequested, GameServerChangeRequested_t, m_CallbackGameServerChangeRequested);
STEAM_CALLBACK(CSteam3Client, OnGameOverlayActivated, GameOverlayActivated_t, m_CallbackGameOverlayActivated);
CSteam3Client() :
m_CallbackClientGameServerDeny(this, &CSteam3Client::OnClientGameServerDeny),
m_CallbackGameServerChangeRequested(this, &CSteam3Client::OnGameServerChangeRequested),
m_CallbackGameOverlayActivated(this, &CSteam3Client::OnGameOverlayActivated)
{}
virtual void Shutdown();
int InitiateGameConnection(void *pData, int cbMaxData, uint64 steamID, uint32 unIPServer, uint16 usPortServer, bool bSecure);
void TerminateConnection(uint32, uint16);
void InitClient();
void RunFrame();
};
#ifdef HOOK_ENGINE
#define s_Steam3Server (*ps_Steam3Server)
#define s_Steam3Client (*ps_Steam3Client)
#endif // HOOK_ENGINE
extern CSteam3Server *s_Steam3Server;
extern CSteam3Client s_Steam3Client;
extern bool (CSteam3Server::*pNotifyClientConnect)(client_t *client, const void *pvSteam2Key, uint32 ucbSteam2Key);
uint64 ISteamGameServer_CreateUnauthenticatedUserConnection();
bool ISteamGameServer_BUpdateUserData(uint64 steamid, const char *netname, uint32 score);
bool ISteamApps_BIsSubscribedApp(uint32 appid);
const char *Steam_GetCommunityName();
qboolean Steam_NotifyClientConnect(client_t *cl, const void *pvSteam2Key, unsigned int ucbSteam2Key);
qboolean Steam_NotifyClientConnect_internal(client_t *cl, const void *pvSteam2Key, unsigned int ucbSteam2Key);
qboolean Steam_NotifyClientConnect_api(IGameClient *cl, const void *pvSteam2Key, unsigned int ucbSteam2Key);
qboolean Steam_NotifyBotConnect(client_t *cl);
qboolean Steam_NotifyBotConnect_internal(client_t *cl);
qboolean Steam_NotifyBotConnect_api(IGameClient* cl);
void Steam_NotifyClientDisconnect(client_t *cl);
void Steam_NotifyClientDisconnect_internal(IGameClient *cl);
void Steam_NotifyClientDisconnect_api(IGameClient* cl);
void Steam_NotifyOfLevelChange();
void Steam_Shutdown();
void Steam_Activate();
void Steam_RunFrame();
void Steam_SetCVar(const char *pchKey, const char *pchValue);
void Steam_ClientRunFrame();
void Steam_InitClient();
int Steam_GSInitiateGameConnection(void *pData, int cbMaxData, uint64 steamID, uint32 unIPServer, uint16 usPortServer, qboolean bSecure);
void Steam_GSTerminateGameConnection(uint32 unIPServer, uint16 usPortServer);
void Steam_ShutdownClient();
uint64 Steam_GSGetSteamID();
qboolean Steam_GSBSecure();
qboolean Steam_GSBLoggedOn();
qboolean Steam_GSBSecurePreference();
TSteamGlobalUserID Steam_Steam3IDtoSteam2(uint64 unSteamID);
uint64 Steam_StringToSteamID(const char *pStr);
const char *Steam_GetGSUniverse();
CSteam3Server *Steam3Server();
CSteam3Client *Steam3Client();
void Master_SetMaster_f();
void Steam_HandleIncomingPacket(byte *data, int len, int fromip, uint16 port);
#endif // SV_STEAM3_H