//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. //======= // // Purpose: interface to steam for game servers // //============================================================================= #ifndef ISTEAMGAMESERVER_H #define ISTEAMGAMESERVER_H #ifdef _WIN32 #pragma once #endif #include "isteamclient.h" #define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1) //----------------------------------------------------------------------------- // Purpose: Functions for authenticating users via Steam to play on a game // server //----------------------------------------------------------------------------- class ISteamGameServer { public: // // Basic server data. These properties, if set, must be set before before // calling LogOn. They may not be changed after logged in. // /// This is called by SteamGameServer_Init, and you will usually not need to /// call it directly virtual bool InitGameServer(uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString) = 0; /// Game product identifier. This is currently used by the master server /// for version checking purposes. It's a required field, but will /// eventually will go away, and the AppID will be used for this purpose. virtual void SetProduct(const char *pszProduct) = 0; /// Description of the game. This is a required field and is displayed in /// the steam server browser....for now. This is a required field, but it /// will go away eventually, as the data should be determined from the /// AppID. virtual void SetGameDescription(const char *pszGameDescription) = 0; /// If your game is a "mod," pass the string that identifies it. The /// default is an empty string, meaning this application is the original /// game, not a mod. /// /// @see k_cbMaxGameServerGameDir virtual void SetModDir(const char *pszModDir) = 0; /// Is this is a dedicated server? The default value is false. virtual void SetDedicatedServer(bool bDedicated) = 0; // // Login // /// Begin process to login to a persistent game server account /// /// You need to register for callbacks to determine the result of this /// operation. /// @see SteamServersConnected_t /// @see SteamServerConnectFailure_t /// @see SteamServersDisconnected_t virtual void LogOn(const char *pszToken) = 0; /// Login to a generic, anonymous account. /// /// Note: in previous versions of the SDK, this was automatically called /// within SteamGameServer_Init, but this is no longer the case. virtual void LogOnAnonymous() = 0; /// Begin process of logging game server out of steam virtual void LogOff() = 0; // status functions virtual bool BLoggedOn() = 0; virtual bool BSecure() = 0; virtual CSteamID GetSteamID() = 0; /// Returns true if the master server has requested a restart. /// Only returns true once per request. virtual bool WasRestartRequested() = 0; // // Server state. These properties may be changed at any time. // /// Max player count that will be reported to server browser and client /// queries virtual void SetMaxPlayerCount(int cPlayersMax) = 0; /// Number of bots. Default value is zero virtual void SetBotPlayerCount(int cBotplayers) = 0; /// Set the name of server as it will appear in the server browser /// /// @see k_cbMaxGameServerName virtual void SetServerName(const char *pszServerName) = 0; /// Set name of map to report in the server browser /// /// @see k_cbMaxGameServerName virtual void SetMapName(const char *pszMapName) = 0; /// Let people know if your server will require a password virtual void SetPasswordProtected(bool bPasswordProtected) = 0; /// Spectator server. The default value is zero, meaning the service /// is not used. virtual void SetSpectatorPort(uint16 unSpectatorPort) = 0; /// Name of the spectator server. (Only used if spectator port is nonzero.) /// /// @see k_cbMaxGameServerMapName virtual void SetSpectatorServerName(const char *pszSpectatorServerName) = 0; /// Call this to clear the whole list of key/values that are sent in rules /// queries. virtual void ClearAllKeyValues() = 0; /// Call this to add/update a key/value pair. virtual void SetKeyValue(const char *pKey, const char *pValue) = 0; /// Sets a string defining the "gametags" for this server, this is optional, /// but if it is set it allows users to filter in the /// matchmaking/server-browser interfaces based on the value /// /// @see k_cbMaxGameServerTags virtual void SetGameTags(const char *pchGameTags) = 0; /// Sets a string defining the "gamedata" for this server, this is optional, /// but if it is set it allows users to filter in the /// matchmaking/server-browser interfaces based on the value don't set this /// unless it actually changes, its only uploaded to the master once (when /// acknowledged) /// /// @see k_cbMaxGameServerGameData virtual void SetGameData(const char *pchGameData) = 0; /// Region identifier. This is an optional field, the default value is /// empty, meaning the "world" region virtual void SetRegion(const char *pszRegion) = 0; // // Player list management / authentication // // Handles receiving a new connection from a Steam user. This call will ask // the Steam servers to validate the users identity, app ownership, and VAC // status. If the Steam servers are off-line, then it will validate the // cached ticket itself which will validate app ownership and identity. The // AuthBlob here should be acquired on the game client using // SteamUser()->InitiateGameConnection() and must then be sent up to the // game server for authentication. // // Return Value: returns true if the users ticket passes basic checks. // pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must // NOT be NULL If the call succeeds then you should expect a // GSClientApprove_t or GSClientDeny_t callback which will tell you whether // authentication for the user has succeeded or failed (the steamid in the // callback will match the one returned by this call) virtual bool SendUserConnectAndAuthenticate(uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser) = 0; // Creates a fake user (ie, a bot) which will be listed as playing on the // server, but skips validation. // // Return Value: Returns a SteamID for the user to be tracked with, you // should call HandleUserDisconnect() when this user leaves the server just // like you would for a real user. virtual CSteamID CreateUnauthenticatedUserConnection() = 0; // Should be called whenever a user leaves our game server, this lets Steam // internally track which users are currently on which servers for the // purposes of preventing a single account being logged into multiple // servers, showing who is currently on a server, etc. virtual void SendUserDisconnect(CSteamID steamIDUser) = 0; // Update the data to be displayed in the server browser and matchmaking // interfaces for a user currently connected to the server. For regular // users you must call this after you receive a GSUserValidationSuccess // callback. // // Return Value: true if successful, false if failure (ie, steamIDUser // wasn't for an active player) virtual bool BUpdateUserData(CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore) = 0; // New auth system APIs - do not mix with the old auth system APIs. // ---------------------------------------------------------------- // Retrieve ticket to be sent to the entity who wishes to authenticate you ( // using BeginAuthSession API ). pcbTicket retrieves the length of the // actual ticket. virtual HAuthTicket GetAuthSessionTicket(void *pTicket, int cbMaxTicket, uint32 *pcbTicket) = 0; // Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to // be sure it is valid and isnt reused Registers for callbacks if the entity // goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t // callback and EAuthSessionResponse ) virtual EBeginAuthSessionResult BeginAuthSession(const void *pAuthTicket, int cbAuthTicket, CSteamID steamID) = 0; // Stop tracking started by BeginAuthSession - called when no longer playing // game with this entity virtual void EndAuthSession(CSteamID steamID) = 0; // Cancel auth ticket from GetAuthSessionTicket, called when no longer // playing game with the entity you gave the ticket to virtual void CancelAuthTicket(HAuthTicket hAuthTicket) = 0; // After receiving a user's authentication data, and passing it to // SendUserConnectAndAuthenticate, use this function to determine if the // user owns downloadable content specified by the provided AppID. virtual EUserHasLicenseForAppResult UserHasLicenseForApp(CSteamID steamID, AppId_t appID) = 0; // Ask if a user in in the specified group, results returns async by // GSUserGroupStatus_t returns false if we're not connected to the steam // servers and thus cannot ask virtual bool RequestUserGroupStatus(CSteamID steamIDUser, CSteamID steamIDGroup) = 0; // these two functions s are deprecated, and will not return results // they will be removed in a future version of the SDK virtual void GetGameplayStats() = 0; 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; }; #define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer012" // game server flags const uint32 k_unServerFlagNone = 0x00; const uint32 k_unServerFlagActive = 0x01; // server has users playing const uint32 k_unServerFlagSecure = 0x02; // server wants to be secure const uint32 k_unServerFlagDedicated = 0x04; // server is dedicated const uint32 k_unServerFlagLinux = 0x08; // linux build const uint32 k_unServerFlagPassworded = 0x10; // password protected const uint32 k_unServerFlagPrivate = 0x20; // server shouldn't list on master server and // won't enforce authentication of users that connect to the server. // Useful when you run a server where the clients may not // be connected to the internet but you want them to play (i.e LANs) // callbacks #if defined(VALVE_CALLBACK_PACK_SMALL) #pragma pack(push, 4) #elif defined(VALVE_CALLBACK_PACK_LARGE) #pragma pack(push, 8) #else #error isteamclient.h must be included #endif // client has been approved to connect to this game server struct GSClientApprove_t { enum { k_iCallback = k_iSteamGameServerCallbacks + 1 }; CSteamID m_SteamID; // SteamID of approved player CSteamID m_OwnerSteamID; // SteamID of original owner for game license }; // client has been denied to connection to this game server struct GSClientDeny_t { enum { k_iCallback = k_iSteamGameServerCallbacks + 2 }; CSteamID m_SteamID; EDenyReason m_eDenyReason; char m_rgchOptionalText[128]; }; // request the game server should kick the user struct GSClientKick_t { enum { k_iCallback = k_iSteamGameServerCallbacks + 3 }; CSteamID m_SteamID; EDenyReason m_eDenyReason; }; // NOTE: callback values 4 and 5 are skipped because they are used for old // deprecated callbacks, do not reuse them here. // client achievement info struct GSClientAchievementStatus_t { enum { k_iCallback = k_iSteamGameServerCallbacks + 6 }; uint64 m_SteamID; char m_pchAchievement[128]; bool m_bUnlocked; }; // received when the game server requests to be displayed as secure (VAC // protected) m_bSecure is true if the game server should display itself as // secure to users, false otherwise struct GSPolicyResponse_t { enum { k_iCallback = k_iSteamUserCallbacks + 15 }; uint8 m_bSecure; }; // GS gameplay stats info struct GSGameplayStats_t { enum { k_iCallback = k_iSteamGameServerCallbacks + 7 }; EResult m_eResult; // Result of the call int32 m_nRank; // Overall rank of the server (0-based) uint32 m_unTotalConnects; // Total number of clients who have ever // connected to the server uint32 m_unTotalMinutesPlayed; // Total number of minutes ever played on // the server }; // send as a reply to RequestUserGroupStatus() struct GSClientGroupStatus_t { enum { k_iCallback = k_iSteamGameServerCallbacks + 8 }; CSteamID m_SteamIDUser; CSteamID m_SteamIDGroup; bool m_bMember; bool m_bOfficer; }; // Sent as a reply to GetServerReputation() struct GSReputation_t { enum { k_iCallback = k_iSteamGameServerCallbacks + 9 }; EResult m_eResult; // Result of the call; uint32 m_unReputationScore; // The reputation score for the game server bool m_bBanned; // True if the server is banned from the Steam // master servers // The following members are only filled out if m_bBanned is true. They will // all be set to zero otherwise. Master server bans are by IP so it is // possible to be banned even when the score is good high if there is a bad // server on another port. This information can be used to determine which // server is bad. uint32 m_unBannedIP; // The IP of the banned server uint16 m_usBannedPort; // The port of the banned server uint64 m_ulBannedGameID; // The game ID the banned server is serving uint32 m_unBanExpires; // Time the ban expires, expressed in the Unix epoch // (seconds since 1/1/1970) }; // Sent as a reply to AssociateWithClan() struct AssociateWithClanResult_t { enum { k_iCallback = k_iSteamGameServerCallbacks + 10 }; EResult m_eResult; // Result of the call; }; // Sent as a reply to ComputeNewPlayerCompatibility() struct ComputeNewPlayerCompatibilityResult_t { enum { k_iCallback = k_iSteamGameServerCallbacks + 11 }; EResult m_eResult; // Result of the call; int m_cPlayersThatDontLikeCandidate; int m_cPlayersThatCandidateDoesntLike; int m_cClanPlayersThatDontLikeCandidate; CSteamID m_SteamIDCandidate; }; #pragma pack(pop) #endif // ISTEAMGAMESERVER_H