420 lines
17 KiB
C++
420 lines
17 KiB
C++
//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved.
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//=======
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//
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// Purpose: interface to steam for game servers
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//
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//=============================================================================
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#ifndef ISTEAMGAMESERVER_H
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#define ISTEAMGAMESERVER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "isteamclient.h"
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#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
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// server
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//-----------------------------------------------------------------------------
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class ISteamGameServer {
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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
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// calling LogOn. They 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
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/// call it directly
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virtual bool InitGameServer(uint32 unIP, uint16 usGamePort,
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uint16 usQueryPort, uint32 unFlags,
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AppId_t nGameAppId,
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const char *pchVersionString) = 0;
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/// Game product identifier. This is currently used by the master server
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/// for version checking purposes. It's a required field, but will
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/// 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
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/// the steam server browser....for now. This is a required field, but it
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/// will go away eventually, as the data should be determined from the
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/// 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
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/// default is an empty string, meaning this application is the original
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/// 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
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/// 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
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/// within SteamGameServer_Init, 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
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/// 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
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/// 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,
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/// but if it is set it allows users to filter in the
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/// 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,
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/// but if it is set it allows users to filter in the
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/// matchmaking/server-browser interfaces based on the value don't set this
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/// 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
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/// 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
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// the Steam servers to validate the users identity, app ownership, and VAC
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// status. If the Steam servers are off-line, then it will validate the
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// cached ticket itself which will validate app ownership and identity. The
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// AuthBlob here should be acquired on the game client using
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// SteamUser()->InitiateGameConnection() and must then be sent up to the
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// game server for authentication.
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//
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// Return Value: returns true if the users ticket passes basic checks.
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// pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must
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// NOT be NULL If the call succeeds then you should expect a
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// GSClientApprove_t or GSClientDeny_t callback which will tell you whether
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// authentication for the user has succeeded or failed (the steamid in the
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// callback will match the one returned by this call)
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virtual bool SendUserConnectAndAuthenticate(uint32 unIPClient,
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const void *pvAuthBlob,
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uint32 cubAuthBlobSize,
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CSteamID *pSteamIDUser) = 0;
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// Creates a fake user (ie, a bot) which will be listed as playing on the
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// 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
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// should call HandleUserDisconnect() when this user leaves the server just
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// 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
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// internally track which users are currently on which servers for the
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// purposes of preventing a single account being logged into multiple
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// 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
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// interfaces for a user currently connected to the server. For regular
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// users you must call this after you receive a GSUserValidationSuccess
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// callback.
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//
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// Return Value: true if successful, false if failure (ie, steamIDUser
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// wasn't for an active player)
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virtual bool BUpdateUserData(CSteamID steamIDUser,
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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 (
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// using BeginAuthSession API ). pcbTicket retrieves the length of the
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// actual ticket.
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virtual HAuthTicket GetAuthSessionTicket(void *pTicket, int cbMaxTicket,
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uint32 *pcbTicket) = 0;
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// Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to
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// be sure it is valid and isnt reused Registers for callbacks if the entity
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// goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t
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// callback and EAuthSessionResponse )
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virtual EBeginAuthSessionResult BeginAuthSession(const void *pAuthTicket,
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int cbAuthTicket,
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CSteamID steamID) = 0;
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// Stop tracking started by BeginAuthSession - called when no longer playing
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// 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
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// 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
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// SendUserConnectAndAuthenticate, use this function to determine if the
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// user owns downloadable content specified by the provided AppID.
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virtual EUserHasLicenseForAppResult UserHasLicenseForApp(CSteamID steamID,
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AppId_t appID) = 0;
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// Ask if a user in in the specified group, results returns async by
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// GSUserGroupStatus_t returns false if we're not connected to the steam
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// servers and thus cannot ask
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virtual bool RequestUserGroupStatus(CSteamID steamIDUser,
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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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virtual SteamAPICall_t GetServerReputation() = 0;
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// Returns the public IP of the server according to Steam, useful when the
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// server is behind NAT and you want to advertise its IP in a lobby for
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// other clients to directly connect to
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virtual uint32 GetPublicIP() = 0;
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// These are in GameSocketShare mode, where instead of ISteamGameServer
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// creating its own socket to talk to the master server on, it lets the game
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// use its socket to forward messages back and forth. This prevents us from
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// requiring server ops to open up yet another port 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 ==
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// 0x7f000001
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// These are used when you've elected to multiplex the game server's UDP
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// socket 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,
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uint32 srcIP, uint16 srcPort) = 0;
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// AFTER calling HandleIncomingPacket for any packets that came in that
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// frame, call this. This gets a packet that the master server updater needs
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// to send out on UDP. It returns the length of the packet it wants to send,
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// or 0 if there are no more packets to send. Call this each frame until it
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// returns 0.
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virtual int GetNextOutgoingPacket(void *pOut, int cbMaxOut, uint32 *pNetAdr,
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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
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// or not 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
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// player compat
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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
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// - or vice versa
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virtual SteamAPICall_t ComputeNewPlayerCompatibility(
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CSteamID steamIDNewPlayer) = 0;
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};
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#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer012"
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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 =
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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 isteamclient.h must be included
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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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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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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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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
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// deprecated callbacks, do not reuse them here.
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// client achievement info
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struct GSClientAchievementStatus_t {
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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
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// protected) m_bSecure is true if the game server should display itself as
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// secure to users, false otherwise
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struct GSPolicyResponse_t {
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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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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
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// connected to the server
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uint32 m_unTotalMinutesPlayed; // Total number of minutes ever played on
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// 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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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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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
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// all be set to zero otherwise. Master server bans are by IP so it is
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// possible to be banned even when the score is good high if there is a bad
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// server on another port. This information can be used to determine which
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// 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
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// (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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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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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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