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//====== 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