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2020-08-04 13:13:01 -04:00

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//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef STEAM_GAMESERVER_H
#define STEAM_GAMESERVER_H
#ifdef _WIN32
#pragma once
#endif
#include "isteamgameserver.h"
#include "isteamgameserverstats.h"
#include "steam_api.h"
enum EServerMode {
eServerModeInvalid = 0, // DO NOT USE
eServerModeNoAuthentication =
1, // Don't authenticate user logins and don't list on the server list
eServerModeAuthentication =
2, // Authenticate users, list on the server list, don't run VAC on
// clients that connect
eServerModeAuthenticationAndSecure =
3, // Authenticate users, list on the server list and VAC protect
// clients
};
// Initialize ISteamGameServer interface object, and set server properties which
// may not be changed.
//
// After calling this function, you should set any additional server parameters,
// and then call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn()
//
// - usSteamPort is the local port used to communicate with the steam servers.
// - usGamePort is the port that clients will connect to for gameplay.
// - usQueryPort is the port that will manage server browser related duties and
// info
// pings from clients. If you pass
//MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it will use
//"GameSocketShare" mode, which means that the game is responsible for sending
//and receiving UDP packets for the master server updater. See references to
//GameSocketShare in isteamgameserver.h.
// - The version string is usually in the form x.x.x.x, and is used by the
// master server to detect when the
// server is out of date. (Only servers with the latest version will
//be listed.)
#ifndef _PS3
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
S_API bool SteamGameServer_InitSafe(uint32 unIP, uint16 usSteamPort,
uint16 usGamePort, uint16 usQueryPort,
EServerMode eServerMode,
const char *pchVersionString);
#else
S_API bool SteamGameServer_Init(uint32 unIP, uint16 usSteamPort,
uint16 usGamePort, uint16 usQueryPort,
EServerMode eServerMode,
const char *pchVersionString);
#endif
#else
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
S_API bool SteamGameServer_InitSafe(const SteamPS3Params_t *ps3Params,
uint32 unIP, uint16 usSteamPort,
uint16 usGamePort, uint16 usQueryPort,
EServerMode eServerMode,
const char *pchVersionString);
#else
S_API bool SteamGameServer_Init(const SteamPS3Params_t *ps3Params, uint32 unIP,
uint16 usSteamPort, uint16 usGamePort,
uint16 usQueryPort, EServerMode eServerMode,
const char *pchVersionString);
#endif
#endif
#ifndef VERSION_SAFE_STEAM_API_INTERFACES
S_API ISteamGameServer *SteamGameServer();
S_API ISteamUtils *SteamGameServerUtils();
S_API ISteamNetworking *SteamGameServerNetworking();
S_API ISteamGameServerStats *SteamGameServerStats();
S_API ISteamHTTP *SteamGameServerHTTP();
S_API ISteamUGC *SteamGameServerUGC();
#endif
S_API void SteamGameServer_Shutdown();
S_API void SteamGameServer_RunCallbacks();
S_API bool SteamGameServer_BSecure();
S_API uint64 SteamGameServer_GetSteamID();
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// These macros are similar to the STEAM_CALLBACK_* macros in steam_api.h, but
// only trigger for gameserver callbacks
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
#define STEAM_GAMESERVER_CALLBACK(thisclass, func, \
/*callback_type, [deprecated] var*/...) \
_STEAM_CALLBACK_SELECT( \
(__VA_ARGS__, GS, 3), \
(this->SetGameserverFlag();, thisclass, func, __VA_ARGS__))
#define STEAM_GAMESERVER_CALLBACK_MANUAL(thisclass, func, callback_type, var) \
CCallbackManual<thisclass, callback_type, true> var; \
void func(callback_type *pParam)
#define _STEAM_CALLBACK_GS(_, thisclass, func, param, var) \
CCallback<thisclass, param, true> var; \
void func(param *pParam)
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// steamclient.dll private wrapper functions
//
// The following functions are part of abstracting API access to the
//steamclient.dll, but should only be used in very specific cases
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
S_API HSteamPipe SteamGameServer_GetHSteamPipe();
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces
// to each module in a way that lets them each specify the interface versions
// they are compiled with.
//
// It's important that these stay inlined in the header so the calling module
// specifies the interface versions for whatever Steam API version it has.
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
S_API HSteamUser SteamGameServer_GetHSteamUser();
class CSteamGameServerAPIContext {
public:
CSteamGameServerAPIContext();
void Clear();
bool Init();
ISteamGameServer *SteamGameServer() { return m_pSteamGameServer; }
ISteamUtils *SteamGameServerUtils() { return m_pSteamGameServerUtils; }
ISteamNetworking *SteamGameServerNetworking() {
return m_pSteamGameServerNetworking;
}
ISteamGameServerStats *SteamGameServerStats() {
return m_pSteamGameServerStats;
}
ISteamHTTP *SteamHTTP() { return m_pSteamHTTP; }
ISteamUGC *SteamUGC() { return m_pSteamUGC; }
private:
ISteamGameServer *m_pSteamGameServer;
ISteamUtils *m_pSteamGameServerUtils;
ISteamNetworking *m_pSteamGameServerNetworking;
ISteamGameServerStats *m_pSteamGameServerStats;
ISteamHTTP *m_pSteamHTTP;
ISteamUGC *m_pSteamUGC;
};
inline CSteamGameServerAPIContext::CSteamGameServerAPIContext() { Clear(); }
inline void CSteamGameServerAPIContext::Clear() {
m_pSteamGameServer = NULL;
m_pSteamGameServerUtils = NULL;
m_pSteamGameServerNetworking = NULL;
m_pSteamGameServerStats = NULL;
m_pSteamHTTP = NULL;
m_pSteamUGC = NULL;
}
S_API ISteamClient *g_pSteamClientGameServer;
// This function must be inlined so the module using steam_api.dll gets the
// version names they want.
inline bool CSteamGameServerAPIContext::Init() {
if (!g_pSteamClientGameServer) return false;
HSteamUser hSteamUser = SteamGameServer_GetHSteamUser();
HSteamPipe hSteamPipe = SteamGameServer_GetHSteamPipe();
m_pSteamGameServer = g_pSteamClientGameServer->GetISteamGameServer(
hSteamUser, hSteamPipe, STEAMGAMESERVER_INTERFACE_VERSION);
if (!m_pSteamGameServer) return false;
m_pSteamGameServerUtils = g_pSteamClientGameServer->GetISteamUtils(
hSteamPipe, STEAMUTILS_INTERFACE_VERSION);
if (!m_pSteamGameServerUtils) return false;
m_pSteamGameServerNetworking =
g_pSteamClientGameServer->GetISteamNetworking(
hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION);
if (!m_pSteamGameServerNetworking) return false;
m_pSteamGameServerStats =
g_pSteamClientGameServer->GetISteamGameServerStats(
hSteamUser, hSteamPipe, STEAMGAMESERVERSTATS_INTERFACE_VERSION);
if (!m_pSteamGameServerStats) return false;
m_pSteamHTTP = g_pSteamClientGameServer->GetISteamHTTP(
hSteamUser, hSteamPipe, STEAMHTTP_INTERFACE_VERSION);
if (!m_pSteamHTTP) return false;
m_pSteamUGC = g_pSteamClientGameServer->GetISteamUGC(
hSteamUser, hSteamPipe, STEAMUGC_INTERFACE_VERSION);
if (!m_pSteamUGC) return false;
return true;
}
#endif // VERSION_SAFE_STEAM_API_INTERFACES
#endif // STEAM_GAMESERVER_H