mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-09 01:10:34 +00:00
125 lines
7.1 KiB
C
125 lines
7.1 KiB
C
|
|
||
|
#ifndef ISTEAMGAMESERVER010_H
|
||
|
#define ISTEAMGAMESERVER010_H
|
||
|
#ifdef STEAM_WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
class ISteamGameServer010
|
||
|
{
|
||
|
public:
|
||
|
// connection functions
|
||
|
virtual void LogOn() = 0;
|
||
|
virtual void LogOff() = 0;
|
||
|
|
||
|
// status functions
|
||
|
virtual bool BLoggedOn() = 0;
|
||
|
virtual bool BSecure() = 0;
|
||
|
virtual CSteamID GetSteamID() = 0;
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
|
||
|
//
|
||
|
// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
|
||
|
//
|
||
|
// Input: nGameAppID - The Steam assigned AppID for the game
|
||
|
// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
|
||
|
// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
|
||
|
// unGamePort - The port which the server is listening for client connections on
|
||
|
// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
|
||
|
// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
|
||
|
// pchGameDir - A unique string identifier for your game
|
||
|
// pchVersion - The current version of the server as a string like 1.0.0.0
|
||
|
// bLanMode - Is this a LAN only server?
|
||
|
//
|
||
|
// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
|
||
|
// and stop calling it in SteamGameServer_Init()?
|
||
|
virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
|
||
|
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
|
||
|
|
||
|
// Updates server status values which shows up in the server browser and matchmaking APIs
|
||
|
virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
|
||
|
const char *pchServerName, const char *pSpectatorServerName,
|
||
|
const char *pchMapName ) = 0;
|
||
|
|
||
|
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
|
||
|
virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 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
|
||
|
virtual void SetGameTags( const char *pchGameTags ) = 0;
|
||
|
|
||
|
// Ask for the gameplay stats for the server. Results returned in a callback
|
||
|
virtual void GetGameplayStats( ) = 0;
|
||
|
|
||
|
// Gets the reputation score for the game server. This API also checks if the server or some
|
||
|
// other server on the same IP is banned from the Steam master servers.
|
||
|
virtual SteamAPICall_t GetServerReputation( ) = 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;
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
// 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)
|
||
|
virtual void SetGameData( const char *pchGameData) = 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;
|
||
|
|
||
|
// 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;
|
||
|
};
|
||
|
|
||
|
#endif // ISTEAMGAMESERVER010_H
|