mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-05 06:01:07 +00:00
330 lines
15 KiB
C++
330 lines
15 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "base.h"
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//-----------------------------------------------------------------------------
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// Purpose: Functions for authenticating users via Steam to play on a game server
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//-----------------------------------------------------------------------------
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struct Gameserver_Outgoing_Packet {
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std::string data;
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uint32 ip;
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uint16 port;
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};
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class Steam_GameServer :
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public ISteamGameServer005,
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public ISteamGameServer008,
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public ISteamGameServer009,
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public ISteamGameServer010,
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public ISteamGameServer011,
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public ISteamGameServer
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{
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class Settings *settings;
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class Networking *network;
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class SteamCallBacks *callbacks;
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CSteamID steam_id;
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bool call_servers_connected = false;
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bool logged_in = false;
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bool call_servers_disconnected = false;
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Gameserver server_data;
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uint32 flags;
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bool policy_response_called;
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std::chrono::high_resolution_clock::time_point last_sent_server_info;
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Auth_Ticket_Manager *ticket_manager;
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std::vector<struct Gameserver_Outgoing_Packet> outgoing_packets;
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public:
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Steam_GameServer(class Settings *settings, class Networking *network, class SteamCallBacks *callbacks);
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~Steam_GameServer();
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//
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// Basic server data. These properties, if set, must be set before before calling LogOn. They
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// 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 call it directly
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bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString );
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/// Game product identifier. This is currently used by the master server for version checking purposes.
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/// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
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void SetProduct( const char *pszProduct );
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/// Description of the game. This is a required field and is displayed in the steam server browser....for now.
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/// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
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void SetGameDescription( const char *pszGameDescription );
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/// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
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/// this application is the original game, not a mod.
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///
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/// @see k_cbMaxGameServerGameDir
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void SetModDir( const char *pszModDir );
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/// Is this is a dedicated server? The default value is false.
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void SetDedicatedServer( bool bDedicated );
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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 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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void LogOn( const char *pszToken );
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void LogOn(
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const char *pszAccountName,
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const char *pszPassword
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);
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void LogOn();
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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 within SteamGameServer_Init,
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/// but this is no longer the case.
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void LogOnAnonymous();
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/// Begin process of logging game server out of steam
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void LogOff();
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// status functions
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bool BLoggedOn();
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bool BSecure();
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CSteamID GetSteamID();
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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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bool WasRestartRequested();
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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 queries
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void SetMaxPlayerCount( int cPlayersMax );
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/// Number of bots. Default value is zero
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void SetBotPlayerCount( int cBotplayers );
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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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void SetServerName( const char *pszServerName );
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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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void SetMapName( const char *pszMapName );
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/// Let people know if your server will require a password
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void SetPasswordProtected( bool bPasswordProtected );
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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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void SetSpectatorPort( uint16 unSpectatorPort );
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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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void SetSpectatorServerName( const char *pszSpectatorServerName );
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/// Call this to clear the whole list of key/values that are sent in rules queries.
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void ClearAllKeyValues();
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/// Call this to add/update a key/value pair.
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void SetKeyValue( const char *pKey, const char *pValue );
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/// Sets a string defining the "gametags" for this server, this is optional, but if it is set
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/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
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///
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/// @see k_cbMaxGameServerTags
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void SetGameTags( const char *pchGameTags );
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/// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
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/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
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/// don't set this 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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void SetGameData( const char *pchGameData );
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/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
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void SetRegion( const char *pszRegion );
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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 the Steam
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// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
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// are off-line, then it will validate the cached ticket itself which will validate app ownership
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// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
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// and must then be sent up to the game server for authentication.
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//
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// 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
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// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
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// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
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bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser );
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// Creates a fake user (ie, a bot) which will be listed as playing on the 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 should call HandleUserDisconnect()
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// when this user leaves the server just like you would for a real user.
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CSteamID CreateUnauthenticatedUserConnection();
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// Should be called whenever a user leaves our game server, this lets Steam internally
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// track which users are currently on which servers for the purposes of preventing a single
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// account being logged into multiple servers, showing who is currently on a server, etc.
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void SendUserDisconnect( CSteamID steamIDUser );
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// Update the data to be displayed in the server browser and matchmaking interfaces for a user
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// currently connected to the server. For regular users you must call this after you receive a
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// GSUserValidationSuccess callback.
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//
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// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
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bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore );
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// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
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//
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// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
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//
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// Input: nGameAppID - The Steam assigned AppID for the game
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// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
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// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
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// unGamePort - The port which the server is listening for client connections on
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// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
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// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
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// pchGameDir - A unique string identifier for your game
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// pchVersion - The current version of the server as a string like 1.0.0.0
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// bLanMode - Is this a LAN only server?
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//
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// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
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// and stop calling it in SteamGameServer_Init()?
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bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
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uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
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// Updates server status values which shows up in the server browser and matchmaking APIs
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void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
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const char *pchServerName, const char *pSpectatorServerName,
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const char *pchMapName );
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// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
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void UpdateSpectatorPort( uint16 unSpectatorPort );
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// Sets a string defining the "gametype" for this server, this is optional, but if it is set
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// it allows users to filter in the matchmaking/server-browser interfaces based on the value
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void SetGameType( const char *pchGameType );
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// Ask if a user has a specific achievement for this game, will get a callback on reply
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bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName );
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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 ( using BeginAuthSession API ).
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// pcbTicket retrieves the length of the actual ticket.
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HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket );
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// Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused
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// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
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EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID );
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// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
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void EndAuthSession( CSteamID steamID );
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// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
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void CancelAuthTicket( HAuthTicket hAuthTicket );
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// After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function
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// to determine if the user owns downloadable content specified by the provided AppID.
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EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID );
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// Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
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// returns false if we're not connected to the steam servers and thus cannot ask
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bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup );
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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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void GetGameplayStats( );
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STEAM_CALL_RESULT( GSReputation_t )
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SteamAPICall_t GetServerReputation();
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// Returns the public IP of the server according to Steam, useful when the server is
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// behind NAT and you want to advertise its IP in a lobby for other clients to directly
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// connect to
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uint32 GetPublicIP();
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// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
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// socket to talk to the master server on, it lets the game use its socket to forward messages
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// back and forth. This prevents us from requiring server ops to open up yet another port
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// 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 == 0x7f000001
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// These are used when you've elected to multiplex the game server's UDP socket
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// 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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bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort );
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// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
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// This gets a packet that the master server updater needs to send out on UDP.
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// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
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// Call this each frame until it returns 0.
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int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort );
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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 or not
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// you want it to be active (default: off).
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void EnableHeartbeats( bool bActive );
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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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void SetHeartbeatInterval( int iHeartbeatInterval );
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// Force a heartbeat to steam at the next opportunity
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void ForceHeartbeat();
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// associate this game server with this clan for the purposes of computing player compat
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STEAM_CALL_RESULT( AssociateWithClanResult_t )
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SteamAPICall_t AssociateWithClan( CSteamID steamIDClan );
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// ask if any of the current players dont want to play with this new player - or vice versa
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STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
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SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer );
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//
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void RunCallbacks();
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};
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