mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-10-30 21:20:10 +00:00
243 lines
11 KiB
C++
243 lines
11 KiB
C++
|
|
#ifndef ISTEAMGAMESERVER012_H
|
|
#define ISTEAMGAMESERVER012_H
|
|
#ifdef STEAM_WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
class ISteamGameServer012
|
|
{
|
|
public:
|
|
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;
|
|
STEAM_CALL_RESULT( GSReputation_t )
|
|
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_old() = 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
|
|
STEAM_CALL_RESULT( AssociateWithClanResult_t )
|
|
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
|
|
STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
|
|
virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0;
|
|
|
|
};
|
|
|
|
#endif // ISTEAMGAMESERVER012_H
|