mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-03 09:40:14 +00:00
688 lines
25 KiB
C++
688 lines
25 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 "steam_gameserver.h"
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#define SEND_SERVER_RATE 5.0
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Steam_GameServer::Steam_GameServer(class Settings *settings, class Networking *network, class SteamCallBacks *callbacks)
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{
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this->network = network;
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this->settings = settings;
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server_data.set_id(settings->get_local_steam_id().ConvertToUint64());
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this->callbacks = callbacks;
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ticket_manager = new Auth_Ticket_Manager(settings, network, callbacks);
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}
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Steam_GameServer::~Steam_GameServer()
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{
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delete ticket_manager;
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}
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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 Steam_GameServer::InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString )
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{
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PRINT_DEBUG("InitGameServer\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (logged_in) return false; // may not be changed after logged in.
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std::string version(pchVersionString);
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version.erase(std::remove(version.begin(), version.end(), ' '), version.end());
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version.erase(std::remove(version.begin(), version.end(), '.'), version.end());
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server_data.set_version(stoi(version));
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server_data.set_ip(unIP);
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server_data.set_port(usGamePort);
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server_data.set_query_port(usQueryPort);
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server_data.set_offline(false);
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if (!settings->get_local_game_id().AppID()) settings->set_game_id(CGameID(nGameAppId));
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//TODO: flags should be k_unServerFlag
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flags = unFlags;
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policy_response_called = false;
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call_servers_connected = false;
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call_servers_disconnected = false;
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return true;
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}
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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 Steam_GameServer::SetProduct( const char *pszProduct )
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{
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PRINT_DEBUG("SetProduct\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_product(pszProduct);
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}
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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 Steam_GameServer::SetGameDescription( const char *pszGameDescription )
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{
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PRINT_DEBUG("SetGameDescription\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_game_description(pszGameDescription);
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}
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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 Steam_GameServer::SetModDir( const char *pszModDir )
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{
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PRINT_DEBUG("SetModDir\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_mod_dir(pszModDir);
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}
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/// Is this is a dedicated server? The default value is false.
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void Steam_GameServer::SetDedicatedServer( bool bDedicated )
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{
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PRINT_DEBUG("SetDedicatedServer\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_dedicated_server(bDedicated);
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}
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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 Steam_GameServer::LogOn( const char *pszToken )
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{
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PRINT_DEBUG("LogOn %s\n", pszToken);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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call_servers_connected = true;
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logged_in = true;
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}
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void Steam_GameServer::LogOn(
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const char *pszAccountName,
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const char *pszPassword
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)
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{
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PRINT_DEBUG("LogOn %s %s\n", pszAccountName, pszPassword);
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LogOn(pszAccountName);
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}
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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 Steam_GameServer::LogOnAnonymous()
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{
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PRINT_DEBUG("LogOnAnonymous\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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call_servers_connected = true;
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logged_in = true;
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}
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void Steam_GameServer::LogOn()
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{
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PRINT_DEBUG("LogOn\n");
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LogOnAnonymous();
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}
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/// Begin process of logging game server out of steam
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void Steam_GameServer::LogOff()
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{
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PRINT_DEBUG("LogOff\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (logged_in) {
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call_servers_disconnected = true;
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}
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logged_in = false;
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}
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// status functions
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bool Steam_GameServer::BLoggedOn()
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{
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PRINT_DEBUG("BLoggedOn\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return logged_in;
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}
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bool Steam_GameServer::BSecure()
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{
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PRINT_DEBUG("BSecure\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (!policy_response_called) return false;
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return flags == eServerModeAuthenticationAndSecure;
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}
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CSteamID Steam_GameServer::GetSteamID()
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{
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PRINT_DEBUG("Steam_GameServer::GetSteamID\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (!logged_in) return k_steamIDNil;
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return settings->get_local_steam_id();
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}
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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 Steam_GameServer::WasRestartRequested()
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{
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PRINT_DEBUG("WasRestartRequested\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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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 Steam_GameServer::SetMaxPlayerCount( int cPlayersMax )
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{
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PRINT_DEBUG("SetMaxPlayerCount\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_max_player_count(cPlayersMax);
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}
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/// Number of bots. Default value is zero
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void Steam_GameServer::SetBotPlayerCount( int cBotplayers )
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{
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PRINT_DEBUG("SetBotPlayerCount\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_bot_player_count(cBotplayers);
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}
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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 Steam_GameServer::SetServerName( const char *pszServerName )
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{
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PRINT_DEBUG("SetServerName\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_server_name(pszServerName);
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}
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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 Steam_GameServer::SetMapName( const char *pszMapName )
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{
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PRINT_DEBUG("SetMapName\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_map_name(pszMapName);
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}
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/// Let people know if your server will require a password
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void Steam_GameServer::SetPasswordProtected( bool bPasswordProtected )
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{
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PRINT_DEBUG("SetPasswordProtected\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_password_protected(bPasswordProtected);
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}
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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 Steam_GameServer::SetSpectatorPort( uint16 unSpectatorPort )
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{
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PRINT_DEBUG("SetSpectatorPort\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_spectator_port(unSpectatorPort);
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}
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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 Steam_GameServer::SetSpectatorServerName( const char *pszSpectatorServerName )
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{
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PRINT_DEBUG("SetSpectatorServerName\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_spectator_server_name(pszSpectatorServerName);
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}
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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 Steam_GameServer::ClearAllKeyValues()
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{
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PRINT_DEBUG("ClearAllKeyValues\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.clear_values();
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}
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/// Call this to add/update a key/value pair.
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void Steam_GameServer::SetKeyValue( const char *pKey, const char *pValue )
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{
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PRINT_DEBUG("SetKeyValue\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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(*server_data.mutable_values())[std::string(pKey)] = std::string(pValue);
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}
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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 Steam_GameServer::SetGameTags( const char *pchGameTags )
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{
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PRINT_DEBUG("SetGameTags\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_tags(pchGameTags);
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}
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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 Steam_GameServer::SetGameData( const char *pchGameData )
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{
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PRINT_DEBUG("SetGameData\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_gamedata(pchGameData);
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}
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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 Steam_GameServer::SetRegion( const char *pszRegion )
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{
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PRINT_DEBUG("SetRegion\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_region(pszRegion);
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}
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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 Steam_GameServer::SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser )
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{
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PRINT_DEBUG("SendUserConnectAndAuthenticate %u %u\n", unIPClient, cubAuthBlobSize);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return ticket_manager->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser);
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}
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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 Steam_GameServer::CreateUnauthenticatedUserConnection()
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{
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PRINT_DEBUG("CreateUnauthenticatedUserConnection\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return ticket_manager->fakeUser();
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}
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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 Steam_GameServer::SendUserDisconnect( CSteamID steamIDUser )
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{
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PRINT_DEBUG("SendUserDisconnect\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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ticket_manager->endAuth(steamIDUser);
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}
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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 Steam_GameServer::BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore )
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{
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PRINT_DEBUG("BUpdateUserData\n");
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return true;
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}
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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 Steam_GameServer::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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{
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PRINT_DEBUG("BSetServerType\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_ip(unGameIP);
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server_data.set_port(unGamePort);
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server_data.set_query_port(usQueryPort);
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server_data.set_spectator_port(unSpectatorPort);
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std::string version(pchVersion);
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version.erase(std::remove(version.begin(), version.end(), ' '), version.end());
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version.erase(std::remove(version.begin(), version.end(), '.'), version.end());
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server_data.set_version(stoi(version));
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//TODO?
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return true;
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}
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// Updates server status values which shows up in the server browser and matchmaking APIs
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void Steam_GameServer::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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{
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PRINT_DEBUG("UpdateServerStatus\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_num_players(cPlayers);
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server_data.set_max_player_count(cPlayersMax);
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server_data.set_bot_player_count(cBotPlayers);
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server_data.set_server_name(pchServerName);
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server_data.set_spectator_server_name(pSpectatorServerName);
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server_data.set_map_name(pchMapName);
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}
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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 Steam_GameServer::UpdateSpectatorPort( uint16 unSpectatorPort )
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{
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PRINT_DEBUG("UpdateSpectatorPort\n");
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SetSpectatorPort(unSpectatorPort);
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}
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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 Steam_GameServer::SetGameType( const char *pchGameType )
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{
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PRINT_DEBUG("SetGameType\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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}
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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 Steam_GameServer::BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName )
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{
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PRINT_DEBUG("BGetUserAchievementStatus\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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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 Steam_GameServer::GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket )
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{
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PRINT_DEBUG("Steam_GameServer::GetAuthSessionTicket\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
return ticket_manager->getTicket(pTicket, cbMaxTicket, pcbTicket);
|
|
}
|
|
|
|
|
|
// 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 )
|
|
EBeginAuthSessionResult Steam_GameServer::BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID )
|
|
{
|
|
PRINT_DEBUG("Steam_GameServer::BeginAuthSession %i %llu\n", cbAuthTicket, steamID.ConvertToUint64());
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
return ticket_manager->beginAuth(pAuthTicket, cbAuthTicket, steamID );
|
|
}
|
|
|
|
|
|
// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
|
|
void Steam_GameServer::EndAuthSession( CSteamID steamID )
|
|
{
|
|
PRINT_DEBUG("Steam_GameServer::EndAuthSession %llu\n", steamID.ConvertToUint64());
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
ticket_manager->endAuth(steamID);
|
|
}
|
|
|
|
|
|
// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
|
|
void Steam_GameServer::CancelAuthTicket( HAuthTicket hAuthTicket )
|
|
{
|
|
PRINT_DEBUG("Steam_GameServer::CancelAuthTicket\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
ticket_manager->cancelTicket(hAuthTicket);
|
|
}
|
|
|
|
|
|
// 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.
|
|
EUserHasLicenseForAppResult Steam_GameServer::UserHasLicenseForApp( CSteamID steamID, AppId_t appID )
|
|
{
|
|
PRINT_DEBUG("Steam_GameServer::UserHasLicenseForApp\n");
|
|
return k_EUserHasLicenseResultHasLicense;
|
|
}
|
|
|
|
|
|
// 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
|
|
bool Steam_GameServer::RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup )
|
|
{
|
|
PRINT_DEBUG("RequestUserGroupStatus\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
// these two functions s are deprecated, and will not return results
|
|
// they will be removed in a future version of the SDK
|
|
void Steam_GameServer::GetGameplayStats( )
|
|
{
|
|
PRINT_DEBUG("GetGameplayStats\n");
|
|
}
|
|
|
|
STEAM_CALL_RESULT( GSReputation_t )
|
|
SteamAPICall_t Steam_GameServer::GetServerReputation()
|
|
{
|
|
PRINT_DEBUG("GetServerReputation\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return 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
|
|
uint32 Steam_GameServer::GetPublicIP()
|
|
{
|
|
PRINT_DEBUG("GetPublicIP\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
uint32 ip = network->getOwnIP();
|
|
PRINT_DEBUG("%X\n", ip);
|
|
return ip;
|
|
}
|
|
|
|
|
|
// 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.
|
|
bool Steam_GameServer::HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort )
|
|
{
|
|
PRINT_DEBUG("HandleIncomingPacket %i %X %i\n", cbData, srcIP, srcPort);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return true;
|
|
}
|
|
|
|
|
|
// 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.
|
|
int Steam_GameServer::GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort )
|
|
{
|
|
PRINT_DEBUG("GetNextOutgoingPacket\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
if (outgoing_packets.size() == 0) return 0;
|
|
|
|
if (outgoing_packets.back().data.size() < cbMaxOut) cbMaxOut = outgoing_packets.back().data.size();
|
|
if (pOut) memcpy(pOut, outgoing_packets.back().data.data(), cbMaxOut);
|
|
if (pNetAdr) *pNetAdr = outgoing_packets.back().ip;
|
|
if (pPort) *pPort = outgoing_packets.back().port;
|
|
outgoing_packets.pop_back();
|
|
return cbMaxOut;
|
|
}
|
|
|
|
|
|
//
|
|
// 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).
|
|
void Steam_GameServer::EnableHeartbeats( bool bActive )
|
|
{
|
|
PRINT_DEBUG("EnableHeartbeats\n");
|
|
}
|
|
|
|
|
|
// You usually don't need to modify this.
|
|
// Pass -1 to use the default value for iHeartbeatInterval.
|
|
// Some mods change this.
|
|
void Steam_GameServer::SetHeartbeatInterval( int iHeartbeatInterval )
|
|
{
|
|
PRINT_DEBUG("SetHeartbeatInterval\n");
|
|
}
|
|
|
|
|
|
// Force a heartbeat to steam at the next opportunity
|
|
void Steam_GameServer::ForceHeartbeat()
|
|
{
|
|
PRINT_DEBUG("ForceHeartbeat\n");
|
|
}
|
|
|
|
|
|
// associate this game server with this clan for the purposes of computing player compat
|
|
STEAM_CALL_RESULT( AssociateWithClanResult_t )
|
|
SteamAPICall_t Steam_GameServer::AssociateWithClan( CSteamID steamIDClan )
|
|
{
|
|
PRINT_DEBUG("AssociateWithClan\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return 0;
|
|
}
|
|
|
|
|
|
// ask if any of the current players dont want to play with this new player - or vice versa
|
|
STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
|
|
SteamAPICall_t Steam_GameServer::ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer )
|
|
{
|
|
PRINT_DEBUG("ComputeNewPlayerCompatibility\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return 0;
|
|
}
|
|
|
|
void Steam_GameServer::RunCallbacks()
|
|
{
|
|
bool temp_call_servers_connected = call_servers_connected;
|
|
bool temp_call_servers_disconnected = call_servers_disconnected;
|
|
call_servers_disconnected = call_servers_connected = false;
|
|
|
|
if (temp_call_servers_connected) {
|
|
PRINT_DEBUG("Steam_GameServer::SteamServersConnected_t\n");
|
|
SteamServersConnected_t data;
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
|
|
if (logged_in && !policy_response_called) {
|
|
PRINT_DEBUG("Steam_GameServer::GSPolicyResponse_t\n");
|
|
GSPolicyResponse_t data;
|
|
data.m_bSecure = flags == eServerModeAuthenticationAndSecure;
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
policy_response_called = true;
|
|
}
|
|
|
|
if (logged_in && check_timedout(last_sent_server_info, SEND_SERVER_RATE)) {
|
|
PRINT_DEBUG("Steam_GameServer Sending Gameserver\n");
|
|
Common_Message msg;
|
|
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
|
|
server_data.set_appid(settings->get_local_game_id().AppID());
|
|
msg.set_allocated_gameserver(new Gameserver(server_data));
|
|
msg.mutable_gameserver()->set_num_players(ticket_manager->countInboundAuth());
|
|
network->sendToAllIndividuals(&msg, true);
|
|
last_sent_server_info = std::chrono::high_resolution_clock::now();
|
|
}
|
|
|
|
if (temp_call_servers_disconnected) {
|
|
SteamServersDisconnected_t data;
|
|
data.m_eResult = k_EResultOK;
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
|
|
if (!logged_in) {
|
|
Common_Message msg;
|
|
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
|
|
msg.set_allocated_gameserver(new Gameserver(server_data));
|
|
msg.mutable_gameserver()->set_offline(true);
|
|
network->sendToAllIndividuals(&msg, true);
|
|
}
|
|
}
|
|
}
|