//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //============================================================================= #include "cbase.h" // for messaging with the GC #include "tf_gcmessages.h" #include "tf_item_inventory.h" #include "econ_game_account_server.h" #include "gc_clientsystem.h" //----------------------------------------------------------------------------- CON_COMMAND_F( cl_gameserver_create_identity, "Creates a new game server account associated with the currently logged in steam account", FCVAR_CLIENTDLL ) { if ( steamapicontext && steamapicontext->SteamUser() ) { CSteamID steamID = steamapicontext->SteamUser()->GetSteamID(); GCSDK::CProtoBufMsg< CMsgGC_GameServer_CreateIdentity> msg( k_EMsgGC_GameServer_CreateIdentity ); msg.Body().set_account_id( steamID.GetAccountID() ); GCClientSystem()->BSendMessage( msg ); Msg( "Request to create a game server account sent--please wait.\n" ); } else { Msg( "You must be logged into Steam to create a game server account.\n" ); } } CON_COMMAND_F( cl_gameserver_list, "List all the game server accounts owned by the currently logged in steam account", FCVAR_CLIENTDLL ) { if ( steamapicontext && steamapicontext->SteamUser() ) { CSteamID steamID = steamapicontext->SteamUser()->GetSteamID(); GCSDK::CProtoBufMsg< CMsgGC_GameServer_List > msg( k_EMsgGC_GameServer_List ); msg.Body().set_account_id( steamID.GetAccountID() ); GCClientSystem()->BSendMessage( msg ); Msg( "Request to retrieve owned game server accounts--please wait.\n" ); } else { Msg( "You must be logged into Steam to get the list of game server accounts.\n" ); } } CON_COMMAND_F( cl_gameserver_reset_identity, "Resets the identity token for a given game server", FCVAR_CLIENTDLL ) { if ( steamapicontext && steamapicontext->SteamUser() ) { if ( args.ArgC() > 1 ) { CSteamID steamID = steamapicontext->SteamUser()->GetSteamID(); GCSDK::CProtoBufMsg< CMsgGC_GameServer_ResetIdentity > msg( k_EMsgGC_GameServer_ResetIdentity ); msg.Body().set_game_server_account_id( atoi( args[1] ) ); GCClientSystem()->BSendMessage( msg ); Msg( "Request to reset owned game server account identity token--please wait.\n" ); } else { Msg( "Usage: cl_gameserver_reset_identity \n"); } } else { Msg( "You must be logged into Steam to reset a game server's identity token.\n" ); } } class CGC_GameServer_CreateIdentityResponse : public GCSDK::CGCClientJob { public: CGC_GameServer_CreateIdentityResponse( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {} virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket ) { GCSDK::CProtoBufMsg< CMsgGC_GameServer_CreateIdentityResponse > msg( pNetPacket ); if ( msg.Body().account_created() ) { Msg( "Game server account created successfully!\n" ); Msg( "Set these convars on your game server to have it log in and receive benefits:\n" ); Msg( "tf_server_identity_account_id %u\n", msg.Body().game_server_account_id() ); Msg( "tf_server_identity_token \"%s\"\n\n", msg.Body().game_server_identity_token().c_str() ); } else { Msg( "Unable to create a game server account attached to your Steam account.\n" ); switch ( msg.Body().status() ) { default: case CMsgGC_GameServer_CreateIdentityResponse::kStatus_GenericFailure: Msg( "Failure code %d. Contact Steam support.\n", (int)msg.Body().status() ); break; case CMsgGC_GameServer_CreateIdentityResponse::kStatus_TooMany: Msg( "Too many game server accounts already registered with your Steam account.\n" ); break; case CMsgGC_GameServer_CreateIdentityResponse::kStatus_NoPrivs: Msg( "Your Steam account doesn't have rights to create game server accounts.\n" ); break; } } return true; } }; GC_REG_JOB( GCSDK::CGCClient, CGC_GameServer_CreateIdentityResponse, "CGC_GameServer_CreateIdentityResponse", k_EMsgGC_GameServer_CreateIdentityResponse, GCSDK::k_EServerTypeGCClient ); class CGC_GameServer_ListResponse : public GCSDK::CGCClientJob { public: CGC_GameServer_ListResponse( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {} virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket ) { GCSDK::CProtoBufMsg< CMsgGC_GameServer_ListResponse > msg( pNetPacket ); Msg( "Owned Game Servers: %d\n", msg.Body().owned_game_servers_size() ); for ( int i = 0; i < msg.Body().owned_game_servers_size(); ++i ) { const CMsgGC_GameServer_ListResponse_GameServerIdentity &identity = msg.Body().owned_game_servers( i ); const char *pStanding = GameServerAccount_GetStandingString( (eGameServerScoreStanding)identity.game_server_standing() ); const char *pStandingTrend = GameServerAccount_GetStandingTrendString( (eGameServerScoreStandingTrend)identity.game_server_standing_trend() ); Msg( "%d - Account ID: %u Identity Token: %s Standing: %s Trend: %s\n", i + 1, identity.game_server_account_id(), identity.game_server_identity_token().c_str(), pStanding, pStandingTrend ); } return true; } }; GC_REG_JOB( GCSDK::CGCClient, CGC_GameServer_ListResponse, "CGC_GameServer_ListResponse", k_EMsgGC_GameServer_ListResponse, GCSDK::k_EServerTypeGCClient ); class CGC_GameServer_ResetIdentityResponse : public GCSDK::CGCClientJob { public: CGC_GameServer_ResetIdentityResponse( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {} virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket ) { GCSDK::CProtoBufMsg< CMsgGC_GameServer_ResetIdentityResponse > msg( pNetPacket ); if ( msg.Body().game_server_identity_token_reset() ) { Msg( "Game server account identity reset!\n" ); Msg( "Set these convars on your game server to have it log in and receive benefits:\n" ); Msg( "tf_server_identity_account_id %u\n", msg.Body().game_server_account_id() ); Msg( "tf_server_identity_token \"%s\"\n\n", msg.Body().game_server_identity_token().c_str() ); } else { Msg( "Failed to reset game server account identity--check to make sure the game server account id is correct!\n" ); } return true; } }; GC_REG_JOB( GCSDK::CGCClient, CGC_GameServer_ResetIdentityResponse, "CGC_GameServer_ResetIdentityResponse", k_EMsgGC_GameServer_ResetIdentityResponse, GCSDK::k_EServerTypeGCClient );