//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #ifndef STEAM_GAMESERVER_H #define STEAM_GAMESERVER_H #ifdef _WIN32 #pragma once #endif #include "steam_api.h" #include "isteamgameserver.h" #include "isteamgameserverstats.h" enum EServerMode { eServerModeInvalid = 0, // DO NOT USE eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients }; // Initialize ISteamGameServer interface object, and set server properties which may not be changed. // // After calling this function, you should set any additional server parameters, and then // call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn() // // - usSteamPort is the local port used to communicate with the steam servers. // - usGamePort is the port that clients will connect to for gameplay. // - usQueryPort is the port that will manage server browser related duties and info // pings from clients. If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it // will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving // UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h. // - The version string is usually in the form x.x.x.x, and is used by the master server to detect when the // server is out of date. (Only servers with the latest version will be listed.) inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); S_API void SteamGameServer_Shutdown(); S_API void SteamGameServer_RunCallbacks(); // Most Steam API functions allocate some amount of thread-local memory for // parameter storage. Calling SteamGameServer_ReleaseCurrentThreadMemory() // will free all API-related memory associated with the calling thread. // This memory is released automatically by SteamGameServer_RunCallbacks(), // so single-threaded servers do not need to explicitly call this function. inline void SteamGameServer_ReleaseCurrentThreadMemory(); S_API bool SteamGameServer_BSecure(); S_API uint64 SteamGameServer_GetSteamID(); //----------------------------------------------------------------------------------------------------------------------------------------------------------// // Global accessors for game server C++ APIs. See individual isteam*.h files for details. // You should not cache the results of these accessors or pass the result pointers across // modules! Different modules may be compiled against different SDK header versions, and // the interface pointers could therefore be different across modules. Every line of code // which calls into a Steamworks API should retrieve the interface from a global accessor. //----------------------------------------------------------------------------------------------------------------------------------------------------------// #if !defined( STEAM_API_EXPORTS ) inline ISteamClient *SteamGameServerClient(); inline ISteamGameServer *SteamGameServer(); inline ISteamUtils *SteamGameServerUtils(); inline ISteamNetworking *SteamGameServerNetworking(); inline ISteamGameServerStats *SteamGameServerStats(); inline ISteamHTTP *SteamGameServerHTTP(); inline ISteamInventory *SteamGameServerInventory(); inline ISteamUGC *SteamGameServerUGC(); inline ISteamApps *SteamGameServerApps(); #endif class CSteamGameServerAPIContext { public: CSteamGameServerAPIContext() { Clear(); } inline void Clear(); inline bool Init(); ISteamClient *SteamClient() const { return m_pSteamClient; } ISteamGameServer *SteamGameServer() const { return m_pSteamGameServer; } ISteamUtils *SteamGameServerUtils() const { return m_pSteamGameServerUtils; } ISteamNetworking *SteamGameServerNetworking() const { return m_pSteamGameServerNetworking; } ISteamGameServerStats *SteamGameServerStats() const { return m_pSteamGameServerStats; } ISteamHTTP *SteamHTTP() const { return m_pSteamHTTP; } ISteamInventory *SteamInventory() const { return m_pSteamInventory; } ISteamUGC *SteamUGC() const { return m_pSteamUGC; } ISteamApps *SteamApps() const { return m_pSteamApps; } private: ISteamClient *m_pSteamClient; ISteamGameServer *m_pSteamGameServer; ISteamUtils *m_pSteamGameServerUtils; ISteamNetworking *m_pSteamGameServerNetworking; ISteamGameServerStats *m_pSteamGameServerStats; ISteamHTTP *m_pSteamHTTP; ISteamInventory *m_pSteamInventory; ISteamUGC *m_pSteamUGC; ISteamApps *m_pSteamApps; }; // Older SDKs exported this global pointer, but it is no longer supported. // You should use SteamGameServerClient() or CSteamGameServerAPIContext to // safely access the ISteamClient APIs from your game server application. //S_API ISteamClient *g_pSteamClientGameServer; // SteamGameServer_InitSafe has been replaced with SteamGameServer_Init and // is no longer supported. Use SteamGameServer_Init instead. //S_API void S_CALLTYPE SteamGameServer_InitSafe(); //----------------------------------------------------------------------------------------------------------------------------------------------------------// // These macros are similar to the STEAM_CALLBACK_* macros in steam_api.h, but only trigger for gameserver callbacks //----------------------------------------------------------------------------------------------------------------------------------------------------------// #define STEAM_GAMESERVER_CALLBACK( thisclass, func, /*callback_type, [deprecated] var*/... ) \ _STEAM_CALLBACK_SELECT( ( __VA_ARGS__, GS, 3 ), ( this->SetGameserverFlag();, thisclass, func, __VA_ARGS__ ) ) #define STEAM_GAMESERVER_CALLBACK_MANUAL( thisclass, func, callback_type, var ) \ CCallbackManual< thisclass, callback_type, true > var; void func( callback_type *pParam ) #define _STEAM_CALLBACK_GS( _, thisclass, func, param, var ) \ CCallback< thisclass, param, true > var; void func( param *pParam ) //----------------------------------------------------------------------------------------------------------------------------------------------------------// // steamclient.dll private wrapper functions // // The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases //----------------------------------------------------------------------------------------------------------------------------------------------------------// S_API HSteamPipe S_CALLTYPE SteamGameServer_GetHSteamPipe(); S_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser(); S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); #if !defined( STEAM_API_EXPORTS ) inline void S_CALLTYPE SteamGameServerInternal_OnContextInit( void* p ) { ((CSteamGameServerAPIContext*)p)->Clear(); if ( SteamGameServer_GetHSteamPipe() ) ((CSteamGameServerAPIContext*)p)->Init(); } inline CSteamGameServerAPIContext& SteamGameServerInternal_ModuleContext() { // SteamInternal_ContextInit takes a base pointer for the equivalent of // struct { void (*pFn)(void* pCtx); uintp counter; CSteamAPIContext ctx; } // Do not change layout of 2 + sizeof... or add non-pointer aligned data! // NOTE: declaring "static CSteamAPIConext" creates a large function // which queries the initialization status of the object. We know that // it is pointer-aligned and fully memset with zeros, so just alias a // static buffer of the appropriate size and call it a CSteamAPIContext. static void* s_CallbackCounterAndContext[2 + sizeof( CSteamGameServerAPIContext ) / sizeof( void* )] = { (void*)&SteamGameServerInternal_OnContextInit, 0 }; return *(CSteamGameServerAPIContext*)SteamInternal_ContextInit( s_CallbackCounterAndContext ); } inline ISteamClient *SteamGameServerClient() { return SteamGameServerInternal_ModuleContext().SteamClient(); } inline ISteamGameServer *SteamGameServer() { return SteamGameServerInternal_ModuleContext().SteamGameServer(); } inline ISteamUtils *SteamGameServerUtils() { return SteamGameServerInternal_ModuleContext().SteamGameServerUtils(); } inline ISteamNetworking *SteamGameServerNetworking() { return SteamGameServerInternal_ModuleContext().SteamGameServerNetworking(); } inline ISteamGameServerStats *SteamGameServerStats() { return SteamGameServerInternal_ModuleContext().SteamGameServerStats(); } inline ISteamHTTP *SteamGameServerHTTP() { return SteamGameServerInternal_ModuleContext().SteamHTTP(); } inline ISteamInventory *SteamGameServerInventory() { return SteamGameServerInternal_ModuleContext().SteamInventory(); } inline ISteamUGC *SteamGameServerUGC() { return SteamGameServerInternal_ModuleContext().SteamUGC(); } inline ISteamApps *SteamGameServerApps() { return SteamGameServerInternal_ModuleContext().SteamApps(); } #endif // !defined( STEAM_API_EXPORTS ) inline void CSteamGameServerAPIContext::Clear() { m_pSteamClient = NULL; m_pSteamGameServer = NULL; m_pSteamGameServerUtils = NULL; m_pSteamGameServerNetworking = NULL; m_pSteamGameServerStats = NULL; m_pSteamHTTP = NULL; m_pSteamInventory = NULL; m_pSteamUGC = NULL; m_pSteamApps = NULL; } // This function must be declared inline in the header so the module using steam_api.dll gets the version names they want. inline bool CSteamGameServerAPIContext::Init() { HSteamUser hSteamUser = SteamGameServer_GetHSteamUser(); HSteamPipe hSteamPipe = SteamGameServer_GetHSteamPipe(); if ( !hSteamPipe ) return false; m_pSteamClient = (ISteamClient*) SteamInternal_CreateInterface( STEAMCLIENT_INTERFACE_VERSION ); if ( !m_pSteamClient ) return false; m_pSteamGameServer = m_pSteamClient->GetISteamGameServer( hSteamUser, hSteamPipe, STEAMGAMESERVER_INTERFACE_VERSION ); if ( !m_pSteamGameServer ) return false; m_pSteamGameServerUtils = m_pSteamClient->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION ); if ( !m_pSteamGameServerUtils ) return false; m_pSteamGameServerNetworking = m_pSteamClient->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION ); if ( !m_pSteamGameServerNetworking ) return false; m_pSteamGameServerStats = m_pSteamClient->GetISteamGameServerStats( hSteamUser, hSteamPipe, STEAMGAMESERVERSTATS_INTERFACE_VERSION ); if ( !m_pSteamGameServerStats ) return false; m_pSteamHTTP = m_pSteamClient->GetISteamHTTP( hSteamUser, hSteamPipe, STEAMHTTP_INTERFACE_VERSION ); if ( !m_pSteamHTTP ) return false; m_pSteamInventory = m_pSteamClient->GetISteamInventory( hSteamUser, hSteamPipe, STEAMINVENTORY_INTERFACE_VERSION ); if ( !m_pSteamInventory ) return false; m_pSteamUGC = m_pSteamClient->GetISteamUGC( hSteamUser, hSteamPipe, STEAMUGC_INTERFACE_VERSION ); if ( !m_pSteamUGC ) return false; m_pSteamApps = m_pSteamClient->GetISteamApps( hSteamUser, hSteamPipe, STEAMAPPS_INTERFACE_VERSION ); if ( !m_pSteamApps ) return false; return true; } inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) { if ( !SteamInternal_GameServer_Init( unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString ) ) return false; return true; } inline void SteamGameServer_ReleaseCurrentThreadMemory() { SteamAPI_ReleaseCurrentThreadMemory(); } #endif // STEAM_GAMESERVER_H