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384 lines
16 KiB
384 lines
16 KiB
//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. ======= |
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// |
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// Purpose: interface to steam for game servers |
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// |
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//============================================================================= |
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#ifndef ISTEAMGAMESERVER_H |
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#define ISTEAMGAMESERVER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "isteamclient.h" |
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#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1) |
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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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class ISteamGameServer |
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{ |
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public: |
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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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virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0; |
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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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virtual void SetProduct( const char *pszProduct ) = 0; |
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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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virtual void SetGameDescription( const char *pszGameDescription ) = 0; |
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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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virtual void SetModDir( const char *pszModDir ) = 0; |
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/// Is this is a dedicated server? The default value is false. |
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virtual void SetDedicatedServer( bool bDedicated ) = 0; |
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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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virtual void LogOn( const char *pszToken ) = 0; |
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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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virtual void LogOnAnonymous() = 0; |
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/// Begin process of logging game server out of steam |
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virtual void LogOff() = 0; |
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// status functions |
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virtual bool BLoggedOn() = 0; |
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virtual bool BSecure() = 0; |
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virtual CSteamID GetSteamID() = 0; |
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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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virtual bool WasRestartRequested() = 0; |
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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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virtual void SetMaxPlayerCount( int cPlayersMax ) = 0; |
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/// Number of bots. Default value is zero |
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virtual void SetBotPlayerCount( int cBotplayers ) = 0; |
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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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virtual void SetServerName( const char *pszServerName ) = 0; |
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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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virtual void SetMapName( const char *pszMapName ) = 0; |
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/// Let people know if your server will require a password |
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virtual void SetPasswordProtected( bool bPasswordProtected ) = 0; |
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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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virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0; |
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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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virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0; |
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/// Call this to clear the whole list of key/values that are sent in rules queries. |
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virtual void ClearAllKeyValues() = 0; |
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/// Call this to add/update a key/value pair. |
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virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0; |
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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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virtual void SetGameTags( const char *pchGameTags ) = 0; |
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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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virtual void SetGameData( const char *pchGameData ) = 0; |
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/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region |
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virtual void SetRegion( const char *pszRegion ) = 0; |
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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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virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0; |
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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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virtual CSteamID CreateUnauthenticatedUserConnection() = 0; |
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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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virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0; |
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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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virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0; |
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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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virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; |
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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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virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0; |
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// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity |
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virtual void EndAuthSession( CSteamID steamID ) = 0; |
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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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virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0; |
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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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virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0; |
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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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virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0; |
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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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virtual void GetGameplayStats( ) = 0; |
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virtual SteamAPICall_t GetServerReputation( ) = 0; |
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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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virtual uint32 GetPublicIP() = 0; |
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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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virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0; |
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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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virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0; |
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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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virtual void EnableHeartbeats( bool bActive ) = 0; |
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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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virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0; |
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// Force a heartbeat to steam at the next opportunity |
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virtual void ForceHeartbeat() = 0; |
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// associate this game server with this clan for the purposes of computing player compat |
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virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0; |
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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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virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0; |
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}; |
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#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer012" |
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// game server flags |
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const uint32 k_unServerFlagNone = 0x00; |
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const uint32 k_unServerFlagActive = 0x01; // server has users playing |
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const uint32 k_unServerFlagSecure = 0x02; // server wants to be secure |
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const uint32 k_unServerFlagDedicated = 0x04; // server is dedicated |
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const uint32 k_unServerFlagLinux = 0x08; // linux build |
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const uint32 k_unServerFlagPassworded = 0x10; // password protected |
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const uint32 k_unServerFlagPrivate = 0x20; // server shouldn't list on master server and |
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// won't enforce authentication of users that connect to the server. |
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// Useful when you run a server where the clients may not |
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// be connected to the internet but you want them to play (i.e LANs) |
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// callbacks |
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#if defined( VALVE_CALLBACK_PACK_SMALL ) |
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#pragma pack( push, 4 ) |
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#elif defined( VALVE_CALLBACK_PACK_LARGE ) |
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#pragma pack( push, 8 ) |
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#else |
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#error isteamclient.h must be included |
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#endif |
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// client has been approved to connect to this game server |
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struct GSClientApprove_t |
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{ |
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enum { k_iCallback = k_iSteamGameServerCallbacks + 1 }; |
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CSteamID m_SteamID; // SteamID of approved player |
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CSteamID m_OwnerSteamID; // SteamID of original owner for game license |
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}; |
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// client has been denied to connection to this game server |
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struct GSClientDeny_t |
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{ |
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enum { k_iCallback = k_iSteamGameServerCallbacks + 2 }; |
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CSteamID m_SteamID; |
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EDenyReason m_eDenyReason; |
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char m_rgchOptionalText[128]; |
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}; |
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// request the game server should kick the user |
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struct GSClientKick_t |
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{ |
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enum { k_iCallback = k_iSteamGameServerCallbacks + 3 }; |
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CSteamID m_SteamID; |
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EDenyReason m_eDenyReason; |
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}; |
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// NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks, |
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// do not reuse them here. |
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// client achievement info |
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struct GSClientAchievementStatus_t |
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{ |
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enum { k_iCallback = k_iSteamGameServerCallbacks + 6 }; |
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uint64 m_SteamID; |
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char m_pchAchievement[128]; |
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bool m_bUnlocked; |
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}; |
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// received when the game server requests to be displayed as secure (VAC protected) |
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// m_bSecure is true if the game server should display itself as secure to users, false otherwise |
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struct GSPolicyResponse_t |
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{ |
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enum { k_iCallback = k_iSteamUserCallbacks + 15 }; |
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uint8 m_bSecure; |
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}; |
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// GS gameplay stats info |
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struct GSGameplayStats_t |
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{ |
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enum { k_iCallback = k_iSteamGameServerCallbacks + 7 }; |
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EResult m_eResult; // Result of the call |
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int32 m_nRank; // Overall rank of the server (0-based) |
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uint32 m_unTotalConnects; // Total number of clients who have ever connected to the server |
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uint32 m_unTotalMinutesPlayed; // Total number of minutes ever played on the server |
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}; |
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// send as a reply to RequestUserGroupStatus() |
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struct GSClientGroupStatus_t |
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{ |
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enum { k_iCallback = k_iSteamGameServerCallbacks + 8 }; |
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CSteamID m_SteamIDUser; |
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CSteamID m_SteamIDGroup; |
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bool m_bMember; |
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bool m_bOfficer; |
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}; |
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// Sent as a reply to GetServerReputation() |
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struct GSReputation_t |
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{ |
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enum { k_iCallback = k_iSteamGameServerCallbacks + 9 }; |
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EResult m_eResult; // Result of the call; |
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uint32 m_unReputationScore; // The reputation score for the game server |
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bool m_bBanned; // True if the server is banned from the Steam |
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// master servers |
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// The following members are only filled out if m_bBanned is true. They will all |
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// be set to zero otherwise. Master server bans are by IP so it is possible to be |
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// banned even when the score is good high if there is a bad server on another port. |
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// This information can be used to determine which server is bad. |
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uint32 m_unBannedIP; // The IP of the banned server |
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uint16 m_usBannedPort; // The port of the banned server |
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uint64 m_ulBannedGameID; // The game ID the banned server is serving |
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uint32 m_unBanExpires; // Time the ban expires, expressed in the Unix epoch (seconds since 1/1/1970) |
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}; |
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// Sent as a reply to AssociateWithClan() |
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struct AssociateWithClanResult_t |
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{ |
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enum { k_iCallback = k_iSteamGameServerCallbacks + 10 }; |
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EResult m_eResult; // Result of the call; |
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}; |
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// Sent as a reply to ComputeNewPlayerCompatibility() |
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struct ComputeNewPlayerCompatibilityResult_t |
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{ |
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enum { k_iCallback = k_iSteamGameServerCallbacks + 11 }; |
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EResult m_eResult; // Result of the call; |
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int m_cPlayersThatDontLikeCandidate; |
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int m_cPlayersThatCandidateDoesntLike; |
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int m_cClanPlayersThatDontLikeCandidate; |
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CSteamID m_SteamIDCandidate; |
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}; |
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#pragma pack( pop ) |
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#endif // ISTEAMGAMESERVER_H
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