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191 lines
8.1 KiB
191 lines
8.1 KiB
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. ======= |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#ifndef STEAM_GAMESERVER_H |
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#define STEAM_GAMESERVER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "steam_api.h" |
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#include "isteamgameserver.h" |
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#include "isteamgameserverstats.h" |
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enum EServerMode |
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{ |
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eServerModeInvalid = 0, // DO NOT USE |
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eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list |
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eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect |
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eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients |
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}; |
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// Initialize ISteamGameServer interface object, and set server properties which may not be changed. |
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// |
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// After calling this function, you should set any additional server parameters, and then |
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// call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn() |
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// |
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// - usSteamPort is the local port used to communicate with the steam servers. |
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// - usGamePort is the port that clients will connect to for gameplay. |
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// - usQueryPort is the port that will manage server browser related duties and info |
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// pings from clients. If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it |
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// will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving |
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// UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h. |
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// - The version string is usually in the form x.x.x.x, and is used by the master server to detect when the |
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// server is out of date. (Only servers with the latest version will be listed.) |
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#ifndef _PS3 |
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#ifdef VERSION_SAFE_STEAM_API_INTERFACES |
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S_API bool SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); |
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#else |
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S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); |
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#endif |
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#else |
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#ifdef VERSION_SAFE_STEAM_API_INTERFACES |
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S_API bool SteamGameServer_InitSafe( const SteamPS3Params_t *ps3Params, uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); |
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#else |
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S_API bool SteamGameServer_Init( const SteamPS3Params_t *ps3Params, uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); |
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#endif |
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#endif |
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#ifndef VERSION_SAFE_STEAM_API_INTERFACES |
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S_API ISteamGameServer *SteamGameServer(); |
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S_API ISteamUtils *SteamGameServerUtils(); |
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S_API ISteamNetworking *SteamGameServerNetworking(); |
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S_API ISteamGameServerStats *SteamGameServerStats(); |
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S_API ISteamHTTP *SteamGameServerHTTP(); |
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S_API ISteamInventory *SteamGameServerInventory(); |
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S_API ISteamUGC *SteamGameServerUGC(); |
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#endif |
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S_API void SteamGameServer_Shutdown(); |
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S_API void SteamGameServer_RunCallbacks(); |
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S_API bool SteamGameServer_BSecure(); |
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S_API uint64 SteamGameServer_GetSteamID(); |
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//----------------------------------------------------------------------------------------------------------------------------------------------------------// |
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// These macros are similar to the STEAM_CALLBACK_* macros in steam_api.h, but only trigger for gameserver callbacks |
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//----------------------------------------------------------------------------------------------------------------------------------------------------------// |
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#define STEAM_GAMESERVER_CALLBACK( thisclass, func, /*callback_type, [deprecated] var*/... ) \ |
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_STEAM_CALLBACK_SELECT( ( __VA_ARGS__, GS, 3 ), ( this->SetGameserverFlag();, thisclass, func, __VA_ARGS__ ) ) |
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#define STEAM_GAMESERVER_CALLBACK_MANUAL( thisclass, func, callback_type, var ) \ |
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CCallbackManual< thisclass, callback_type, true > var; void func( callback_type *pParam ) |
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#define _STEAM_CALLBACK_GS( _, thisclass, func, param, var ) \ |
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CCallback< thisclass, param, true > var; void func( param *pParam ) |
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//----------------------------------------------------------------------------------------------------------------------------------------------------------// |
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// steamclient.dll private wrapper functions |
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// |
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// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases |
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//----------------------------------------------------------------------------------------------------------------------------------------------------------// |
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S_API HSteamPipe SteamGameServer_GetHSteamPipe(); |
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#ifdef VERSION_SAFE_STEAM_API_INTERFACES |
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//----------------------------------------------------------------------------------------------------------------------------------------------------------// |
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// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that |
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// lets them each specify the interface versions they are compiled with. |
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// |
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// It's important that these stay inlined in the header so the calling module specifies the interface versions |
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// for whatever Steam API version it has. |
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//----------------------------------------------------------------------------------------------------------------------------------------------------------// |
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S_API HSteamUser SteamGameServer_GetHSteamUser(); |
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class CSteamGameServerAPIContext |
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{ |
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public: |
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CSteamGameServerAPIContext(); |
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void Clear(); |
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bool Init(); |
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ISteamGameServer *SteamGameServer() { return m_pSteamGameServer; } |
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ISteamUtils *SteamGameServerUtils() { return m_pSteamGameServerUtils; } |
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ISteamNetworking *SteamGameServerNetworking() { return m_pSteamGameServerNetworking; } |
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ISteamGameServerStats *SteamGameServerStats() { return m_pSteamGameServerStats; } |
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ISteamHTTP *SteamHTTP() { return m_pSteamHTTP; } |
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ISteamInventory *SteamInventory() { return m_pSteamInventory; } |
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ISteamUGC *SteamUGC() { return m_pSteamUGC; } |
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private: |
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ISteamGameServer *m_pSteamGameServer; |
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ISteamUtils *m_pSteamGameServerUtils; |
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ISteamNetworking *m_pSteamGameServerNetworking; |
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ISteamGameServerStats *m_pSteamGameServerStats; |
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ISteamHTTP *m_pSteamHTTP; |
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ISteamInventory *m_pSteamInventory; |
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ISteamUGC *m_pSteamUGC; |
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}; |
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inline CSteamGameServerAPIContext::CSteamGameServerAPIContext() |
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{ |
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Clear(); |
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} |
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inline void CSteamGameServerAPIContext::Clear() |
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{ |
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m_pSteamGameServer = NULL; |
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m_pSteamGameServerUtils = NULL; |
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m_pSteamGameServerNetworking = NULL; |
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m_pSteamGameServerStats = NULL; |
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m_pSteamHTTP = NULL; |
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m_pSteamInventory = NULL; |
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m_pSteamUGC = NULL; |
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} |
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S_API ISteamClient *g_pSteamClientGameServer; |
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// This function must be inlined so the module using steam_api.dll gets the version names they want. |
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inline bool CSteamGameServerAPIContext::Init() |
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{ |
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if ( !g_pSteamClientGameServer ) |
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return false; |
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HSteamUser hSteamUser = SteamGameServer_GetHSteamUser(); |
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HSteamPipe hSteamPipe = SteamGameServer_GetHSteamPipe(); |
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m_pSteamGameServer = g_pSteamClientGameServer->GetISteamGameServer( hSteamUser, hSteamPipe, STEAMGAMESERVER_INTERFACE_VERSION ); |
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if ( !m_pSteamGameServer ) |
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return false; |
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m_pSteamGameServerUtils = g_pSteamClientGameServer->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION ); |
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if ( !m_pSteamGameServerUtils ) |
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return false; |
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m_pSteamGameServerNetworking = g_pSteamClientGameServer->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION ); |
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if ( !m_pSteamGameServerNetworking ) |
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return false; |
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m_pSteamGameServerStats = g_pSteamClientGameServer->GetISteamGameServerStats( hSteamUser, hSteamPipe, STEAMGAMESERVERSTATS_INTERFACE_VERSION ); |
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if ( !m_pSteamGameServerStats ) |
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return false; |
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m_pSteamHTTP = g_pSteamClientGameServer->GetISteamHTTP( hSteamUser, hSteamPipe, STEAMHTTP_INTERFACE_VERSION ); |
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if ( !m_pSteamHTTP ) |
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return false; |
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m_pSteamInventory = g_pSteamClientGameServer->GetISteamInventory( hSteamUser, hSteamPipe, STEAMINVENTORY_INTERFACE_VERSION ); |
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if ( !m_pSteamInventory ) |
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return false; |
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m_pSteamUGC = g_pSteamClientGameServer->GetISteamUGC( hSteamUser, hSteamPipe, STEAMUGC_INTERFACE_VERSION ); |
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if ( !m_pSteamUGC ) |
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return false; |
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return true; |
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} |
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#endif // VERSION_SAFE_STEAM_API_INTERFACES |
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#endif // STEAM_GAMESERVER_H
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