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- //====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
- //
- // Purpose: interface to steam for game servers
- //
- //=============================================================================
- #ifndef ISTEAMGAMESERVER_H
- #define ISTEAMGAMESERVER_H
- #ifdef _WIN32
- #pragma once
- #endif
- #include "isteamclient.h"
- #define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
- //-----------------------------------------------------------------------------
- // Purpose: Functions for authenticating users via Steam to play on a game server
- //-----------------------------------------------------------------------------
- class ISteamGameServer
- {
- public:
- //
- // Basic server data. These properties, if set, must be set before before calling LogOn. They
- // may not be changed after logged in.
- //
- /// This is called by SteamGameServer_Init, and you will usually not need to call it directly
- virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0;
- /// Game product identifier. This is currently used by the master server for version checking purposes.
- /// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
- virtual void SetProduct( const char *pszProduct ) = 0;
- /// Description of the game. This is a required field and is displayed in the steam server browser....for now.
- /// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
- virtual void SetGameDescription( const char *pszGameDescription ) = 0;
- /// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
- /// this application is the original game, not a mod.
- ///
- /// @see k_cbMaxGameServerGameDir
- virtual void SetModDir( const char *pszModDir ) = 0;
- /// Is this is a dedicated server? The default value is false.
- virtual void SetDedicatedServer( bool bDedicated ) = 0;
- //
- // Login
- //
- /// Begin process to login to a persistent game server account
- ///
- /// You need to register for callbacks to determine the result of this operation.
- /// @see SteamServersConnected_t
- /// @see SteamServerConnectFailure_t
- /// @see SteamServersDisconnected_t
- virtual void LogOn( const char *pszToken ) = 0;
- /// Login to a generic, anonymous account.
- ///
- /// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,
- /// but this is no longer the case.
- virtual void LogOnAnonymous() = 0;
- /// Begin process of logging game server out of steam
- virtual void LogOff() = 0;
-
- // status functions
- virtual bool BLoggedOn() = 0;
- virtual bool BSecure() = 0;
- virtual CSteamID GetSteamID() = 0;
- /// Returns true if the master server has requested a restart.
- /// Only returns true once per request.
- virtual bool WasRestartRequested() = 0;
- //
- // Server state. These properties may be changed at any time.
- //
- /// Max player count that will be reported to server browser and client queries
- virtual void SetMaxPlayerCount( int cPlayersMax ) = 0;
- /// Number of bots. Default value is zero
- virtual void SetBotPlayerCount( int cBotplayers ) = 0;
- /// Set the name of server as it will appear in the server browser
- ///
- /// @see k_cbMaxGameServerName
- virtual void SetServerName( const char *pszServerName ) = 0;
- /// Set name of map to report in the server browser
- ///
- /// @see k_cbMaxGameServerName
- virtual void SetMapName( const char *pszMapName ) = 0;
- /// Let people know if your server will require a password
- virtual void SetPasswordProtected( bool bPasswordProtected ) = 0;
- /// Spectator server. The default value is zero, meaning the service
- /// is not used.
- virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0;
- /// Name of the spectator server. (Only used if spectator port is nonzero.)
- ///
- /// @see k_cbMaxGameServerMapName
- virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0;
- /// Call this to clear the whole list of key/values that are sent in rules queries.
- virtual void ClearAllKeyValues() = 0;
-
- /// Call this to add/update a key/value pair.
- virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0;
- /// Sets a string defining the "gametags" for this server, this is optional, but if it is set
- /// it allows users to filter in the matchmaking/server-browser interfaces based on the value
- ///
- /// @see k_cbMaxGameServerTags
- virtual void SetGameTags( const char *pchGameTags ) = 0;
- /// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
- /// it allows users to filter in the matchmaking/server-browser interfaces based on the value
- /// don't set this unless it actually changes, its only uploaded to the master once (when
- /// acknowledged)
- ///
- /// @see k_cbMaxGameServerGameData
- virtual void SetGameData( const char *pchGameData ) = 0;
- /// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
- virtual void SetRegion( const char *pszRegion ) = 0;
- //
- // Player list management / authentication
- //
- // Handles receiving a new connection from a Steam user. This call will ask the Steam
- // servers to validate the users identity, app ownership, and VAC status. If the Steam servers
- // are off-line, then it will validate the cached ticket itself which will validate app ownership
- // and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
- // and must then be sent up to the game server for authentication.
- //
- // 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
- // If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
- // for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
- virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
- // Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
- //
- // Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
- // when this user leaves the server just like you would for a real user.
- virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
- // Should be called whenever a user leaves our game server, this lets Steam internally
- // track which users are currently on which servers for the purposes of preventing a single
- // account being logged into multiple servers, showing who is currently on a server, etc.
- virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
- // Update the data to be displayed in the server browser and matchmaking interfaces for a user
- // currently connected to the server. For regular users you must call this after you receive a
- // GSUserValidationSuccess callback.
- //
- // Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
- virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
- // New auth system APIs - do not mix with the old auth system APIs.
- // ----------------------------------------------------------------
- // Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
- // pcbTicket retrieves the length of the actual ticket.
- virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
- // 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 )
- virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0;
- // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
- virtual void EndAuthSession( CSteamID steamID ) = 0;
- // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
- virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0;
- // 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.
- virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
- // 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
- virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0;
- // these two functions s are deprecated, and will not return results
- // they will be removed in a future version of the SDK
- virtual void GetGameplayStats( ) = 0;
- CALL_RESULT( GSReputation_t )
- virtual SteamAPICall_t GetServerReputation() = 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
- virtual uint32 GetPublicIP() = 0;
- // 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.
- virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
- // 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.
- virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
- //
- // 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).
- virtual void EnableHeartbeats( bool bActive ) = 0;
- // You usually don't need to modify this.
- // Pass -1 to use the default value for iHeartbeatInterval.
- // Some mods change this.
- virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
- // Force a heartbeat to steam at the next opportunity
- virtual void ForceHeartbeat() = 0;
- // associate this game server with this clan for the purposes of computing player compat
- CALL_RESULT( AssociateWithClanResult_t )
- virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0;
-
- // ask if any of the current players dont want to play with this new player - or vice versa
- CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
- virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0;
- };
- #define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer012"
- // game server flags
- const uint32 k_unServerFlagNone = 0x00;
- const uint32 k_unServerFlagActive = 0x01; // server has users playing
- const uint32 k_unServerFlagSecure = 0x02; // server wants to be secure
- const uint32 k_unServerFlagDedicated = 0x04; // server is dedicated
- const uint32 k_unServerFlagLinux = 0x08; // linux build
- const uint32 k_unServerFlagPassworded = 0x10; // password protected
- const uint32 k_unServerFlagPrivate = 0x20; // server shouldn't list on master server and
- // won't enforce authentication of users that connect to the server.
- // Useful when you run a server where the clients may not
- // be connected to the internet but you want them to play (i.e LANs)
- // callbacks
- #if defined( VALVE_CALLBACK_PACK_SMALL )
- #pragma pack( push, 4 )
- #elif defined( VALVE_CALLBACK_PACK_LARGE )
- #pragma pack( push, 8 )
- #else
- #error isteamclient.h must be included
- #endif
- // client has been approved to connect to this game server
- struct GSClientApprove_t
- {
- enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
- CSteamID m_SteamID; // SteamID of approved player
- CSteamID m_OwnerSteamID; // SteamID of original owner for game license
- };
- // client has been denied to connection to this game server
- struct GSClientDeny_t
- {
- enum { k_iCallback = k_iSteamGameServerCallbacks + 2 };
- CSteamID m_SteamID;
- EDenyReason m_eDenyReason;
- char m_rgchOptionalText[128];
- };
- // request the game server should kick the user
- struct GSClientKick_t
- {
- enum { k_iCallback = k_iSteamGameServerCallbacks + 3 };
- CSteamID m_SteamID;
- EDenyReason m_eDenyReason;
- };
- // NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks,
- // do not reuse them here.
- // client achievement info
- struct GSClientAchievementStatus_t
- {
- enum { k_iCallback = k_iSteamGameServerCallbacks + 6 };
- uint64 m_SteamID;
- char m_pchAchievement[128];
- bool m_bUnlocked;
- };
- // received when the game server requests to be displayed as secure (VAC protected)
- // m_bSecure is true if the game server should display itself as secure to users, false otherwise
- struct GSPolicyResponse_t
- {
- enum { k_iCallback = k_iSteamUserCallbacks + 15 };
- uint8 m_bSecure;
- };
- // GS gameplay stats info
- struct GSGameplayStats_t
- {
- enum { k_iCallback = k_iSteamGameServerCallbacks + 7 };
- EResult m_eResult; // Result of the call
- int32 m_nRank; // Overall rank of the server (0-based)
- uint32 m_unTotalConnects; // Total number of clients who have ever connected to the server
- uint32 m_unTotalMinutesPlayed; // Total number of minutes ever played on the server
- };
- // send as a reply to RequestUserGroupStatus()
- struct GSClientGroupStatus_t
- {
- enum { k_iCallback = k_iSteamGameServerCallbacks + 8 };
- CSteamID m_SteamIDUser;
- CSteamID m_SteamIDGroup;
- bool m_bMember;
- bool m_bOfficer;
- };
- // Sent as a reply to GetServerReputation()
- struct GSReputation_t
- {
- enum { k_iCallback = k_iSteamGameServerCallbacks + 9 };
- EResult m_eResult; // Result of the call;
- uint32 m_unReputationScore; // The reputation score for the game server
- bool m_bBanned; // True if the server is banned from the Steam
- // master servers
- // The following members are only filled out if m_bBanned is true. They will all
- // be set to zero otherwise. Master server bans are by IP so it is possible to be
- // banned even when the score is good high if there is a bad server on another port.
- // This information can be used to determine which server is bad.
- uint32 m_unBannedIP; // The IP of the banned server
- uint16 m_usBannedPort; // The port of the banned server
- uint64 m_ulBannedGameID; // The game ID the banned server is serving
- uint32 m_unBanExpires; // Time the ban expires, expressed in the Unix epoch (seconds since 1/1/1970)
- };
- // Sent as a reply to AssociateWithClan()
- struct AssociateWithClanResult_t
- {
- enum { k_iCallback = k_iSteamGameServerCallbacks + 10 };
- EResult m_eResult; // Result of the call;
- };
- // Sent as a reply to ComputeNewPlayerCompatibility()
- struct ComputeNewPlayerCompatibilityResult_t
- {
- enum { k_iCallback = k_iSteamGameServerCallbacks + 11 };
- EResult m_eResult; // Result of the call;
- int m_cPlayersThatDontLikeCandidate;
- int m_cPlayersThatCandidateDoesntLike;
- int m_cClanPlayersThatDontLikeCandidate;
- CSteamID m_SteamIDCandidate;
- };
- #pragma pack( pop )
- #endif // ISTEAMGAMESERVER_H
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