| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237 |
- //====== 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- // server is out of date.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();
- // If your application contains modules which could be built against different Steamworks SDK
- // versions, then you should define VERSION_SAFE_STEAM_API_INTERFACES to enforce that you cannot
- // use the version-less global accessors. Instead, create and use CSteamGameServerAPIContext
- // objects to retrieve interface pointers which are appropriate for your Steamworks SDK headers.
- #if !defined( VERSION_SAFE_STEAM_API_INTERFACES ) && !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( VERSION_SAFE_STEAM_API_INTERFACES ) && !defined( STEAM_API_EXPORTS )
- inline CSteamGameServerAPIContext& SteamGameServerInternal_ModuleContext()
- {
- // 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* ctx[ sizeof(CSteamGameServerAPIContext)/sizeof(void*) ];
- return *(CSteamGameServerAPIContext*)ctx;
- }
- #define _STEAMINTERNAL_ACCESSOR_BODY( AccessFunc ) \
- if ( !SteamGameServer_GetHSteamPipe() ) return 0; \
- CSteamGameServerAPIContext &ctx = SteamGameServerInternal_ModuleContext(); \
- if ( !ctx.AccessFunc() ) ctx.Init(); \
- return ctx.AccessFunc();
- inline ISteamClient *SteamGameServerClient() { _STEAMINTERNAL_ACCESSOR_BODY( SteamClient ) }
- inline ISteamGameServer *SteamGameServer() { _STEAMINTERNAL_ACCESSOR_BODY( SteamGameServer ) }
- inline ISteamUtils *SteamGameServerUtils() { _STEAMINTERNAL_ACCESSOR_BODY( SteamGameServerUtils ) }
- inline ISteamNetworking *SteamGameServerNetworking() { _STEAMINTERNAL_ACCESSOR_BODY( SteamGameServerNetworking ) }
- inline ISteamGameServerStats *SteamGameServerStats() { _STEAMINTERNAL_ACCESSOR_BODY( SteamGameServerStats ) }
- inline ISteamHTTP *SteamGameServerHTTP() { _STEAMINTERNAL_ACCESSOR_BODY( SteamHTTP ) }
- inline ISteamInventory *SteamGameServerInventory() { _STEAMINTERNAL_ACCESSOR_BODY( SteamInventory ) }
- inline ISteamUGC *SteamGameServerUGC() { _STEAMINTERNAL_ACCESSOR_BODY( SteamUGC ) }
- inline ISteamApps *SteamGameServerApps() { _STEAMINTERNAL_ACCESSOR_BODY( SteamApps ) }
- #undef _STEAMINTERNAL_ACCESSOR_BODY
- #endif // !defined( VERSION_SAFE_STEAM_API_INTERFACES ) && !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
|