// BlitzSteam - Steam wrapper for Blitz // Copyright (C) 2015 Xaymar (Michael Fabian Dirks) // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see . #include "BlitzSteam.h" // 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- The version string is usually in the form x.x.x.x, and is used by the master server to detect when the // server is out of date.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.) DLL(uint32_t) BS_SteamGameServer_Init(uint32_t unIP, uint16_t usSteamPort, uint16_t usGamePort, uint16_t usQueryPort, EServerMode eServerMode, const char *pchVersionString) { return SteamGameServer_Init(unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString); } DLL(void) BS_SteamGameServer_Shutdown() { SteamGameServer_Shutdown(); } DLL(void) BS_SteamGameServer_RunCallbacks() { SteamGameServer_RunCallbacks(); } DLL(uint32_t) BS_SteamGameServer_IsSecure() { return SteamGameServer_BSecure(); } DLL(CSteamID*) BS_SteamGameServer_GetSteamID() { return new CSteamID(SteamGameServer_GetSteamID()); } //----------------------------------------------------------------------------------------------------------------------------------------------------------// // 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 //----------------------------------------------------------------------------------------------------------------------------------------------------------// DLL(HSteamPipe) BS_SteamGameServer_GetHSteamPipe() { return SteamGameServer_GetHSteamPipe(); } // ISteamGameServer Stuff //----------------------------------------------------------------------------- // Purpose: Functions for authenticating users via Steam to play on a game server //----------------------------------------------------------------------------- DLL(ISteamGameServer*) BS_SteamGameServer() { return SteamGameServer(); } // // 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 DLL(uint32_t) BS_ISteamGameServer_InitGameServer(ISteamGameServer* pSteamGameServer, uint32_t unIP, uint16_t usGamePort, uint16_t usQueryPort, uint32_t unFlags, AppId_t nGameAppId, const char *pchVersionString) { return pSteamGameServer->InitGameServer(unIP, usGamePort, usQueryPort, unFlags, nGameAppId, pchVersionString); } /// 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. DLL(void) BS_ISteamGameServer_SetProduct(ISteamGameServer* pSteamGameServer, const char *pszProduct) { pSteamGameServer->SetProduct(pszProduct); } /// 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. DLL(void) BS_ISteamGameServer_SetGameDescription(ISteamGameServer* pSteamGameServer, const char *pszGameDescription) { pSteamGameServer->SetGameDescription(pszGameDescription); } /// 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 DLL(void) BS_ISteamGameServer_SetModDir(ISteamGameServer* pSteamGameServer, const char *pszModDir) { pSteamGameServer->SetModDir(pszModDir); } /// Is this is a dedicated server? The default value is false. DLL(void) BS_ISteamGameServer_SetDedicatedServer(ISteamGameServer* pSteamGameServer, uint32_t bDedicated) { pSteamGameServer->SetDedicatedServer(!!bDedicated); } // // 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 DLL(void) BS_ISteamGameServer_LogOn(ISteamGameServer* pSteamGameServer, const char *pszToken) { pSteamGameServer->LogOn(pszToken); } /// 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. DLL(void) BS_ISteamGameServer_LogOnAnonymous(ISteamGameServer* pSteamGameServer) { pSteamGameServer->LogOnAnonymous(); } /// Begin process of logging game server out of steam DLL(void) BS_ISteamGameServer_LogOff(ISteamGameServer* pSteamGameServer) { pSteamGameServer->LogOff(); } // status functions DLL(uint32_t) BS_ISteamGameServer_IsLoggedOn(ISteamGameServer* pSteamGameServer) { return pSteamGameServer->BLoggedOn(); } DLL(uint32_t) BS_ISteamGameServer_IsSecure(ISteamGameServer* pSteamGameServer) { return pSteamGameServer->BSecure(); } DLL(CSteamID*) BS_ISteamGameServer_GetSteamID(ISteamGameServer* pSteamGameServer) { return new CSteamID(pSteamGameServer->GetSteamID()); } /// Returns true if the master server has requested a restart. /// Only returns true once per request. DLL(uint32_t) BS_ISteamGameServer_WasRestartRequested(ISteamGameServer* pSteamGameServer) { return pSteamGameServer->WasRestartRequested(); } // // Server state. These properties may be changed at any time. // /// Max player count that will be reported to server browser and client queries DLL(void) BS_ISteamGameServer_SetMaxPlayerCount(ISteamGameServer* pSteamGameServer, int32_t cPlayersMax) { pSteamGameServer->SetMaxPlayerCount(cPlayersMax); } /// Number of bots. Default value is zero DLL(void) BS_ISteamGameServer_SetBotPlayerCount(ISteamGameServer* pSteamGameServer, int32_t cBotplayers) { pSteamGameServer->SetBotPlayerCount(cBotplayers); } /// Set the name of server as it will appear in the server browser /// /// @see k_cbMaxGameServerName DLL(void) BS_ISteamGameServer_SetServerName(ISteamGameServer* pSteamGameServer, const char *pszServerName) { pSteamGameServer->SetServerName(pszServerName); } /// Set name of map to report in the server browser /// /// @see k_cbMaxGameServerName DLL(void) BS_ISteamGameServer_SetMapName(ISteamGameServer* pSteamGameServer, const char *pszMapName) { pSteamGameServer->SetMapName(pszMapName); } /// Let people know if your server will require a password DLL(void) BS_ISteamGameServer_SetPasswordProtected(ISteamGameServer* pSteamGameServer, uint32_t bPasswordProtected) { pSteamGameServer->SetPasswordProtected(!!bPasswordProtected); } /// Spectator server. The default value is zero, meaning the service /// is not used. DLL(void) BS_ISteamGameServer_SetSpectatorPort(ISteamGameServer* pSteamGameServer, uint16_t unSpectatorPort) { pSteamGameServer->SetSpectatorPort(unSpectatorPort); } /// Name of the spectator server. (Only used if spectator port is nonzero.) /// /// @see k_cbMaxGameServerMapName DLL(void) BS_ISteamGameServer_SetSpectatorServerName(ISteamGameServer* pSteamGameServer, const char *pszSpectatorServerName) { pSteamGameServer->SetSpectatorServerName(pszSpectatorServerName); } /// Call this to clear the whole list of key/values that are sent in rules queries. DLL(void) BS_ISteamGameServer_ClearAllKeyValues(ISteamGameServer* pSteamGameServer) { pSteamGameServer->ClearAllKeyValues(); } /// Call this to add/update a key/value pair. DLL(void) BS_ISteamGameServer_SetKeyValue(ISteamGameServer* pSteamGameServer, const char *pKey, const char *pValue) { pSteamGameServer->SetKeyValue(pKey, pValue); } /// 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 DLL(void) BS_ISteamGameServer_SetGameTags(ISteamGameServer* pSteamGameServer, const char *pchGameTags) { pSteamGameServer->SetGameTags(pchGameTags); } /// 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 DLL(void) BS_ISteamGameServer_SetGameData(ISteamGameServer* pSteamGameServer, const char *pchGameData) { pSteamGameServer->SetGameData(pchGameData); } /// Region identifier. This is an optional field, the default value is empty, meaning the "world" region DLL(void) BS_ISteamGameServer_SetRegion(ISteamGameServer* pSteamGameServer, const char *pszRegion) { pSteamGameServer->SetRegion(pszRegion); } // // 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) DLL(uint32_t) BS_ISteamGameServer_SendUserConnectAndAuthenticate(ISteamGameServer* pSteamGameServer, uint32_t unIPClient, const void *pvAuthBlob, uint32_t cubAuthBlobSize, CSteamID *pSteamIDUser) { return pSteamGameServer->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser); } // 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. DLL(CSteamID*) BS_ISteamGameServer_CreateUnauthenticatedUserConnection(ISteamGameServer* pSteamGameServer) { return new CSteamID(pSteamGameServer->CreateUnauthenticatedUserConnection()); } // 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. DLL(void) BS_ISteamGameServer_SendUserDisconnect(ISteamGameServer* pSteamGameServer, CSteamID* pSteamIDUser) { pSteamGameServer->SendUserDisconnect(*pSteamIDUser); } // 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) DLL(uint32_t) BS_ISteamGameServer_UpdateUserData(ISteamGameServer* pSteamGameServer, CSteamID* pSteamIDUser, const char *pchPlayerName, uint32_t uScore) { return pSteamGameServer->BUpdateUserData(*pSteamIDUser, pchPlayerName, uScore); } // 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. DLL(HAuthTicket) BS_ISteamGameServer_GetAuthSessionTicket(ISteamGameServer* pSteamGameServer, void *pTicket, int32_t cbMaxTicket, uint32_t *pcbTicket) { return pSteamGameServer->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket); } // 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 ) DLL(EBeginAuthSessionResult) BS_ISteamGameServer_BeginAuthSession(ISteamGameServer* pSteamGameServer, const void *pAuthTicket, int32_t cbAuthTicket, CSteamID* pSteamID) { return pSteamGameServer->BeginAuthSession(pAuthTicket, cbAuthTicket, *pSteamID); } // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity DLL(void) BS_ISteamGameServer_EndAuthSession(ISteamGameServer* pSteamGameServer, CSteamID* pSteamID) { pSteamGameServer->EndAuthSession(*pSteamID); } // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to DLL(void) BS_ISteamGameServer_CancelAuthTicket(ISteamGameServer* pSteamGameServer, HAuthTicket hAuthTicket) { pSteamGameServer->CancelAuthTicket(hAuthTicket); } // 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. DLL(EUserHasLicenseForAppResult) BS_ISteamGameServer_UserHasLicenseForApp(ISteamGameServer* pSteamGameServer, CSteamID* pSteamID, AppId_t appID) { return pSteamGameServer->UserHasLicenseForApp(*pSteamID, appID); } // 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 DLL(uint32_t) BS_ISteamGameServer_RequestUserGroupStatus(ISteamGameServer* pSteamGameServer, CSteamID* pSteamIDUser, CSteamID* pSteamIDGroup) { return pSteamGameServer->RequestUserGroupStatus(*pSteamIDUser, *pSteamIDGroup); } // 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 DLL(uint32_t) BS_ISteamGameServer_GetPublicIP(ISteamGameServer* pSteamGameServer) { return pSteamGameServer->GetPublicIP(); } // 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. DLL(uint32_t) BS_ISteamGameServer_HandleIncomingPacket(ISteamGameServer* pSteamGameServer, const void *pData, int32_t cbData, uint32_t srcIP, uint16_t srcPort) { return pSteamGameServer->HandleIncomingPacket(pData, cbData, srcIP, srcPort); } // 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. DLL(uint32_t) BS_ISteamGameServer_GetNextOutgoingPacket(ISteamGameServer* pSteamGameServer, void *pOut, int32_t cbMaxOut, uint32_t *pNetAdr, uint16_t *pPort) { return pSteamGameServer->GetNextOutgoingPacket(pOut, cbMaxOut, pNetAdr, pPort); } // // 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). DLL(void) BS_ISteamGameServer_EnableHeartbeats(ISteamGameServer* pSteamGameServer, uint32_t bActive) { pSteamGameServer->EnableHeartbeats(!!bActive); } // You usually don't need to modify this. // Pass -1 to use the default value for iHeartbeatInterval. // Some mods change this. DLL(void) BS_ISteamGameServer_SetHeartbeatInterval(ISteamGameServer* pSteamGameServer, int32_t iHeartbeatInterval) { pSteamGameServer->SetHeartbeatInterval(iHeartbeatInterval); } // Force a heartbeat to steam at the next opportunity DLL(void) BS_ISteamGameServer_ForceHeartbeat(ISteamGameServer* pSteamGameServer) { pSteamGameServer->ForceHeartbeat(); } // associate this game server with this clan for the purposes of computing player compat DLL(SteamAPICall_t*) BS_ISteamGameServer_AssociateWithClan(ISteamGameServer* pSteamGameServer, CSteamID* pSteamIDClan) { return new SteamAPICall_t(pSteamGameServer->AssociateWithClan(*pSteamIDClan)); } // ask if any of the current players dont want to play with this new player - or vice versa DLL(SteamAPICall_t*) BS_ISteamGameServer_ComputeNewPlayerCompatibility(ISteamGameServer* pSteamGameServer, CSteamID* pSteamIDNewPlayer) { return new SteamAPICall_t(pSteamGameServer->ComputeNewPlayerCompatibility(*pSteamIDNewPlayer)); }