371 lines
18 KiB
C++
371 lines
18 KiB
C++
// BlitzSteam - Steam wrapper for Blitz
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// Copyright (C) 2015 Xaymar (Michael Fabian Dirks)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "BlitzSteam.h"
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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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DLL(uint32_t) BS_SteamGameServer_Init(uint32_t unIP, uint16_t usSteamPort, uint16_t usGamePort, uint16_t usQueryPort, EServerMode eServerMode, const char *pchVersionString) {
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return SteamGameServer_Init(unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString);
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}
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DLL(void) BS_SteamGameServer_Shutdown() {
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SteamGameServer_Shutdown();
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}
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DLL(void) BS_SteamGameServer_RunCallbacks() {
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SteamGameServer_RunCallbacks();
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}
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DLL(uint32_t) BS_SteamGameServer_IsSecure() {
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return SteamGameServer_BSecure();
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}
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DLL(CSteamID*) BS_SteamGameServer_GetSteamID() {
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return new CSteamID(SteamGameServer_GetSteamID());
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}
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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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DLL(HSteamPipe) BS_SteamGameServer_GetHSteamPipe() {
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return SteamGameServer_GetHSteamPipe();
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}
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// ISteamGameServer Stuff
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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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DLL(ISteamGameServer*) BS_SteamGameServer() {
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return SteamGameServer();
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}
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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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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) {
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return pSteamGameServer->InitGameServer(unIP, usGamePort, usQueryPort, unFlags, nGameAppId, pchVersionString);
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}
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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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DLL(void) BS_ISteamGameServer_SetProduct(ISteamGameServer* pSteamGameServer, const char *pszProduct) {
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pSteamGameServer->SetProduct(pszProduct);
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}
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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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DLL(void) BS_ISteamGameServer_SetGameDescription(ISteamGameServer* pSteamGameServer, const char *pszGameDescription) {
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pSteamGameServer->SetGameDescription(pszGameDescription);
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}
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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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DLL(void) BS_ISteamGameServer_SetModDir(ISteamGameServer* pSteamGameServer, const char *pszModDir) {
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pSteamGameServer->SetModDir(pszModDir);
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}
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/// Is this is a dedicated server? The default value is false.
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DLL(void) BS_ISteamGameServer_SetDedicatedServer(ISteamGameServer* pSteamGameServer, uint32_t bDedicated) {
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pSteamGameServer->SetDedicatedServer(!!bDedicated);
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}
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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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DLL(void) BS_ISteamGameServer_LogOn(ISteamGameServer* pSteamGameServer, const char *pszToken) {
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pSteamGameServer->LogOn(pszToken);
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}
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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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DLL(void) BS_ISteamGameServer_LogOnAnonymous(ISteamGameServer* pSteamGameServer) {
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pSteamGameServer->LogOnAnonymous();
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}
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/// Begin process of logging game server out of steam
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DLL(void) BS_ISteamGameServer_LogOff(ISteamGameServer* pSteamGameServer) {
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pSteamGameServer->LogOff();
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}
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// status functions
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DLL(uint32_t) BS_ISteamGameServer_IsLoggedOn(ISteamGameServer* pSteamGameServer) {
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return pSteamGameServer->BLoggedOn();
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}
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DLL(uint32_t) BS_ISteamGameServer_IsSecure(ISteamGameServer* pSteamGameServer) {
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return pSteamGameServer->BSecure();
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}
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DLL(CSteamID*) BS_ISteamGameServer_GetSteamID(ISteamGameServer* pSteamGameServer) {
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return new CSteamID(pSteamGameServer->GetSteamID());
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}
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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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DLL(uint32_t) BS_ISteamGameServer_WasRestartRequested(ISteamGameServer* pSteamGameServer) {
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return pSteamGameServer->WasRestartRequested();
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}
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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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DLL(void) BS_ISteamGameServer_SetMaxPlayerCount(ISteamGameServer* pSteamGameServer, int32_t cPlayersMax) {
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pSteamGameServer->SetMaxPlayerCount(cPlayersMax);
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}
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/// Number of bots. Default value is zero
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DLL(void) BS_ISteamGameServer_SetBotPlayerCount(ISteamGameServer* pSteamGameServer, int32_t cBotplayers) {
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pSteamGameServer->SetBotPlayerCount(cBotplayers);
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}
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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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DLL(void) BS_ISteamGameServer_SetServerName(ISteamGameServer* pSteamGameServer, const char *pszServerName) {
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pSteamGameServer->SetServerName(pszServerName);
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}
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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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DLL(void) BS_ISteamGameServer_SetMapName(ISteamGameServer* pSteamGameServer, const char *pszMapName) {
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pSteamGameServer->SetMapName(pszMapName);
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}
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/// Let people know if your server will require a password
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DLL(void) BS_ISteamGameServer_SetPasswordProtected(ISteamGameServer* pSteamGameServer, uint32_t bPasswordProtected) {
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pSteamGameServer->SetPasswordProtected(!!bPasswordProtected);
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}
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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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DLL(void) BS_ISteamGameServer_SetSpectatorPort(ISteamGameServer* pSteamGameServer, uint16_t unSpectatorPort) {
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pSteamGameServer->SetSpectatorPort(unSpectatorPort);
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}
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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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DLL(void) BS_ISteamGameServer_SetSpectatorServerName(ISteamGameServer* pSteamGameServer, const char *pszSpectatorServerName) {
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pSteamGameServer->SetSpectatorServerName(pszSpectatorServerName);
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}
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/// Call this to clear the whole list of key/values that are sent in rules queries.
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DLL(void) BS_ISteamGameServer_ClearAllKeyValues(ISteamGameServer* pSteamGameServer) {
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pSteamGameServer->ClearAllKeyValues();
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}
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/// Call this to add/update a key/value pair.
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DLL(void) BS_ISteamGameServer_SetKeyValue(ISteamGameServer* pSteamGameServer, const char *pKey, const char *pValue) {
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pSteamGameServer->SetKeyValue(pKey, pValue);
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}
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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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DLL(void) BS_ISteamGameServer_SetGameTags(ISteamGameServer* pSteamGameServer, const char *pchGameTags) {
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pSteamGameServer->SetGameTags(pchGameTags);
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}
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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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DLL(void) BS_ISteamGameServer_SetGameData(ISteamGameServer* pSteamGameServer, const char *pchGameData) {
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pSteamGameServer->SetGameData(pchGameData);
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}
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/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
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DLL(void) BS_ISteamGameServer_SetRegion(ISteamGameServer* pSteamGameServer, const char *pszRegion) {
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pSteamGameServer->SetRegion(pszRegion);
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}
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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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DLL(uint32_t) BS_ISteamGameServer_SendUserConnectAndAuthenticate(ISteamGameServer* pSteamGameServer, uint32_t unIPClient, const void *pvAuthBlob, uint32_t cubAuthBlobSize, CSteamID *pSteamIDUser) {
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return pSteamGameServer->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser);
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}
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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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DLL(CSteamID*) BS_ISteamGameServer_CreateUnauthenticatedUserConnection(ISteamGameServer* pSteamGameServer) {
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return new CSteamID(pSteamGameServer->CreateUnauthenticatedUserConnection());
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}
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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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DLL(void) BS_ISteamGameServer_SendUserDisconnect(ISteamGameServer* pSteamGameServer, CSteamID* pSteamIDUser) {
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pSteamGameServer->SendUserDisconnect(*pSteamIDUser);
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}
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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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DLL(uint32_t) BS_ISteamGameServer_UpdateUserData(ISteamGameServer* pSteamGameServer, CSteamID* pSteamIDUser, const char *pchPlayerName, uint32_t uScore) {
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return pSteamGameServer->BUpdateUserData(*pSteamIDUser, pchPlayerName, uScore);
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}
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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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DLL(HAuthTicket) BS_ISteamGameServer_GetAuthSessionTicket(ISteamGameServer* pSteamGameServer, void *pTicket, int32_t cbMaxTicket, uint32_t *pcbTicket) {
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return pSteamGameServer->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket);
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}
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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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DLL(EBeginAuthSessionResult) BS_ISteamGameServer_BeginAuthSession(ISteamGameServer* pSteamGameServer, const void *pAuthTicket, int32_t cbAuthTicket, CSteamID* pSteamID) {
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return pSteamGameServer->BeginAuthSession(pAuthTicket, cbAuthTicket, *pSteamID);
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}
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// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
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DLL(void) BS_ISteamGameServer_EndAuthSession(ISteamGameServer* pSteamGameServer, CSteamID* pSteamID) {
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pSteamGameServer->EndAuthSession(*pSteamID);
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}
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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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DLL(void) BS_ISteamGameServer_CancelAuthTicket(ISteamGameServer* pSteamGameServer, HAuthTicket hAuthTicket) {
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pSteamGameServer->CancelAuthTicket(hAuthTicket);
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}
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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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DLL(EUserHasLicenseForAppResult) BS_ISteamGameServer_UserHasLicenseForApp(ISteamGameServer* pSteamGameServer, CSteamID* pSteamID, AppId_t appID) {
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return pSteamGameServer->UserHasLicenseForApp(*pSteamID, appID);
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}
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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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DLL(uint32_t) BS_ISteamGameServer_RequestUserGroupStatus(ISteamGameServer* pSteamGameServer, CSteamID* pSteamIDUser, CSteamID* pSteamIDGroup) {
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return pSteamGameServer->RequestUserGroupStatus(*pSteamIDUser, *pSteamIDGroup);
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}
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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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DLL(uint32_t) BS_ISteamGameServer_GetPublicIP(ISteamGameServer* pSteamGameServer) {
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return pSteamGameServer->GetPublicIP();
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}
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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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DLL(uint32_t) BS_ISteamGameServer_HandleIncomingPacket(ISteamGameServer* pSteamGameServer, const void *pData, int32_t cbData, uint32_t srcIP, uint16_t srcPort) {
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return pSteamGameServer->HandleIncomingPacket(pData, cbData, srcIP, srcPort);
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}
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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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DLL(uint32_t) BS_ISteamGameServer_GetNextOutgoingPacket(ISteamGameServer* pSteamGameServer, void *pOut, int32_t cbMaxOut, uint32_t *pNetAdr, uint16_t *pPort) {
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return pSteamGameServer->GetNextOutgoingPacket(pOut, cbMaxOut, pNetAdr, pPort);
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}
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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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DLL(void) BS_ISteamGameServer_EnableHeartbeats(ISteamGameServer* pSteamGameServer, uint32_t bActive) {
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pSteamGameServer->EnableHeartbeats(!!bActive);
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}
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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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DLL(void) BS_ISteamGameServer_SetHeartbeatInterval(ISteamGameServer* pSteamGameServer, int32_t iHeartbeatInterval) {
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pSteamGameServer->SetHeartbeatInterval(iHeartbeatInterval);
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}
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// Force a heartbeat to steam at the next opportunity
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DLL(void) BS_ISteamGameServer_ForceHeartbeat(ISteamGameServer* pSteamGameServer) {
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pSteamGameServer->ForceHeartbeat();
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}
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// associate this game server with this clan for the purposes of computing player compat
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DLL(SteamAPICall_t*) BS_ISteamGameServer_AssociateWithClan(ISteamGameServer* pSteamGameServer, CSteamID* pSteamIDClan) {
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return new SteamAPICall_t(pSteamGameServer->AssociateWithClan(*pSteamIDClan));
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}
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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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DLL(SteamAPICall_t*) BS_ISteamGameServer_ComputeNewPlayerCompatibility(ISteamGameServer* pSteamGameServer, CSteamID* pSteamIDNewPlayer) {
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return new SteamAPICall_t(pSteamGameServer->ComputeNewPlayerCompatibility(*pSteamIDNewPlayer));
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} |