diff --git a/dll/dll.cpp b/dll/dll.cpp index 80d3820..7e1d45c 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -482,9 +482,33 @@ S_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser() return SERVER_HSTEAMUSER; } -S_API bool S_CALLTYPE SteamGameServer_InitSafe(uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) +//See: SteamGameServer_Init +//S_API bool S_CALLTYPE SteamGameServer_InitSafe(uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) +S_API bool S_CALLTYPE SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 ) { - return SteamInternal_GameServer_Init( unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString ); + const char *pchVersionString; + EServerMode serverMode; + uint16 usQueryPort; + SteamGameServerClient(); + bool logon_anon = false; + if (strcmp(old_gameserver, "SteamGameServer010") == 0 || strstr(old_gameserver, "SteamGameServer00") == old_gameserver) { + PRINT_DEBUG("Old game server init safe\n"); + pchVersionString = (char *)unknown3; + memcpy(&serverMode, &unknown1, sizeof(serverMode)); + memcpy(&usQueryPort, (char *)&eServerMode, sizeof(usQueryPort)); + logon_anon = true; + } else { + pchVersionString = (char *)unknown1; + serverMode = eServerMode; + usQueryPort = unknown; + } + + bool ret = SteamInternal_GameServer_Init( unIP, usSteamPort, usGamePort, usQueryPort, serverMode, pchVersionString ); + if (logon_anon) { + get_steam_client()->steam_gameserver->LogOnAnonymous(); + } + + return ret; } S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) @@ -495,9 +519,37 @@ S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, return get_steam_client()->steam_gameserver->InitGameServer(unIP, usGamePort, usQueryPort, eServerMode, 0, pchVersionString); } -S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) +//SteamGameServer004 and before: +//S_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, int nGameAppId, const char *pchGameDir, const char *pchVersionString ); +//SteamGameServer010 and before: +//S_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString ); +//SteamGameServer011 and later: +//S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); +S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 ) { - return SteamInternal_GameServer_Init( unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString ); + const char *pchVersionString; + EServerMode serverMode; + uint16 usQueryPort; + SteamGameServerClient(); + bool logon_anon = false; + if (strcmp(old_gameserver, "SteamGameServer010") == 0 || strstr(old_gameserver, "SteamGameServer00") == old_gameserver) { + PRINT_DEBUG("Old game server init\n"); + pchVersionString = (char *)unknown3; + memcpy(&serverMode, &unknown1, sizeof(serverMode)); + memcpy(&usQueryPort, (char *)&eServerMode, sizeof(usQueryPort)); + logon_anon = true; + } else { + pchVersionString = (char *)unknown1; + serverMode = eServerMode; + usQueryPort = unknown; + } + + bool ret = SteamInternal_GameServer_Init( unIP, usSteamPort, usGamePort, usQueryPort, serverMode, pchVersionString ); + if (logon_anon) { + get_steam_client()->steam_gameserver->LogOnAnonymous(); + } + + return ret; } S_API void SteamGameServer_Shutdown() diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 6377209..be7c378 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -477,6 +477,26 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte PRINT_DEBUG("GetISteamGameServer %s\n", pchVersion); if (!hSteamPipe || !hSteamUser) return NULL; if (!server_init) return NULL; + if (strcmp(pchVersion, "SteamGameServer005") == 0) { + return (ISteamGameServer *)(void *)(ISteamGameServer005 *)steam_gameserver; + } else if (strcmp(pchVersion, "SteamGameServer006") == 0) { + return (ISteamGameServer *)(void *)(ISteamGameServer008 *)steam_gameserver; + } else if (strcmp(pchVersion, "SteamGameServer007") == 0) { + return (ISteamGameServer *)(void *)(ISteamGameServer008 *)steam_gameserver; + } else if (strcmp(pchVersion, "SteamGameServer008") == 0) { + return (ISteamGameServer *)(void *)(ISteamGameServer008 *)steam_gameserver; + } else if (strcmp(pchVersion, "SteamGameServer009") == 0) { + return (ISteamGameServer *)(void *)(ISteamGameServer009 *)steam_gameserver; + } else if (strcmp(pchVersion, "SteamGameServer010") == 0) { + return (ISteamGameServer *)(void *)(ISteamGameServer010 *)steam_gameserver; + } else if (strcmp(pchVersion, "SteamGameServer011") == 0) { + return (ISteamGameServer *)(void *)(ISteamGameServer011 *)steam_gameserver; + } else if (strcmp(pchVersion, STEAMGAMESERVER_INTERFACE_VERSION) == 0) { + return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver; + } else { + return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver; + } + return steam_gameserver; } diff --git a/dll/steam_gameserver.cpp b/dll/steam_gameserver.cpp index 04aec65..c8eb202 100644 --- a/dll/steam_gameserver.cpp +++ b/dll/steam_gameserver.cpp @@ -55,6 +55,7 @@ bool Steam_GameServer::InitGameServer( uint32 unIP, uint16 usGamePort, uint16 us server_data.set_query_port(usQueryPort); server_data.set_offline(false); if (!settings->get_local_game_id().AppID()) settings->set_game_id(CGameID(nGameAppId)); + //TODO: flags should be k_unServerFlag flags = unFlags; policy_response_called = false; call_servers_connected = false; @@ -123,6 +124,14 @@ void Steam_GameServer::LogOn( const char *pszToken ) logged_in = true; } +void Steam_GameServer::LogOn( + const char *pszAccountName, + const char *pszPassword + ) +{ + PRINT_DEBUG("LogOn %s %s\n", pszAccountName, pszPassword); + LogOn(pszAccountName); +} /// Login to a generic, anonymous account. /// @@ -136,6 +145,11 @@ void Steam_GameServer::LogOnAnonymous() logged_in = true; } +void Steam_GameServer::LogOn() +{ + PRINT_DEBUG("LogOn\n"); + LogOnAnonymous(); +} /// Begin process of logging game server out of steam void Steam_GameServer::LogOff() @@ -370,6 +384,78 @@ bool Steam_GameServer::BUpdateUserData( CSteamID steamIDUser, const char *pchPla return true; } +// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once. +// +// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below. +// +// Input: nGameAppID - The Steam assigned AppID for the game +// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below) +// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY) +// unGamePort - The port which the server is listening for client connections on +// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported +// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests +// pchGameDir - A unique string identifier for your game +// pchVersion - The current version of the server as a string like 1.0.0.0 +// bLanMode - Is this a LAN only server? +// +// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used, +// and stop calling it in SteamGameServer_Init()? +bool Steam_GameServer::BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, + uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) +{ + PRINT_DEBUG("BSetServerType\n"); + std::lock_guard lock(global_mutex); + server_data.set_ip(unGameIP); + server_data.set_port(unGamePort); + server_data.set_query_port(usQueryPort); + server_data.set_spectator_port(unSpectatorPort); + + std::string version(pchVersion); + version.erase(std::remove(version.begin(), version.end(), ' '), version.end()); + version.erase(std::remove(version.begin(), version.end(), '.'), version.end()); + server_data.set_version(stoi(version)); + + //TODO? + return true; +} + +// Updates server status values which shows up in the server browser and matchmaking APIs +void Steam_GameServer::UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers, + const char *pchServerName, const char *pSpectatorServerName, + const char *pchMapName ) +{ + PRINT_DEBUG("UpdateServerStatus\n"); + std::lock_guard lock(global_mutex); + server_data.set_num_players(cPlayers); + server_data.set_max_player_count(cPlayersMax); + server_data.set_bot_player_count(cBotPlayers); + server_data.set_server_name(pchServerName); + server_data.set_spectator_server_name(pSpectatorServerName); + server_data.set_map_name(pchMapName); +} + +// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now). +void Steam_GameServer::UpdateSpectatorPort( uint16 unSpectatorPort ) +{ + PRINT_DEBUG("UpdateSpectatorPort\n"); + SetSpectatorPort(unSpectatorPort); +} + +// Sets a string defining the "gametype" 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 +void Steam_GameServer::SetGameType( const char *pchGameType ) +{ + PRINT_DEBUG("SetGameType\n"); + std::lock_guard lock(global_mutex); +} + +// Ask if a user has a specific achievement for this game, will get a callback on reply +bool Steam_GameServer::BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) +{ + PRINT_DEBUG("BGetUserAchievementStatus\n"); + std::lock_guard lock(global_mutex); + return false; +} // New auth system APIs - do not mix with the old auth system APIs. // ---------------------------------------------------------------- diff --git a/dll/steam_gameserver.h b/dll/steam_gameserver.h index d1d2942..a6a6f11 100644 --- a/dll/steam_gameserver.h +++ b/dll/steam_gameserver.h @@ -28,7 +28,13 @@ struct Gameserver_Outgoing_Packet { uint16 port; }; -class Steam_GameServer : public ISteamGameServer +class Steam_GameServer : +public ISteamGameServer005, +public ISteamGameServer008, +public ISteamGameServer009, +public ISteamGameServer010, +public ISteamGameServer011, +public ISteamGameServer { class Settings *settings; class Networking *network; @@ -88,6 +94,11 @@ public: /// @see SteamServerConnectFailure_t /// @see SteamServersDisconnected_t void LogOn( const char *pszToken ); + void LogOn( + const char *pszAccountName, + const char *pszPassword + ); + void LogOn(); /// Login to a generic, anonymous account. /// @@ -195,6 +206,40 @@ public: // Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player) bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ); + // You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once. + // + // To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below. + // + // Input: nGameAppID - The Steam assigned AppID for the game + // unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below) + // unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY) + // unGamePort - The port which the server is listening for client connections on + // unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported + // usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests + // pchGameDir - A unique string identifier for your game + // pchVersion - The current version of the server as a string like 1.0.0.0 + // bLanMode - Is this a LAN only server? + // + // bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used, + // and stop calling it in SteamGameServer_Init()? + bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, + uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ); + + // Updates server status values which shows up in the server browser and matchmaking APIs + void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers, + const char *pchServerName, const char *pSpectatorServerName, + const char *pchMapName ); + + // This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now). + void UpdateSpectatorPort( uint16 unSpectatorPort ); + + // Sets a string defining the "gametype" 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 + void SetGameType( const char *pchGameType ); + + // Ask if a user has a specific achievement for this game, will get a callback on reply + bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ); + // New auth system APIs - do not mix with the old auth system APIs. // ---------------------------------------------------------------- diff --git a/sdk_includes/isteamgameserver005.h b/sdk_includes/isteamgameserver005.h new file mode 100644 index 0000000..dc365d0 --- /dev/null +++ b/sdk_includes/isteamgameserver005.h @@ -0,0 +1,84 @@ + +#ifndef ISTEAMGAMESERVER005_H +#define ISTEAMGAMESERVER005_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamGameServer005 +{ +public: + // connection functions + virtual void LogOn() = 0; + virtual void LogOff() = 0; + + // status functions + virtual bool BLoggedOn() = 0; + virtual bool BSecure() = 0; + virtual CSteamID GetSteamID() = 0; + + // 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; + + // You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once. + // + // To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below. + // + // Input: nGameAppID - The Steam assigned AppID for the game + // unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below) + // unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY) + // unGamePort - The port which the server is listening for client connections on + // unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported + // usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests + // pchGameDir - A unique string identifier for your game + // pchVersion - The current version of the server as a string like 1.0.0.0 + // bLanMode - Is this a LAN only server? + // + // bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used, + // and stop calling it in SteamGameServer_Init()? + virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, + uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0; + + // Updates server status values which shows up in the server browser and matchmaking APIs + virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers, + const char *pchServerName, const char *pSpectatorServerName, + const char *pchMapName ) = 0; + + // This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now). + virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0; + + // Sets a string defining the "gametype" 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 + virtual void SetGameType( const char *pchGameType ) = 0; + + // Ask if a user has a specific achievement for this game, will get a callback on reply + virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0; +}; + +#endif // ISTEAMGAMESERVER005_H diff --git a/sdk_includes/isteamgameserver008.h b/sdk_includes/isteamgameserver008.h new file mode 100644 index 0000000..8c3b35e --- /dev/null +++ b/sdk_includes/isteamgameserver008.h @@ -0,0 +1,96 @@ + +#ifndef ISTEAMGAMESERVER008_H +#define ISTEAMGAMESERVER008_H +#ifdef STEAM_WIN32 +#pragma once +#endif +//same as 007 and 006 +class ISteamGameServer008 +{ +public: + // connection functions + virtual void LogOn() = 0; + virtual void LogOff() = 0; + + // status functions + virtual bool BLoggedOn() = 0; + virtual bool BSecure() = 0; + virtual CSteamID GetSteamID() = 0; + + // 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; + + // You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once. + // + // To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below. + // + // Input: nGameAppID - The Steam assigned AppID for the game + // unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below) + // unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY) + // unGamePort - The port which the server is listening for client connections on + // unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported + // usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests + // pchGameDir - A unique string identifier for your game + // pchVersion - The current version of the server as a string like 1.0.0.0 + // bLanMode - Is this a LAN only server? + // + // bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used, + // and stop calling it in SteamGameServer_Init()? + virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, + uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0; + + // Updates server status values which shows up in the server browser and matchmaking APIs + virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers, + const char *pchServerName, const char *pSpectatorServerName, + const char *pchMapName ) = 0; + + // This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now). + virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0; + + // Sets a string defining the "gametype" 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 + virtual void SetGameType( const char *pchGameType ) = 0; + + // Ask if a user has a specific achievement for this game, will get a callback on reply + virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0; + + // Ask for the gameplay stats for the server. Results returned in a callback + virtual void GetGameplayStats( ) = 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; + + // 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; +}; + +#endif // ISTEAMGAMESERVER008_H diff --git a/sdk_includes/isteamgameserver009.h b/sdk_includes/isteamgameserver009.h new file mode 100644 index 0000000..a765a36 --- /dev/null +++ b/sdk_includes/isteamgameserver009.h @@ -0,0 +1,106 @@ + +#ifndef ISTEAMGAMESERVER009_H +#define ISTEAMGAMESERVER009_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamGameServer009 +{ +public: + // connection functions + virtual void LogOn() = 0; + virtual void LogOff() = 0; + + // status functions + virtual bool BLoggedOn() = 0; + virtual bool BSecure() = 0; + virtual CSteamID GetSteamID() = 0; + + // 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; + + // You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once. + // + // To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below. + // + // Input: nGameAppID - The Steam assigned AppID for the game + // unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below) + // unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY) + // unGamePort - The port which the server is listening for client connections on + // unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported + // usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests + // pchGameDir - A unique string identifier for your game + // pchVersion - The current version of the server as a string like 1.0.0.0 + // bLanMode - Is this a LAN only server? + // + // bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used, + // and stop calling it in SteamGameServer_Init()? + virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, + uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0; + + // Updates server status values which shows up in the server browser and matchmaking APIs + virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers, + const char *pchServerName, const char *pSpectatorServerName, + const char *pchMapName ) = 0; + + // This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now). + virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0; + + // Sets a string defining the "gametype" 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 + virtual void SetGameType( const char *pchGameType ) = 0; + + // Ask if a user has a specific achievement for this game, will get a callback on reply + virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0; + + // Ask for the gameplay stats for the server. Results returned in a callback + virtual void GetGameplayStats( ) = 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; + + // 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; + + // 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) + virtual void SetGameData( const char *pchGameData) = 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; +}; + +#endif // ISTEAMGAMESERVER009_H diff --git a/sdk_includes/isteamgameserver010.h b/sdk_includes/isteamgameserver010.h new file mode 100644 index 0000000..a918e59 --- /dev/null +++ b/sdk_includes/isteamgameserver010.h @@ -0,0 +1,124 @@ + +#ifndef ISTEAMGAMESERVER010_H +#define ISTEAMGAMESERVER010_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamGameServer010 +{ +public: + // connection functions + virtual void LogOn() = 0; + virtual void LogOff() = 0; + + // status functions + virtual bool BLoggedOn() = 0; + virtual bool BSecure() = 0; + virtual CSteamID GetSteamID() = 0; + + // 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; + + // You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once. + // + // To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below. + // + // Input: nGameAppID - The Steam assigned AppID for the game + // unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below) + // unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY) + // unGamePort - The port which the server is listening for client connections on + // unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported + // usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests + // pchGameDir - A unique string identifier for your game + // pchVersion - The current version of the server as a string like 1.0.0.0 + // bLanMode - Is this a LAN only server? + // + // bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used, + // and stop calling it in SteamGameServer_Init()? + virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, + uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0; + + // Updates server status values which shows up in the server browser and matchmaking APIs + virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers, + const char *pchServerName, const char *pSpectatorServerName, + const char *pchMapName ) = 0; + + // This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now). + virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 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 + virtual void SetGameTags( const char *pchGameTags ) = 0; + + // Ask for the gameplay stats for the server. Results returned in a callback + virtual void GetGameplayStats( ) = 0; + + // Gets the reputation score for the game server. This API also checks if the server or some + // other server on the same IP is banned from the Steam master servers. + virtual SteamAPICall_t GetServerReputation( ) = 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; + + // 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; + + // 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) + virtual void SetGameData( const char *pchGameData) = 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; + + // 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; +}; + +#endif // ISTEAMGAMESERVER010_H diff --git a/sdk_includes/isteamgameserver011.h b/sdk_includes/isteamgameserver011.h new file mode 100644 index 0000000..2971cf4 --- /dev/null +++ b/sdk_includes/isteamgameserver011.h @@ -0,0 +1,240 @@ + +#ifndef ISTEAMGAMESERVER011_H +#define ISTEAMGAMESERVER011_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamGameServer011 +{ +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 *pszAccountName, + const char *pszPassword + ) = 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; + 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 + 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 + virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0; +}; + +#endif // ISTEAMGAMESERVER011_H diff --git a/sdk_includes/steam_gameserver.h b/sdk_includes/steam_gameserver.h index 1b5c9f0..e3c7db0 100644 --- a/sdk_includes/steam_gameserver.h +++ b/sdk_includes/steam_gameserver.h @@ -12,6 +12,11 @@ #include "steam_api.h" #include "isteamgameserver.h" +#include "isteamgameserver011.h" +#include "isteamgameserver010.h" +#include "isteamgameserver009.h" +#include "isteamgameserver008.h" +#include "isteamgameserver005.h" #include "isteamgameserverstats.h" enum EServerMode @@ -40,10 +45,11 @@ enum EServerMode // 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.) +#ifndef STEAM_API_EXPORTS S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); +#endif S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); - // Shutdown SteamGameSeverXxx interfaces, log out, and free resources. S_API void SteamGameServer_Shutdown();