gbe_fork/dll/steam_masterserver_updater.cpp

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/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator 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.
The Goldberg Emulator 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
#include "dll/steam_masterserver_updater.h"
// old games like appid 50300 use this interface instead of ISteamGameServer
// we use it as a proxy for ISteamGameServer since it has an equivalent API
// and handles the actual game server logic
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void Steam_Masterserver_Updater::steam_callback(void *object, Common_Message *msg)
{
// PRINT_DEBUG_ENTRY();
Steam_Masterserver_Updater *steam_masterserverupdater = (Steam_Masterserver_Updater *)object;
steam_masterserverupdater->Callback(msg);
}
void Steam_Masterserver_Updater::steam_run_every_runcb(void *object)
{
// PRINT_DEBUG_ENTRY();
Steam_Masterserver_Updater *steam_masterserverupdater = (Steam_Masterserver_Updater *)object;
steam_masterserverupdater->RunCallbacks();
}
Steam_Masterserver_Updater::Steam_Masterserver_Updater(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb, class Steam_GameServer *gameserver)
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{
this->settings = settings;
this->network = network;
this->callback_results = callback_results;
this->callbacks = callbacks;
this->run_every_runcb = run_every_runcb;
this->gameserver = gameserver;
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this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Masterserver_Updater::steam_callback, this);
this->run_every_runcb->add(&Steam_Masterserver_Updater::steam_run_every_runcb, this);
}
Steam_Masterserver_Updater::~Steam_Masterserver_Updater()
{
this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Masterserver_Updater::steam_callback, this);
this->run_every_runcb->remove(&Steam_Masterserver_Updater::steam_run_every_runcb, this);
}
// Call this as often as you like to tell the master server updater whether or not
// you want it to be active (default: off).
void Steam_Masterserver_Updater::SetActive( bool bActive )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
gameserver->EnableHeartbeats(bActive);
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}
// You usually don't need to modify this.
// Pass -1 to use the default value for iHeartbeatInterval.
// Some mods change this.
void Steam_Masterserver_Updater::SetHeartbeatInterval( int iHeartbeatInterval )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
gameserver->SetHeartbeatInterval(iHeartbeatInterval);
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}
// These are in GameSocketShare mode, where instead of ISteamMasterServerUpdater 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.
bool Steam_Masterserver_Updater::HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return gameserver->HandleIncomingPacket(pData, cbData, srcIP, srcPort);
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}
// 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.
int Steam_Masterserver_Updater::GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return gameserver->GetNextOutgoingPacket(pOut, cbMaxOut, pNetAdr, pPort);
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}
// Functions to set various fields that are used to respond to queries.
// Call this to set basic data that is passed to the server browser.
void Steam_Masterserver_Updater::SetBasicServerData(
unsigned short nProtocolVersion,
bool bDedicatedServer,
const char *pRegionName,
const char *pProductName,
unsigned short nMaxReportedClients,
bool bPasswordProtected,
const char *pGameDescription )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
gameserver->SetDedicatedServer(bDedicatedServer);
gameserver->SetRegion(pRegionName);
gameserver->SetProduct(pProductName);
gameserver->SetMaxPlayerCount(nMaxReportedClients);
gameserver->SetPasswordProtected(bPasswordProtected);
gameserver->SetGameDescription(pGameDescription);
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}
// Call this to clear the whole list of key/values that are sent in rules queries.
void Steam_Masterserver_Updater::ClearAllKeyValues()
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
gameserver->ClearAllKeyValues();
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}
// Call this to add/update a key/value pair.
void Steam_Masterserver_Updater::SetKeyValue( const char *pKey, const char *pValue )
{
PRINT_DEBUG("TODO '%s'='%s'", pKey, pValue);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
gameserver->SetKeyValue(pKey, pValue);
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}
// You can call this upon shutdown to clear out data stored for this game server and
// to tell the master servers that this server is going away.
void Steam_Masterserver_Updater::NotifyShutdown()
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
gameserver->LogOff();
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}
// Returns true if the master server has requested a restart.
// Only returns true once per request.
bool Steam_Masterserver_Updater::WasRestartRequested()
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return gameserver->WasRestartRequested();
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}
// Force it to request a heartbeat from the master servers.
void Steam_Masterserver_Updater::ForceHeartbeat()
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
gameserver->ForceHeartbeat();
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}
// Manually edit and query the master server list.
// It will provide name resolution and use the default master server port if none is provided.
bool Steam_Masterserver_Updater::AddMasterServer( const char *pServerAddress )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return true;
}
bool Steam_Masterserver_Updater::RemoveMasterServer( const char *pServerAddress )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return true;
}
int Steam_Masterserver_Updater::GetNumMasterServers()
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return 0;
}
// Returns the # of bytes written to pOut.
int Steam_Masterserver_Updater::GetMasterServerAddress( int iServer, char *pOut, int outBufferSize )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return 0;
}
void Steam_Masterserver_Updater::RunCallbacks()
{
}
void Steam_Masterserver_Updater::Callback(Common_Message *msg)
{
if (msg->has_low_level()) {
if (msg->low_level().type() == Low_Level::CONNECT) {
}
if (msg->low_level().type() == Low_Level::DISCONNECT) {
}
}
}