mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-27 19:04:19 +08:00
253 lines
8.2 KiB
C++
253 lines
8.2 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator 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 GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "dll/steam_masterserver_updater.h"
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// old games like appid 50300 use this interface instead of ISteamGameServer
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// we use it as a proxy for ISteamGameServer since it has an equivalent API
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// and handles the actual game server logic
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void Steam_Masterserver_Updater::steam_callback(void *object, Common_Message *msg)
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{
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// PRINT_DEBUG_ENTRY();
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Steam_Masterserver_Updater *steam_masterserverupdater = (Steam_Masterserver_Updater *)object;
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steam_masterserverupdater->Callback(msg);
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}
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void Steam_Masterserver_Updater::steam_run_every_runcb(void *object)
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{
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// PRINT_DEBUG_ENTRY();
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Steam_Masterserver_Updater *steam_masterserverupdater = (Steam_Masterserver_Updater *)object;
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steam_masterserverupdater->RunCallbacks();
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}
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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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{
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this->settings = settings;
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this->network = network;
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this->callback_results = callback_results;
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this->callbacks = callbacks;
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this->run_every_runcb = run_every_runcb;
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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);
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this->run_every_runcb->add(&Steam_Masterserver_Updater::steam_run_every_runcb, this);
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}
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Steam_Masterserver_Updater::~Steam_Masterserver_Updater()
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{
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this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Masterserver_Updater::steam_callback, this);
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this->run_every_runcb->remove(&Steam_Masterserver_Updater::steam_run_every_runcb, this);
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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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void Steam_Masterserver_Updater::SetActive( bool bActive )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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gameserver->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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void Steam_Masterserver_Updater::SetHeartbeatInterval( int iHeartbeatInterval )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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gameserver->SetHeartbeatInterval(iHeartbeatInterval);
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}
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// These are in GameSocketShare mode, where instead of ISteamMasterServerUpdater 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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bool Steam_Masterserver_Updater::HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return gameserver->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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int Steam_Masterserver_Updater::GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return gameserver->GetNextOutgoingPacket(pOut, cbMaxOut, pNetAdr, pPort);
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}
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// Functions to set various fields that are used to respond to queries.
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// Call this to set basic data that is passed to the server browser.
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void Steam_Masterserver_Updater::SetBasicServerData(
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unsigned short nProtocolVersion,
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bool bDedicatedServer,
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const char *pRegionName,
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const char *pProductName,
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unsigned short nMaxReportedClients,
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bool bPasswordProtected,
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const char *pGameDescription )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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gameserver->SetDedicatedServer(bDedicatedServer);
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gameserver->SetRegion(pRegionName);
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gameserver->SetProduct(pProductName);
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gameserver->SetMaxPlayerCount(nMaxReportedClients);
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gameserver->SetPasswordProtected(bPasswordProtected);
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gameserver->SetGameDescription(pGameDescription);
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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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void Steam_Masterserver_Updater::ClearAllKeyValues()
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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gameserver->ClearAllKeyValues();
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}
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// Call this to add/update a key/value pair.
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void Steam_Masterserver_Updater::SetKeyValue( const char *pKey, const char *pValue )
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{
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PRINT_DEBUG("TODO '%s'='%s'", pKey, pValue);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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gameserver->SetKeyValue(pKey, pValue);
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}
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// You can call this upon shutdown to clear out data stored for this game server and
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// to tell the master servers that this server is going away.
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void Steam_Masterserver_Updater::NotifyShutdown()
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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gameserver->LogOff();
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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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bool Steam_Masterserver_Updater::WasRestartRequested()
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return gameserver->WasRestartRequested();
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}
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// Force it to request a heartbeat from the master servers.
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void Steam_Masterserver_Updater::ForceHeartbeat()
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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gameserver->ForceHeartbeat();
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}
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// Manually edit and query the master server list.
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// It will provide name resolution and use the default master server port if none is provided.
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bool Steam_Masterserver_Updater::AddMasterServer( const char *pServerAddress )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return true;
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}
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bool Steam_Masterserver_Updater::RemoveMasterServer( const char *pServerAddress )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return true;
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}
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int Steam_Masterserver_Updater::GetNumMasterServers()
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return 0;
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}
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// Returns the # of bytes written to pOut.
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int Steam_Masterserver_Updater::GetMasterServerAddress( int iServer, char *pOut, int outBufferSize )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return 0;
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}
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void Steam_Masterserver_Updater::RunCallbacks()
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{
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}
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void Steam_Masterserver_Updater::Callback(Common_Message *msg)
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{
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if (msg->has_low_level()) {
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if (msg->low_level().type() == Low_Level::CONNECT) {
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}
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if (msg->low_level().type() == Low_Level::DISCONNECT) {
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}
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}
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}
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