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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 "steam_gameserver.h"
# define SEND_SERVER_RATE 5.0
Steam_GameServer : : Steam_GameServer ( class Settings * settings , class Networking * network , class SteamCallBacks * callbacks )
{
this - > network = network ;
this - > settings = settings ;
server_data . set_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
this - > callbacks = callbacks ;
ticket_manager = new Auth_Ticket_Manager ( settings , network , callbacks ) ;
}
Steam_GameServer : : ~ Steam_GameServer ( )
{
delete ticket_manager ;
}
//
// 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
bool Steam_GameServer : : InitGameServer ( uint32 unIP , uint16 usGamePort , uint16 usQueryPort , uint32 unFlags , AppId_t nGameAppId , const char * pchVersionString )
{
PRINT_DEBUG ( " InitGameServer \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
if ( logged_in ) return false ; // may not be changed after logged in.
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if ( ! pchVersionString ) pchVersionString = " " ;
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std : : string version ( pchVersionString ) ;
version . erase ( std : : remove ( version . begin ( ) , version . end ( ) , ' ' ) , version . end ( ) ) ;
version . erase ( std : : remove ( version . begin ( ) , version . end ( ) , ' . ' ) , version . end ( ) ) ;
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try {
server_data . set_version ( std : : stoi ( version ) ) ;
} catch ( . . . ) {
PRINT_DEBUG ( " InitGameServer: not a number: %s \n " , pchVersionString ) ;
server_data . set_version ( 0 ) ;
}
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server_data . set_ip ( unIP ) ;
server_data . set_port ( usGamePort ) ;
server_data . set_query_port ( usQueryPort ) ;
server_data . set_offline ( false ) ;
if ( ! settings - > get_local_game_id ( ) . AppID ( ) ) settings - > set_game_id ( CGameID ( nGameAppId ) ) ;
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//TODO: flags should be k_unServerFlag
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flags = unFlags ;
policy_response_called = false ;
call_servers_connected = false ;
call_servers_disconnected = false ;
return true ;
}
/// 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.
void Steam_GameServer : : SetProduct ( const char * pszProduct )
{
PRINT_DEBUG ( " SetProduct \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
server_data . set_product ( pszProduct ) ;
}
/// Description of the game. This is a required field and is displayed in the steam server browser....for now.
/// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
void Steam_GameServer : : SetGameDescription ( const char * pszGameDescription )
{
PRINT_DEBUG ( " SetGameDescription \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
server_data . set_game_description ( pszGameDescription ) ;
}
/// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
/// this application is the original game, not a mod.
///
/// @see k_cbMaxGameServerGameDir
void Steam_GameServer : : SetModDir ( const char * pszModDir )
{
PRINT_DEBUG ( " SetModDir \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
server_data . set_mod_dir ( pszModDir ) ;
}
/// Is this is a dedicated server? The default value is false.
void Steam_GameServer : : SetDedicatedServer ( bool bDedicated )
{
PRINT_DEBUG ( " SetDedicatedServer \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
server_data . set_dedicated_server ( bDedicated ) ;
}
//
// Login
//
/// Begin process to login to a persistent game server account
///
/// You need to register for callbacks to determine the result of this operation.
/// @see SteamServersConnected_t
/// @see SteamServerConnectFailure_t
/// @see SteamServersDisconnected_t
void Steam_GameServer : : LogOn ( const char * pszToken )
{
PRINT_DEBUG ( " LogOn %s \n " , pszToken ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
call_servers_connected = true ;
logged_in = true ;
}
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void Steam_GameServer : : LogOn (
const char * pszAccountName ,
const char * pszPassword
)
{
PRINT_DEBUG ( " LogOn %s %s \n " , pszAccountName , pszPassword ) ;
LogOn ( pszAccountName ) ;
}
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/// 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.
void Steam_GameServer : : LogOnAnonymous ( )
{
PRINT_DEBUG ( " LogOnAnonymous \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
call_servers_connected = true ;
logged_in = true ;
}
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void Steam_GameServer : : LogOn ( )
{
PRINT_DEBUG ( " LogOn \n " ) ;
LogOnAnonymous ( ) ;
}
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/// Begin process of logging game server out of steam
void Steam_GameServer : : LogOff ( )
{
PRINT_DEBUG ( " LogOff \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
if ( logged_in ) {
call_servers_disconnected = true ;
}
logged_in = false ;
}
// status functions
bool Steam_GameServer : : BLoggedOn ( )
{
PRINT_DEBUG ( " BLoggedOn \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return logged_in ;
}
bool Steam_GameServer : : BSecure ( )
{
PRINT_DEBUG ( " BSecure \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
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if ( ! policy_response_called ) return false ;
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return ! ! ( flags & k_unServerFlagSecure ) ;
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}
CSteamID Steam_GameServer : : GetSteamID ( )
{
PRINT_DEBUG ( " Steam_GameServer::GetSteamID \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
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if ( ! logged_in ) return k_steamIDNil ;
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return settings - > get_local_steam_id ( ) ;
}
/// Returns true if the master server has requested a restart.
/// Only returns true once per request.
bool Steam_GameServer : : WasRestartRequested ( )
{
PRINT_DEBUG ( " WasRestartRequested \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return false ;
}
//
// Server state. These properties may be changed at any time.
//
/// Max player count that will be reported to server browser and client queries
void Steam_GameServer : : SetMaxPlayerCount ( int cPlayersMax )
{
PRINT_DEBUG ( " SetMaxPlayerCount \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
server_data . set_max_player_count ( cPlayersMax ) ;
}
/// Number of bots. Default value is zero
void Steam_GameServer : : SetBotPlayerCount ( int cBotplayers )
{
PRINT_DEBUG ( " SetBotPlayerCount \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
server_data . set_bot_player_count ( cBotplayers ) ;
}
/// Set the name of server as it will appear in the server browser
///
/// @see k_cbMaxGameServerName
void Steam_GameServer : : SetServerName ( const char * pszServerName )
{
PRINT_DEBUG ( " SetServerName \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
server_data . set_server_name ( pszServerName ) ;
}
/// Set name of map to report in the server browser
///
/// @see k_cbMaxGameServerName
void Steam_GameServer : : SetMapName ( const char * pszMapName )
{
PRINT_DEBUG ( " SetMapName \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
server_data . set_map_name ( pszMapName ) ;
}
/// Let people know if your server will require a password
void Steam_GameServer : : SetPasswordProtected ( bool bPasswordProtected )
{
PRINT_DEBUG ( " SetPasswordProtected \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
server_data . set_password_protected ( bPasswordProtected ) ;
}
/// Spectator server. The default value is zero, meaning the service
/// is not used.
void Steam_GameServer : : SetSpectatorPort ( uint16 unSpectatorPort )
{
PRINT_DEBUG ( " SetSpectatorPort \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
server_data . set_spectator_port ( unSpectatorPort ) ;
}
/// Name of the spectator server. (Only used if spectator port is nonzero.)
///
/// @see k_cbMaxGameServerMapName
void Steam_GameServer : : SetSpectatorServerName ( const char * pszSpectatorServerName )
{
PRINT_DEBUG ( " SetSpectatorServerName \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
server_data . set_spectator_server_name ( pszSpectatorServerName ) ;
}
/// Call this to clear the whole list of key/values that are sent in rules queries.
void Steam_GameServer : : ClearAllKeyValues ( )
{
PRINT_DEBUG ( " ClearAllKeyValues \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
server_data . clear_values ( ) ;
}
/// Call this to add/update a key/value pair.
void Steam_GameServer : : SetKeyValue ( const char * pKey , const char * pValue )
{
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PRINT_DEBUG ( " SetKeyValue %s %s \n " , pKey , pValue ) ;
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std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
( * server_data . mutable_values ( ) ) [ std : : string ( pKey ) ] = std : : string ( pValue ) ;
}
/// Sets a string defining the "gametags" for this server, this is optional, but if it is set
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
///
/// @see k_cbMaxGameServerTags
void Steam_GameServer : : SetGameTags ( const char * pchGameTags )
{
PRINT_DEBUG ( " SetGameTags \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
server_data . set_tags ( pchGameTags ) ;
}
/// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
/// don't set this unless it actually changes, its only uploaded to the master once (when
/// acknowledged)
///
/// @see k_cbMaxGameServerGameData
void Steam_GameServer : : SetGameData ( const char * pchGameData )
{
PRINT_DEBUG ( " SetGameData \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
server_data . set_gamedata ( pchGameData ) ;
}
/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
void Steam_GameServer : : SetRegion ( const char * pszRegion )
{
PRINT_DEBUG ( " SetRegion \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
server_data . set_region ( pszRegion ) ;
}
//
// Player list management / authentication
//
// Handles receiving a new connection from a Steam user. This call will ask the Steam
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
// are off-line, then it will validate the cached ticket itself which will validate app ownership
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
// and must then be sent up to the game server for authentication.
//
// Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
bool Steam_GameServer : : SendUserConnectAndAuthenticate ( uint32 unIPClient , const void * pvAuthBlob , uint32 cubAuthBlobSize , CSteamID * pSteamIDUser )
{
PRINT_DEBUG ( " SendUserConnectAndAuthenticate %u %u \n " , unIPClient , cubAuthBlobSize ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return ticket_manager - > SendUserConnectAndAuthenticate ( unIPClient , pvAuthBlob , cubAuthBlobSize , pSteamIDUser ) ;
}
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void Steam_GameServer : : SendUserConnectAndAuthenticate ( CSteamID steamIDUser , uint32 unIPClient , void * pvAuthBlob , uint32 cubAuthBlobSize )
{
SendUserConnectAndAuthenticate ( unIPClient , pvAuthBlob , cubAuthBlobSize , NULL ) ;
}
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// 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.
CSteamID Steam_GameServer : : CreateUnauthenticatedUserConnection ( )
{
PRINT_DEBUG ( " CreateUnauthenticatedUserConnection \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return ticket_manager - > fakeUser ( ) ;
}
// 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.
void Steam_GameServer : : SendUserDisconnect ( CSteamID steamIDUser )
{
PRINT_DEBUG ( " SendUserDisconnect \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
ticket_manager - > endAuth ( steamIDUser ) ;
}
// 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)
bool Steam_GameServer : : BUpdateUserData ( CSteamID steamIDUser , const char * pchPlayerName , uint32 uScore )
{
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PRINT_DEBUG ( " BUpdateUserData %llu %s %u \n " , steamIDUser . ConvertToUint64 ( ) , pchPlayerName , uScore ) ;
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return true ;
}
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// 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 < std : : recursive_mutex > 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 ) ) ;
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flags = unServerFlags ;
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//TODO?
return true ;
}
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bool Steam_GameServer : : BSetServerType ( int32 nGameAppId , uint32 unServerFlags , uint32 unGameIP , uint16 unGamePort ,
uint16 unSpectatorPort , uint16 usQueryPort , const char * pchGameDir , const char * pchVersion , bool bLANMode )
{
return BSetServerType ( unServerFlags , unGameIP , unGamePort , unSpectatorPort , usQueryPort , pchGameDir , pchVersion , bLANMode ) ;
}
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// 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 < std : : recursive_mutex > 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 < std : : recursive_mutex > 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 < std : : recursive_mutex > lock ( global_mutex ) ;
return false ;
}
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// 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.
HAuthTicket Steam_GameServer : : GetAuthSessionTicket ( void * pTicket , int cbMaxTicket , uint32 * pcbTicket )
{
PRINT_DEBUG ( " Steam_GameServer::GetAuthSessionTicket \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return ticket_manager - > getTicket ( pTicket , cbMaxTicket , pcbTicket ) ;
}
// Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused
// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
EBeginAuthSessionResult Steam_GameServer : : BeginAuthSession ( const void * pAuthTicket , int cbAuthTicket , CSteamID steamID )
{
PRINT_DEBUG ( " Steam_GameServer::BeginAuthSession %i %llu \n " , cbAuthTicket , steamID . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return ticket_manager - > beginAuth ( pAuthTicket , cbAuthTicket , steamID ) ;
}
// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
void Steam_GameServer : : EndAuthSession ( CSteamID steamID )
{
PRINT_DEBUG ( " Steam_GameServer::EndAuthSession %llu \n " , steamID . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
ticket_manager - > endAuth ( steamID ) ;
}
// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
void Steam_GameServer : : CancelAuthTicket ( HAuthTicket hAuthTicket )
{
PRINT_DEBUG ( " Steam_GameServer::CancelAuthTicket \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
ticket_manager - > cancelTicket ( hAuthTicket ) ;
}
// After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function
// to determine if the user owns downloadable content specified by the provided AppID.
EUserHasLicenseForAppResult Steam_GameServer : : UserHasLicenseForApp ( CSteamID steamID , AppId_t appID )
{
PRINT_DEBUG ( " Steam_GameServer::UserHasLicenseForApp \n " ) ;
return k_EUserHasLicenseResultHasLicense ;
}
// 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
bool Steam_GameServer : : RequestUserGroupStatus ( CSteamID steamIDUser , CSteamID steamIDGroup )
{
PRINT_DEBUG ( " RequestUserGroupStatus \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return true ;
}
// these two functions s are deprecated, and will not return results
// they will be removed in a future version of the SDK
void Steam_GameServer : : GetGameplayStats ( )
{
PRINT_DEBUG ( " GetGameplayStats \n " ) ;
}
STEAM_CALL_RESULT ( GSReputation_t )
SteamAPICall_t Steam_GameServer : : GetServerReputation ( )
{
PRINT_DEBUG ( " GetServerReputation \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 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
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uint32 Steam_GameServer : : GetPublicIP_old ( )
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{
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PRINT_DEBUG ( " GetPublicIP_old \n " ) ;
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std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
uint32 ip = network - > getOwnIP ( ) ;
PRINT_DEBUG ( " %X \n " , ip ) ;
return ip ;
}
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SteamIPAddress_t Steam_GameServer : : GetPublicIP ( )
{
PRINT_DEBUG ( " GetPublicIP \n " ) ;
SteamIPAddress_t ip = SteamIPAddress_t : : IPv4Any ( ) ;
ip . m_unIPv4 = GetPublicIP_old ( ) ;
return ip ;
}
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void Steam_GameServer : : GetPublicIP_fix ( SteamIPAddress_t * out )
{
PRINT_DEBUG ( " GetPublicIP_fix \n " ) ;
if ( out ) * out = GetPublicIP ( ) ;
}
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// 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.
bool Steam_GameServer : : HandleIncomingPacket ( const void * pData , int cbData , uint32 srcIP , uint16 srcPort )
{
PRINT_DEBUG ( " HandleIncomingPacket %i %X %i \n " , cbData , srcIP , srcPort ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return true ;
}
// 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_GameServer : : GetNextOutgoingPacket ( void * pOut , int cbMaxOut , uint32 * pNetAdr , uint16 * pPort )
{
PRINT_DEBUG ( " GetNextOutgoingPacket \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
if ( outgoing_packets . size ( ) = = 0 ) return 0 ;
if ( outgoing_packets . back ( ) . data . size ( ) < cbMaxOut ) cbMaxOut = outgoing_packets . back ( ) . data . size ( ) ;
if ( pOut ) memcpy ( pOut , outgoing_packets . back ( ) . data . data ( ) , cbMaxOut ) ;
if ( pNetAdr ) * pNetAdr = outgoing_packets . back ( ) . ip ;
if ( pPort ) * pPort = outgoing_packets . back ( ) . port ;
outgoing_packets . pop_back ( ) ;
return cbMaxOut ;
}
//
// 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).
void Steam_GameServer : : EnableHeartbeats ( bool bActive )
{
PRINT_DEBUG ( " EnableHeartbeats \n " ) ;
}
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/// Indicate whether you wish to be listed on the master server list
/// and/or respond to server browser / LAN discovery packets.
/// The server starts with this value set to false. You should set all
/// relevant server parameters before enabling advertisement on the server.
///
/// (This function used to be named EnableHeartbeats, so if you are wondering
/// where that function went, it's right here. It does the same thing as before,
/// the old name was just confusing.)
void Steam_GameServer : : SetAdvertiseServerActive ( bool bActive )
{
PRINT_DEBUG ( " SetAdvertiseServerActive \n " ) ;
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_GameServer : : SetHeartbeatInterval ( int iHeartbeatInterval )
{
PRINT_DEBUG ( " SetHeartbeatInterval \n " ) ;
}
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void Steam_GameServer : : SetMasterServerHeartbeatInterval_DEPRECATED ( int iHeartbeatInterval )
{
PRINT_DEBUG ( " SetMasterServerHeartbeatInterval_DEPRECATED \n " ) ;
}
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// Force a heartbeat to steam at the next opportunity
void Steam_GameServer : : ForceHeartbeat ( )
{
PRINT_DEBUG ( " ForceHeartbeat \n " ) ;
}
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void Steam_GameServer : : ForceMasterServerHeartbeat_DEPRECATED ( )
{
PRINT_DEBUG ( " ForceMasterServerHeartbeat_DEPRECATED \n " ) ;
}
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// associate this game server with this clan for the purposes of computing player compat
STEAM_CALL_RESULT ( AssociateWithClanResult_t )
SteamAPICall_t Steam_GameServer : : AssociateWithClan ( CSteamID steamIDClan )
{
PRINT_DEBUG ( " AssociateWithClan \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
// ask if any of the current players dont want to play with this new player - or vice versa
STEAM_CALL_RESULT ( ComputeNewPlayerCompatibilityResult_t )
SteamAPICall_t Steam_GameServer : : ComputeNewPlayerCompatibility ( CSteamID steamIDNewPlayer )
{
PRINT_DEBUG ( " ComputeNewPlayerCompatibility \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
void Steam_GameServer : : RunCallbacks ( )
{
bool temp_call_servers_connected = call_servers_connected ;
bool temp_call_servers_disconnected = call_servers_disconnected ;
call_servers_disconnected = call_servers_connected = false ;
if ( temp_call_servers_connected ) {
PRINT_DEBUG ( " Steam_GameServer::SteamServersConnected_t \n " ) ;
SteamServersConnected_t data ;
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callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) , 0.1 ) ;
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}
if ( logged_in & & ! policy_response_called ) {
PRINT_DEBUG ( " Steam_GameServer::GSPolicyResponse_t \n " ) ;
GSPolicyResponse_t data ;
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data . m_bSecure = ! ! ( flags & k_unServerFlagSecure ) ;
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callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) , 0.11 ) ;
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policy_response_called = true ;
}
if ( logged_in & & check_timedout ( last_sent_server_info , SEND_SERVER_RATE ) ) {
PRINT_DEBUG ( " Steam_GameServer Sending Gameserver \n " ) ;
Common_Message msg ;
msg . set_source_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
server_data . set_appid ( settings - > get_local_game_id ( ) . AppID ( ) ) ;
msg . set_allocated_gameserver ( new Gameserver ( server_data ) ) ;
msg . mutable_gameserver ( ) - > set_num_players ( ticket_manager - > countInboundAuth ( ) ) ;
network - > sendToAllIndividuals ( & msg , true ) ;
last_sent_server_info = std : : chrono : : high_resolution_clock : : now ( ) ;
}
if ( temp_call_servers_disconnected ) {
SteamServersDisconnected_t data ;
data . m_eResult = k_EResultOK ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
if ( ! logged_in ) {
Common_Message msg ;
msg . set_source_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
msg . set_allocated_gameserver ( new Gameserver ( server_data ) ) ;
msg . mutable_gameserver ( ) - > set_offline ( true ) ;
network - > sendToAllIndividuals ( & msg , true ) ;
}
}
}