/* 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 . */ #include "dll/steam_gameserver.h" #include "dll/source_query.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; this->callbacks = callbacks; auth_manager = new Auth_Manager(settings, network, callbacks); server_data.set_id(settings->get_local_steam_id().ConvertToUint64()); } Steam_GameServer::~Steam_GameServer() { delete auth_manager; auth_manager = nullptr; } std::vector>* Steam_GameServer::get_players() { return &players; } // // 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_ENTRY(); std::lock_guard lock(global_mutex); if (logged_in) return false; // may not be changed after logged in. if (!pchVersionString) pchVersionString = ""; std::string version(pchVersionString); version.erase(std::remove(version.begin(), version.end(), ' '), version.end()); version.erase(std::remove(version.begin(), version.end(), '.'), version.end()); PRINT_DEBUG("version trimmed '%s'", version.c_str()); try { auto ver = std::stoul(version); server_data.set_version(ver); PRINT_DEBUG("set version to %lu", ver); } catch (...) { PRINT_DEBUG("not a number: %s", pchVersionString); server_data.set_version(0); } server_data.set_ip(unIP); server_data.set_port(usGamePort); server_data.set_query_port(usQueryPort); server_data.set_offline(false); if (!settings->disable_source_query) network->startQuery({ unIP, usQueryPort }); 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; 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("%s", pszProduct); std::lock_guard lock(global_mutex); // pszGameDescription should be used instead of pszProduct for accurate information // Example: 'Counter-Strike: Source' instead of 'cstrike' 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("%s", pszGameDescription); std::lock_guard lock(global_mutex); server_data.set_game_description(pszGameDescription); //server_data.set_product(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("%s", pszModDir); std::lock_guard 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("%i", bDedicated); std::lock_guard 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("%s", pszToken); std::lock_guard lock(global_mutex); call_servers_connected = true; logged_in = true; } void Steam_GameServer::LogOn( const char *pszAccountName, const char *pszPassword ) { PRINT_DEBUG("%s %s", pszAccountName, pszPassword); LogOn(pszAccountName); } /// 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_ENTRY(); std::lock_guard lock(global_mutex); call_servers_connected = true; logged_in = true; } void Steam_GameServer::LogOn() { PRINT_DEBUG_ENTRY(); LogOnAnonymous(); } /// Begin process of logging game server out of steam void Steam_GameServer::LogOff() { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); if (logged_in) { call_servers_disconnected = true; } logged_in = false; } // status functions bool Steam_GameServer::BLoggedOn() { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); return logged_in; } bool Steam_GameServer::BSecure() { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); if (!policy_response_called) { server_data.set_secure(0); return false; } const bool res = !!(flags & k_unServerFlagSecure); server_data.set_secure(res); return res; } CSteamID Steam_GameServer::GetSteamID() { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); if (!logged_in) return k_steamIDNil; 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_ENTRY(); std::lock_guard 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("%i", cPlayersMax); std::lock_guard 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("%i", cBotplayers); std::lock_guard 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("%s", pszServerName); std::lock_guard 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("%s", pszMapName); std::lock_guard 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("%i", bPasswordProtected); std::lock_guard 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_ENTRY(); std::lock_guard 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("%s", pszSpectatorServerName); std::lock_guard 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_ENTRY(); std::lock_guard 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 ) { PRINT_DEBUG("%s %s", pKey, pValue); std::lock_guard 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("%s", pchGameTags); std::lock_guard 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("%s", pchGameData); std::lock_guard 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("%s", pszRegion); std::lock_guard 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("%u %u", unIPClient, cubAuthBlobSize); std::lock_guard lock(global_mutex); bool res = auth_manager->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser); if (res) { std::pair infos; infos.first = *pSteamIDUser; infos.second.join_time = std::chrono::steady_clock::now(); infos.second.score = 0; infos.second.name = "unnamed"; players.emplace_back(std::move(infos)); } return res; } void Steam_GameServer::SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize ) { PRINT_DEBUG_ENTRY(); SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, NULL); } // 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_ENTRY(); std::lock_guard lock(global_mutex); CSteamID bot_id = auth_manager->fakeUser(); std::pair infos; infos.first = bot_id; infos.second.join_time = std::chrono::steady_clock::now(); infos.second.score = 0; infos.second.name = "unnamed"; players.emplace_back(std::move(infos)); return bot_id; } // 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_ENTRY(); std::lock_guard lock(global_mutex); auto player_it = std::find_if(players.begin(), players.end(), [&steamIDUser](std::pair& player) { return player.first == steamIDUser; }); if (player_it != players.end()) { players.erase(player_it); } auth_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 ) { PRINT_DEBUG("%llu %s %u", steamIDUser.ConvertToUint64(), pchPlayerName, uScore); std::lock_guard lock(global_mutex); auto player_it = std::find_if(players.begin(), players.end(), [&steamIDUser](std::pair& player) { return player.first == steamIDUser; }); if (player_it != players.end()) { if (pchPlayerName != nullptr) player_it->second.name = pchPlayerName; player_it->second.score = uScore; return true; } return false; } // 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_ENTRY(); 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)); flags = unServerFlags; //TODO? return true; } 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); } // 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_ENTRY(); 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_ENTRY(); 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_ENTRY(); 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_ENTRY(); std::lock_guard lock(global_mutex); return false; } // 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_ENTRY(); return GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket, NULL); } // SteamNetworkingIdentity is an optional parameter to hold the public IP address of the entity you are connecting to // if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address HAuthTicket Steam_GameServer::GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSnid ) { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); if (!pTicket) return k_HAuthTicketInvalid; return auth_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("%i %llu", cbAuthTicket, steamID.ConvertToUint64()); std::lock_guard lock(global_mutex); std::pair infos; infos.first = steamID; infos.second.join_time = std::chrono::steady_clock::now(); infos.second.score = 0; infos.second.name = "unnamed"; players.emplace_back(std::move(infos)); return auth_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("%llu", steamID.ConvertToUint64()); std::lock_guard lock(global_mutex); auto player_it = std::find_if(players.begin(), players.end(), [&steamID](std::pair& player) { return player.first == steamID; }); if (player_it != players.end()) { players.erase(player_it); } auth_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_ENTRY(); std::lock_guard lock(global_mutex); auth_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_ENTRY(); std::lock_guard lock(global_mutex); 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_ENTRY(); std::lock_guard 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_TODO(); std::lock_guard lock(global_mutex); } STEAM_CALL_RESULT( GSReputation_t ) SteamAPICall_t Steam_GameServer::GetServerReputation() { PRINT_DEBUG_TODO(); std::lock_guard 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 uint32 Steam_GameServer::GetPublicIP_old() { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); uint32 ip = network->getOwnIP(); PRINT_DEBUG(" %X", ip); return ip; } SteamIPAddress_t Steam_GameServer::GetPublicIP() { PRINT_DEBUG_ENTRY(); SteamIPAddress_t ip = SteamIPAddress_t::IPv4Any(); ip.m_unIPv4 = GetPublicIP_old(); return ip; } void Steam_GameServer::GetPublicIP_fix(SteamIPAddress_t *out) { PRINT_DEBUG_ENTRY(); if (out) *out = GetPublicIP(); } // 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("%i %X %i", cbData, srcIP, srcPort); std::lock_guard lock(global_mutex); if (settings->disable_source_query) return true; Gameserver_Outgoing_Packet packet; packet.data = std::move(Source_Query::handle_source_query(pData, cbData, server_data)); if (packet.data.empty()) return false; packet.ip = srcIP; packet.port = srcPort; outgoing_packets.emplace_back(std::move(packet)); 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_ENTRY(); std::lock_guard lock(global_mutex); if (settings->disable_source_query) return 0; if (outgoing_packets.empty()) return 0; if (cbMaxOut > 0) { if (outgoing_packets.back().data.size() < static_cast(cbMaxOut)) { cbMaxOut = static_cast(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_TODO(); } /// 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("%i", bActive); EnableHeartbeats(bActive); } // 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_TODO(); } void Steam_GameServer::SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval ) { PRINT_DEBUG_TODO(); } // Force a heartbeat to steam at the next opportunity void Steam_GameServer::ForceHeartbeat() { PRINT_DEBUG_TODO(); } void Steam_GameServer::ForceMasterServerHeartbeat_DEPRECATED() { PRINT_DEBUG_TODO(); } // 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_TODO(); std::lock_guard 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_TODO(); std::lock_guard 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("SteamServersConnected_t"); SteamServersConnected_t data; callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1); } if (logged_in && !policy_response_called) { PRINT_DEBUG("GSPolicyResponse_t"); GSPolicyResponse_t data; data.m_bSecure = !!(flags & k_unServerFlagSecure); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.11); policy_response_called = true; } if (logged_in && check_timedout(last_sent_server_info, SEND_SERVER_RATE)) { PRINT_DEBUG("Sending Gameserver"); 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(auth_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); // Shutdown Source Query network->shutDownQuery(); // And empty the queue if needed outgoing_packets.clear(); } } }