/* 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.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_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();
}
}
}