/* 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 "base.h" #include "auth.h" //----------------------------------------------------------------------------- // Purpose: Functions for authenticating users via Steam to play on a game server //----------------------------------------------------------------------------- struct Gameserver_Outgoing_Packet { std::vector data; uint32 ip; uint16 port; }; struct Gameserver_Player_Info_t { std::chrono::steady_clock::time_point join_time; std::string name; uint32 score; }; class Steam_GameServer : public ISteamGameServer004, public ISteamGameServer005, public ISteamGameServer008, public ISteamGameServer009, public ISteamGameServer010, public ISteamGameServer011, public ISteamGameServer012, public ISteamGameServer013, public ISteamGameServer014, public ISteamGameServer { class Settings *settings; class Networking *network; class SteamCallBacks *callbacks; CSteamID steam_id; bool call_servers_connected = false; bool logged_in = false; bool call_servers_disconnected = false; Gameserver server_data; std::vector> players; uint32 flags; bool policy_response_called; std::chrono::high_resolution_clock::time_point last_sent_server_info; Auth_Manager *auth_manager; std::vector outgoing_packets; public: Steam_GameServer(class Settings *settings, class Networking *network, class SteamCallBacks *callbacks); ~Steam_GameServer(); std::vector>* get_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 InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ); /// 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 SetProduct( const char *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 SetGameDescription( const char *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 SetModDir( const char *pszModDir ); /// Is this is a dedicated server? The default value is false. void SetDedicatedServer( bool 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 LogOn( const char *pszToken ); void LogOn( const char *pszAccountName, const char *pszPassword ); void LogOn(); /// 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 LogOnAnonymous(); /// Begin process of logging game server out of steam void LogOff(); // status functions bool BLoggedOn(); bool BSecure(); CSteamID GetSteamID(); /// Returns true if the master server has requested a restart. /// Only returns true once per request. bool WasRestartRequested(); // // Server state. These properties may be changed at any time. // /// Max player count that will be reported to server browser and client queries void SetMaxPlayerCount( int cPlayersMax ); /// Number of bots. Default value is zero void SetBotPlayerCount( int cBotplayers ); /// Set the name of server as it will appear in the server browser /// /// @see k_cbMaxGameServerName void SetServerName( const char *pszServerName ); /// Set name of map to report in the server browser /// /// @see k_cbMaxGameServerName void SetMapName( const char *pszMapName ); /// Let people know if your server will require a password void SetPasswordProtected( bool bPasswordProtected ); /// Spectator server. The default value is zero, meaning the service /// is not used. void SetSpectatorPort( uint16 unSpectatorPort ); /// Name of the spectator server. (Only used if spectator port is nonzero.) /// /// @see k_cbMaxGameServerMapName void SetSpectatorServerName( const char *pszSpectatorServerName ); /// Call this to clear the whole list of key/values that are sent in rules queries. void ClearAllKeyValues(); /// Call this to add/update a key/value pair. void SetKeyValue( const char *pKey, const char *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 SetGameTags( const char *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 SetGameData( const char *pchGameData ); /// Region identifier. This is an optional field, the default value is empty, meaning the "world" region void SetRegion( const char *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 SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ); void SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize ); // 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 CreateUnauthenticatedUserConnection(); // 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 SendUserDisconnect( CSteamID 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 BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ); // 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 BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ); bool BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ); // Updates server status values which shows up in the server browser and matchmaking APIs void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName ); // This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now). void UpdateSpectatorPort( uint16 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 SetGameType( const char *pchGameType ); // Ask if a user has a specific achievement for this game, will get a callback on reply bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ); // 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 GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ); // 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 GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSnid ); // 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 BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ); // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity void EndAuthSession( CSteamID steamID ); // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to void CancelAuthTicket( HAuthTicket 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 UserHasLicenseForApp( CSteamID steamID, AppId_t appID ); // 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 RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ); // these two functions s are deprecated, and will not return results // they will be removed in a future version of the SDK void GetGameplayStats( ); STEAM_CALL_RESULT( GSReputation_t ) SteamAPICall_t GetServerReputation(); // 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 GetPublicIP_old(); SteamIPAddress_t GetPublicIP(); void GetPublicIP_fix(SteamIPAddress_t *out); // 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 HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ); // 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 GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ); // // 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 EnableHeartbeats( bool bActive ); /// 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 SetAdvertiseServerActive( bool bActive ); // You usually don't need to modify this. // Pass -1 to use the default value for iHeartbeatInterval. // Some mods change this. void SetHeartbeatInterval( int iHeartbeatInterval ); // Force a heartbeat to steam at the next opportunity void ForceHeartbeat(); void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval ); void ForceMasterServerHeartbeat_DEPRECATED(); // associate this game server with this clan for the purposes of computing player compat STEAM_CALL_RESULT( AssociateWithClanResult_t ) SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ); // 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 ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ); // void RunCallbacks(); };