mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-30 14:25:36 +08:00
285 lines
12 KiB
C++
285 lines
12 KiB
C++
/* 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 "base.h"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Functions for authenticating users via Steam to play on a game server
|
|
//-----------------------------------------------------------------------------
|
|
|
|
struct Gameserver_Outgoing_Packet {
|
|
std::string data;
|
|
|
|
uint32 ip;
|
|
uint16 port;
|
|
};
|
|
|
|
class Steam_GameServer : 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;
|
|
|
|
uint32 flags;
|
|
bool policy_response_called;
|
|
|
|
std::chrono::high_resolution_clock::time_point last_sent_server_info;
|
|
Auth_Ticket_Manager *ticket_manager;
|
|
|
|
std::vector<struct Gameserver_Outgoing_Packet> outgoing_packets;
|
|
public:
|
|
|
|
Steam_GameServer(class Settings *settings, class Networking *network, class SteamCallBacks *callbacks);
|
|
~Steam_GameServer();
|
|
//
|
|
// 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 );
|
|
|
|
/// 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 );
|
|
|
|
// 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 );
|
|
|
|
// 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 );
|
|
|
|
// 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();
|
|
|
|
// 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 );
|
|
|
|
// 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();
|
|
|
|
// 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();
|
|
};
|