gbe_fork/dll/dll/steam_masterserver_updater.h
2024-05-03 03:33:46 +03:00

132 lines
4.8 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/>. */
#ifndef __INCLUDED_STEAM_MASTERSERVER_UPDATER_H__
#define __INCLUDED_STEAM_MASTERSERVER_UPDATER_H__
#include "base.h"
class Steam_Masterserver_Updater :
public ISteamMasterServerUpdater
{
class Settings *settings{};
class Networking *network{};
class SteamCallResults *callback_results{};
class SteamCallBacks *callbacks{};
class RunEveryRunCB *run_every_runcb{};
static void steam_callback(void *object, Common_Message *msg);
static void steam_run_every_runcb(void *object);
void RunCallbacks();
void Callback(Common_Message *msg);
public:
Steam_Masterserver_Updater(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb);
~Steam_Masterserver_Updater();
// 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 SetActive( 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 );
// These are in GameSocketShare mode, where instead of ISteamMasterServerUpdater 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 );
// Functions to set various fields that are used to respond to queries.
// Call this to set basic data that is passed to the server browser.
void SetBasicServerData(
unsigned short nProtocolVersion,
bool bDedicatedServer,
const char *pRegionName,
const char *pProductName,
unsigned short nMaxReportedClients,
bool bPasswordProtected,
const char *pGameDescription );
// 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 );
// You can call this upon shutdown to clear out data stored for this game server and
// to tell the master servers that this server is going away.
void NotifyShutdown();
// Returns true if the master server has requested a restart.
// Only returns true once per request.
bool WasRestartRequested();
// Force it to request a heartbeat from the master servers.
void ForceHeartbeat();
// Manually edit and query the master server list.
// It will provide name resolution and use the default master server port if none is provided.
bool AddMasterServer( const char *pServerAddress );
bool RemoveMasterServer( const char *pServerAddress );
int GetNumMasterServers();
// Returns the # of bytes written to pOut.
int GetMasterServerAddress( int iServer, char *pOut, int outBufferSize );
};
#endif // __INCLUDED_STEAM_MASTERSERVER_UPDATER_H__