diff options
Diffstat (limited to 'lib/osx/include/steam/steam_gameserver.h')
-rw-r--r-- | lib/osx/include/steam/steam_gameserver.h | 224 |
1 files changed, 62 insertions, 162 deletions
diff --git a/lib/osx/include/steam/steam_gameserver.h b/lib/osx/include/steam/steam_gameserver.h index f2d2847..f3873db 100644 --- a/lib/osx/include/steam/steam_gameserver.h +++ b/lib/osx/include/steam/steam_gameserver.h @@ -22,24 +22,46 @@ enum EServerMode eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients }; -// Initialize ISteamGameServer interface object, and set server properties which may not be changed. +/// Pass to SteamGameServer_Init to indicate that the same UDP port will be used for game traffic +/// UDP queries for server browser pings and LAN discovery. In this case, Steam will not open up a +/// socket to handle server browser queries, and you must use ISteamGameServer::HandleIncomingPacket +/// and ISteamGameServer::GetNextOutgoingPacket to handle packets related to server discovery on your socket. +const uint16 STEAMGAMESERVER_QUERY_PORT_SHARED = 0xffff; + +// DEPRECATED: This old name was really confusing. +const uint16 MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE = STEAMGAMESERVER_QUERY_PORT_SHARED; + +// Initialize SteamGameServer client and interface objects, and set server properties which may not be changed. // // After calling this function, you should set any additional server parameters, and then // call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn() // -// - usSteamPort is the local port used to communicate with the steam servers. -// - usGamePort is the port that clients will connect to for gameplay. +// - unIP will usually be zero. If you are on a machine with multiple IP addresses, you can pass a non-zero +// value here and the relevant sockets will be bound to that IP. This can be used to ensure that +// the IP you desire is the one used in the server browser. +// - usGamePort is the port that clients will connect to for gameplay. You will usually open up your +// own socket bound to this port. // - usQueryPort is the port that will manage server browser related duties and info -// pings from clients. If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it +// pings from clients. If you pass STEAMGAMESERVER_QUERY_PORT_SHARED for usQueryPort, then it // will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving -// UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h. -// - The version string is usually in the form x.x.x.x, and is used by the master server to detect when the +// UDP packets for the master server updater. (See ISteamGameServer::HandleIncomingPacket and +// ISteamGameServer::GetNextOutgoingPacket.) +// - The version string should be in the form x.x.x.x, and is used by the master server to detect when the // server is out of date. (Only servers with the latest version will be listed.) +// +// On success k_ESteamAPIInitResult_OK is returned. Otherwise, if pOutErrMsg is non-NULL, +// it will receive a non-localized message that explains the reason for the failure +inline ESteamAPIInitResult SteamGameServer_InitEx( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString, SteamErrMsg *pOutErrMsg ); -inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); +// This function is included for compatibility with older SDK. +// You can use it if you don't care about decent error handling +inline bool SteamGameServer_Init( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) +{ + return SteamGameServer_InitEx( unIP, usGamePort, usQueryPort, eServerMode, pchVersionString, NULL ) == k_ESteamAPIInitResult_OK; +} +// Shutdown SteamGameSeverXxx interfaces, log out, and free resources. S_API void SteamGameServer_Shutdown(); -S_API void SteamGameServer_RunCallbacks(); // Most Steam API functions allocate some amount of thread-local memory for // parameter storage. Calling SteamGameServer_ReleaseCurrentThreadMemory() @@ -51,52 +73,6 @@ inline void SteamGameServer_ReleaseCurrentThreadMemory(); S_API bool SteamGameServer_BSecure(); S_API uint64 SteamGameServer_GetSteamID(); -// If your application contains modules which could be built against different Steamworks SDK -// versions, then you should define VERSION_SAFE_STEAM_API_INTERFACES to enforce that you cannot -// use the version-less global accessors. Instead, create and use CSteamGameServerAPIContext -// objects to retrieve interface pointers which are appropriate for your Steamworks SDK headers. -#if !defined( VERSION_SAFE_STEAM_API_INTERFACES ) && !defined( STEAM_API_EXPORTS ) -inline ISteamClient *SteamGameServerClient(); -inline ISteamGameServer *SteamGameServer(); -inline ISteamUtils *SteamGameServerUtils(); -inline ISteamNetworking *SteamGameServerNetworking(); -inline ISteamGameServerStats *SteamGameServerStats(); -inline ISteamHTTP *SteamGameServerHTTP(); -inline ISteamInventory *SteamGameServerInventory(); -inline ISteamUGC *SteamGameServerUGC(); -inline ISteamApps *SteamGameServerApps(); -#endif - -class CSteamGameServerAPIContext -{ -public: - CSteamGameServerAPIContext() { Clear(); } - inline void Clear(); - inline bool Init(); - - ISteamClient *SteamClient() const { return m_pSteamClient; } - ISteamGameServer *SteamGameServer() const { return m_pSteamGameServer; } - ISteamUtils *SteamGameServerUtils() const { return m_pSteamGameServerUtils; } - ISteamNetworking *SteamGameServerNetworking() const { return m_pSteamGameServerNetworking; } - ISteamGameServerStats *SteamGameServerStats() const { return m_pSteamGameServerStats; } - ISteamHTTP *SteamHTTP() const { return m_pSteamHTTP; } - ISteamInventory *SteamInventory() const { return m_pSteamInventory; } - ISteamUGC *SteamUGC() const { return m_pSteamUGC; } - ISteamApps *SteamApps() const { return m_pSteamApps; } - -private: - ISteamClient *m_pSteamClient; - ISteamGameServer *m_pSteamGameServer; - ISteamUtils *m_pSteamGameServerUtils; - ISteamNetworking *m_pSteamGameServerNetworking; - ISteamGameServerStats *m_pSteamGameServerStats; - ISteamHTTP *m_pSteamHTTP; - ISteamInventory *m_pSteamInventory; - ISteamUGC *m_pSteamUGC; - ISteamApps *m_pSteamApps; -}; - - // Older SDKs exported this global pointer, but it is no longer supported. // You should use SteamGameServerClient() or CSteamGameServerAPIContext to // safely access the ISteamClient APIs from your game server application. @@ -106,129 +82,53 @@ private: // is no longer supported. Use SteamGameServer_Init instead. //S_API void S_CALLTYPE SteamGameServer_InitSafe(); - -//----------------------------------------------------------------------------------------------------------------------------------------------------------// -// These macros are similar to the STEAM_CALLBACK_* macros in steam_api.h, but only trigger for gameserver callbacks -//----------------------------------------------------------------------------------------------------------------------------------------------------------// -#define STEAM_GAMESERVER_CALLBACK( thisclass, func, /*callback_type, [deprecated] var*/... ) \ - _STEAM_CALLBACK_SELECT( ( __VA_ARGS__, GS, 3 ), ( this->SetGameserverFlag();, thisclass, func, __VA_ARGS__ ) ) - -#define STEAM_GAMESERVER_CALLBACK_MANUAL( thisclass, func, callback_type, var ) \ - CCallbackManual< thisclass, callback_type, true > var; void func( callback_type *pParam ) - - -#define _STEAM_CALLBACK_GS( _, thisclass, func, param, var ) \ - CCallback< thisclass, param, true > var; void func( param *pParam ) - -//----------------------------------------------------------------------------------------------------------------------------------------------------------// -// steamclient.dll private wrapper functions +//============================================================================= // -// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases -//----------------------------------------------------------------------------------------------------------------------------------------------------------// -S_API HSteamPipe S_CALLTYPE SteamGameServer_GetHSteamPipe(); -S_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser(); -S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); - - -#if !defined( VERSION_SAFE_STEAM_API_INTERFACES ) && !defined( STEAM_API_EXPORTS ) -inline CSteamGameServerAPIContext& SteamGameServerInternal_ModuleContext() -{ - // NOTE: declaring "static CSteamAPIConext" creates a large function - // which queries the initialization status of the object. We know that - // it is pointer-aligned and fully memset with zeros, so just alias a - // static buffer of the appropriate size and call it a CSteamAPIContext. - static void* ctx[ sizeof(CSteamGameServerAPIContext)/sizeof(void*) ]; - return *(CSteamGameServerAPIContext*)ctx; -} -#define _STEAMINTERNAL_ACCESSOR_BODY( AccessFunc ) \ - if ( !SteamGameServer_GetHSteamPipe() ) return 0; \ - CSteamGameServerAPIContext &ctx = SteamGameServerInternal_ModuleContext(); \ - if ( !ctx.AccessFunc() ) ctx.Init(); \ - return ctx.AccessFunc(); - -inline ISteamClient *SteamGameServerClient() { _STEAMINTERNAL_ACCESSOR_BODY( SteamClient ) } -inline ISteamGameServer *SteamGameServer() { _STEAMINTERNAL_ACCESSOR_BODY( SteamGameServer ) } -inline ISteamUtils *SteamGameServerUtils() { _STEAMINTERNAL_ACCESSOR_BODY( SteamGameServerUtils ) } -inline ISteamNetworking *SteamGameServerNetworking() { _STEAMINTERNAL_ACCESSOR_BODY( SteamGameServerNetworking ) } -inline ISteamGameServerStats *SteamGameServerStats() { _STEAMINTERNAL_ACCESSOR_BODY( SteamGameServerStats ) } -inline ISteamHTTP *SteamGameServerHTTP() { _STEAMINTERNAL_ACCESSOR_BODY( SteamHTTP ) } -inline ISteamInventory *SteamGameServerInventory() { _STEAMINTERNAL_ACCESSOR_BODY( SteamInventory ) } -inline ISteamUGC *SteamGameServerUGC() { _STEAMINTERNAL_ACCESSOR_BODY( SteamUGC ) } -inline ISteamApps *SteamGameServerApps() { _STEAMINTERNAL_ACCESSOR_BODY( SteamApps ) } -#undef _STEAMINTERNAL_ACCESSOR_BODY -#endif // !defined( VERSION_SAFE_STEAM_API_INTERFACES ) && !defined( STEAM_API_EXPORTS ) - - -inline void CSteamGameServerAPIContext::Clear() -{ - m_pSteamClient = NULL; - m_pSteamGameServer = NULL; - m_pSteamGameServerUtils = NULL; - m_pSteamGameServerNetworking = NULL; - m_pSteamGameServerStats = NULL; - m_pSteamHTTP = NULL; - m_pSteamInventory = NULL; - m_pSteamUGC = NULL; - m_pSteamApps = NULL; -} +// Internal implementation details below +// +//============================================================================= +#ifndef STEAM_API_EXPORTS // This function must be declared inline in the header so the module using steam_api.dll gets the version names they want. inline bool CSteamGameServerAPIContext::Init() { - HSteamUser hSteamUser = SteamGameServer_GetHSteamUser(); - HSteamPipe hSteamPipe = SteamGameServer_GetHSteamPipe(); - if ( !hSteamPipe ) - return false; - - m_pSteamClient = (ISteamClient*) SteamInternal_CreateInterface( STEAMCLIENT_INTERFACE_VERSION ); + m_pSteamClient = ::SteamGameServerClient(); if ( !m_pSteamClient ) return false; - - m_pSteamGameServer = m_pSteamClient->GetISteamGameServer( hSteamUser, hSteamPipe, STEAMGAMESERVER_INTERFACE_VERSION ); - if ( !m_pSteamGameServer ) - return false; - - m_pSteamGameServerUtils = m_pSteamClient->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION ); - if ( !m_pSteamGameServerUtils ) - return false; - - m_pSteamGameServerNetworking = m_pSteamClient->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION ); - if ( !m_pSteamGameServerNetworking ) - return false; - - m_pSteamGameServerStats = m_pSteamClient->GetISteamGameServerStats( hSteamUser, hSteamPipe, STEAMGAMESERVERSTATS_INTERFACE_VERSION ); - if ( !m_pSteamGameServerStats ) - return false; - - m_pSteamHTTP = m_pSteamClient->GetISteamHTTP( hSteamUser, hSteamPipe, STEAMHTTP_INTERFACE_VERSION ); - if ( !m_pSteamHTTP ) - return false; - m_pSteamInventory = m_pSteamClient->GetISteamInventory( hSteamUser, hSteamPipe, STEAMINVENTORY_INTERFACE_VERSION ); - if ( !m_pSteamInventory ) - return false; - - m_pSteamUGC = m_pSteamClient->GetISteamUGC( hSteamUser, hSteamPipe, STEAMUGC_INTERFACE_VERSION ); - if ( !m_pSteamUGC ) - return false; - - m_pSteamApps = m_pSteamClient->GetISteamApps( hSteamUser, hSteamPipe, STEAMAPPS_INTERFACE_VERSION ); - if ( !m_pSteamApps ) + m_pSteamGameServer = ::SteamGameServer(); + m_pSteamGameServerUtils = ::SteamGameServerUtils(); + m_pSteamGameServerNetworking = ::SteamGameServerNetworking(); + m_pSteamGameServerStats = ::SteamGameServerStats(); + m_pSteamHTTP = ::SteamGameServerHTTP(); + m_pSteamInventory = ::SteamGameServerInventory(); + m_pSteamUGC = ::SteamGameServerUGC(); + if ( !m_pSteamGameServer || !m_pSteamGameServerUtils || !m_pSteamGameServerNetworking || !m_pSteamGameServerStats + || !m_pSteamHTTP || !m_pSteamInventory || !m_pSteamUGC ) return false; return true; } +#endif - -inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) +S_API ESteamAPIInitResult S_CALLTYPE SteamInternal_GameServer_Init_V2( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString, const char *pszInternalCheckInterfaceVersions, SteamErrMsg *pOutErrMsg ); +inline ESteamAPIInitResult SteamGameServer_InitEx( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString, SteamErrMsg *pOutErrMsg ) { - if ( !SteamInternal_GameServer_Init( unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString ) ) - return false; - - return true; + const char *pszInternalCheckInterfaceVersions = + STEAMUTILS_INTERFACE_VERSION "\0" + STEAMNETWORKINGUTILS_INTERFACE_VERSION "\0" + + STEAMGAMESERVER_INTERFACE_VERSION "\0" + STEAMGAMESERVERSTATS_INTERFACE_VERSION "\0" + STEAMHTTP_INTERFACE_VERSION "\0" + STEAMINVENTORY_INTERFACE_VERSION "\0" + STEAMNETWORKING_INTERFACE_VERSION "\0" + STEAMNETWORKINGMESSAGES_INTERFACE_VERSION "\0" + STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "\0" + STEAMUGC_INTERFACE_VERSION "\0" + "\0"; + return SteamInternal_GameServer_Init_V2( unIP, usGamePort, usQueryPort, eServerMode, pchVersionString, pszInternalCheckInterfaceVersions, pOutErrMsg ); } - - inline void SteamGameServer_ReleaseCurrentThreadMemory() { SteamAPI_ReleaseCurrentThreadMemory(); 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