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Diffstat (limited to 'lib/windows/include/steam/isteamgameserver.h')
-rw-r--r--lib/windows/include/steam/isteamgameserver.h169
1 files changed, 88 insertions, 81 deletions
diff --git a/lib/windows/include/steam/isteamgameserver.h b/lib/windows/include/steam/isteamgameserver.h
index e19f1dd..ba4d125 100644
--- a/lib/windows/include/steam/isteamgameserver.h
+++ b/lib/windows/include/steam/isteamgameserver.h
@@ -10,9 +10,7 @@
#pragma once
#endif
-#include "isteamclient.h"
-
-#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
+#include "steam_api_common.h"
//-----------------------------------------------------------------------------
// Purpose: Functions for authenticating users via Steam to play on a game server
@@ -27,7 +25,7 @@ public:
//
/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
- virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0;
+ STEAM_PRIVATE_API( virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0; )
/// 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.
@@ -93,14 +91,23 @@ public:
/// Set name of map to report in the server browser
///
- /// @see k_cbMaxGameServerName
+ /// @see k_cbMaxGameServerMapName
virtual void SetMapName( const char *pszMapName ) = 0;
/// Let people know if your server will require a password
virtual void SetPasswordProtected( bool bPasswordProtected ) = 0;
- /// Spectator server. The default value is zero, meaning the service
- /// is not used.
+ /// Spectator server port to advertise. The default value is zero, meaning the
+ /// service is not used. If your server receives any info requests on the LAN,
+ /// this is the value that will be placed into the reply for such local queries.
+ ///
+ /// This is also the value that will be advertised by the master server.
+ /// The only exception is if your server is using a FakeIP. Then then the second
+ /// fake port number (index 1) assigned to your server will be listed on the master
+ /// server as the spectator port, if you set this value to any nonzero value.
+ ///
+ /// This function merely controls the values that are advertised -- it's up to you to
+ /// configure the server to actually listen on this port and handle any spectator traffic
virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0;
/// Name of the spectator server. (Only used if spectator port is nonzero.)
@@ -122,8 +129,6 @@ public:
/// 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
virtual void SetGameData( const char *pchGameData ) = 0;
@@ -131,45 +136,25 @@ public:
/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
virtual void SetRegion( const char *pszRegion ) = 0;
+ /// 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.)
+ virtual void SetAdvertiseServerActive( bool bActive ) = 0;
+
//
-// Player list management / authentication
+// 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)
- virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
-
- // 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.
- virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
-
- // 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.
- virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
-
- // 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)
- virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
-
- // 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.
- virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
+ // 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
+ virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSnid ) = 0;
// 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 )
@@ -193,21 +178,18 @@ public:
// these two functions s are deprecated, and will not return results
// they will be removed in a future version of the SDK
virtual void GetGameplayStats( ) = 0;
- CALL_RESULT( GSReputation_t )
+ STEAM_CALL_RESULT( GSReputation_t )
virtual SteamAPICall_t GetServerReputation() = 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
- virtual uint32 GetPublicIP() = 0;
+ virtual SteamIPAddress_t GetPublicIP() = 0;
+
+// Server browser related query packet processing for shared socket mode. These are used
+// when you pass STEAMGAMESERVER_QUERY_PORT_SHARED as the query port to SteamGameServer_Init.
+// IP address and port are in host order, i.e 127.0.0.1 == 0x7f000001
-// 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.
//
@@ -225,45 +207,70 @@ public:
virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
//
-// Control heartbeats / advertisement with master server
+// Server clan association
//
- // Call this as often as you like to tell the master server updater whether or not
- // you want it to be active (default: off).
- virtual void EnableHeartbeats( bool bActive ) = 0;
-
- // You usually don't need to modify this.
- // Pass -1 to use the default value for iHeartbeatInterval.
- // Some mods change this.
- virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
-
- // Force a heartbeat to steam at the next opportunity
- virtual void ForceHeartbeat() = 0;
-
// associate this game server with this clan for the purposes of computing player compat
- CALL_RESULT( AssociateWithClanResult_t )
+ STEAM_CALL_RESULT( AssociateWithClanResult_t )
virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0;
// ask if any of the current players dont want to play with this new player - or vice versa
- CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
+ STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0;
-};
-#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer012"
-// game server flags
-const uint32 k_unServerFlagNone = 0x00;
-const uint32 k_unServerFlagActive = 0x01; // server has users playing
-const uint32 k_unServerFlagSecure = 0x02; // server wants to be secure
-const uint32 k_unServerFlagDedicated = 0x04; // server is dedicated
-const uint32 k_unServerFlagLinux = 0x08; // linux build
-const uint32 k_unServerFlagPassworded = 0x10; // password protected
-const uint32 k_unServerFlagPrivate = 0x20; // server shouldn't list on master server and
- // won't enforce authentication of users that connect to the server.
- // Useful when you run a server where the clients may not
- // be connected to the internet but you want them to play (i.e LANs)
+ // 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)
+ //
+ // DEPRECATED! This function will be removed from the SDK in an upcoming version.
+ // Please migrate to BeginAuthSession and related functions.
+ virtual bool SendUserConnectAndAuthenticate_DEPRECATED( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
+
+ // 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 EndAuthSession()
+ // when this user leaves the server just like you would for a real user.
+ virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
+
+ // 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.
+ //
+ // DEPRECATED! This function will be removed from the SDK in an upcoming version.
+ // Please migrate to BeginAuthSession and related functions.
+ virtual void SendUserDisconnect_DEPRECATED( CSteamID steamIDUser ) = 0;
+
+ // 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)
+ virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
+
+// Deprecated functions. These will be removed in a future version of the SDK.
+// If you really need these, please contact us and help us understand what you are
+// using them for.
+
+ STEAM_PRIVATE_API(
+ virtual void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval ) = 0;
+ virtual void ForceMasterServerHeartbeat_DEPRECATED() = 0;
+ )
+};
+
+#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer015"
+
+// Global accessor
+inline ISteamGameServer *SteamGameServer();
+STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamGameServer *, SteamGameServer, STEAMGAMESERVER_INTERFACE_VERSION );
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
@@ -271,7 +278,7 @@ const uint32 k_unServerFlagPrivate = 0x20; // server shouldn't list on master
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
-#error isteamclient.h must be included
+#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
#endif