diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/steam/isteamgameserver.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/public/steam/isteamgameserver.h')
| -rw-r--r-- | mp/src/public/steam/isteamgameserver.h | 782 |
1 files changed, 391 insertions, 391 deletions
diff --git a/mp/src/public/steam/isteamgameserver.h b/mp/src/public/steam/isteamgameserver.h index 6ae3cd6f..c5667c10 100644 --- a/mp/src/public/steam/isteamgameserver.h +++ b/mp/src/public/steam/isteamgameserver.h @@ -1,391 +1,391 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: interface to steam for game servers
-//
-//=============================================================================
-
-#ifndef ISTEAMGAMESERVER_H
-#define ISTEAMGAMESERVER_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "isteamclient.h"
-
-#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
-
-//-----------------------------------------------------------------------------
-// Purpose: Functions for authenticating users via Steam to play on a game server
-//-----------------------------------------------------------------------------
-class ISteamGameServer
-{
-public:
-
-//
-// 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
- 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.
- virtual void SetProduct( const char *pszProduct ) = 0;
-
- /// 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.
- virtual void SetGameDescription( const char *pszGameDescription ) = 0;
-
- /// 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
- virtual void SetModDir( const char *pszModDir ) = 0;
-
- /// Is this is a dedicated server? The default value is false.
- virtual void SetDedicatedServer( bool bDedicated ) = 0;
-
-//
-// 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
- virtual void LogOn(
- const char *pszAccountName,
- const char *pszPassword
- ) = 0;
-
- /// 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.
- virtual void LogOnAnonymous() = 0;
-
- /// Begin process of logging game server out of steam
- virtual void LogOff() = 0;
-
- // status functions
- virtual bool BLoggedOn() = 0;
- virtual bool BSecure() = 0;
- virtual CSteamID GetSteamID() = 0;
-
- /// Returns true if the master server has requested a restart.
- /// Only returns true once per request.
- virtual bool WasRestartRequested() = 0;
-
-//
-// Server state. These properties may be changed at any time.
-//
-
- /// Max player count that will be reported to server browser and client queries
- virtual void SetMaxPlayerCount( int cPlayersMax ) = 0;
-
- /// Number of bots. Default value is zero
- virtual void SetBotPlayerCount( int cBotplayers ) = 0;
-
- /// Set the name of server as it will appear in the server browser
- ///
- /// @see k_cbMaxGameServerName
- virtual void SetServerName( const char *pszServerName ) = 0;
-
- /// Set name of map to report in the server browser
- ///
- /// @see k_cbMaxGameServerName
- 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.
- virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0;
-
- /// Name of the spectator server. (Only used if spectator port is nonzero.)
- ///
- /// @see k_cbMaxGameServerMapName
- virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0;
-
- /// Call this to clear the whole list of key/values that are sent in rules queries.
- virtual void ClearAllKeyValues() = 0;
-
- /// Call this to add/update a key/value pair.
- virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0;
-
- /// 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
- virtual void SetGameTags( const char *pchGameTags ) = 0;
-
- /// 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;
-
- /// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
- virtual void SetRegion( const char *pszRegion ) = 0;
-
-//
-// 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;
-
- // 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 )
- virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0;
-
- // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
- virtual void EndAuthSession( CSteamID steamID ) = 0;
-
- // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
- virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0;
-
- // 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.
- virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
-
- // 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
- virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0;
-
-//
-// Query steam for server data
-//
-
- // Ask for the gameplay stats for the server. Results returned in a callback
- virtual void GetGameplayStats( ) = 0;
-
- // Gets the reputation score for the game server. This API also checks if the server or some
- // other server on the same IP is banned from the Steam master servers.
- 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;
-
-// 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.
- virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
-
- // 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.
- virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
-
-//
-// 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).
- 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
- 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
- virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0;
-
-};
-
-#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer011"
-
-// 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)
-
-
-// callbacks
-#if defined( VALVE_CALLBACK_PACK_SMALL )
-#pragma pack( push, 4 )
-#elif defined( VALVE_CALLBACK_PACK_LARGE )
-#pragma pack( push, 8 )
-#else
-#error isteamclient.h must be included
-#endif
-
-
-// client has been approved to connect to this game server
-struct GSClientApprove_t
-{
- enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
- CSteamID m_SteamID;
-};
-
-
-// client has been denied to connection to this game server
-struct GSClientDeny_t
-{
- enum { k_iCallback = k_iSteamGameServerCallbacks + 2 };
- CSteamID m_SteamID;
- EDenyReason m_eDenyReason;
- char m_rgchOptionalText[128];
-};
-
-
-// request the game server should kick the user
-struct GSClientKick_t
-{
- enum { k_iCallback = k_iSteamGameServerCallbacks + 3 };
- CSteamID m_SteamID;
- EDenyReason m_eDenyReason;
-};
-
-// NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks,
-// do not reuse them here.
-
-
-// client achievement info
-struct GSClientAchievementStatus_t
-{
- enum { k_iCallback = k_iSteamGameServerCallbacks + 6 };
- uint64 m_SteamID;
- char m_pchAchievement[128];
- bool m_bUnlocked;
-};
-
-// received when the game server requests to be displayed as secure (VAC protected)
-// m_bSecure is true if the game server should display itself as secure to users, false otherwise
-struct GSPolicyResponse_t
-{
- enum { k_iCallback = k_iSteamUserCallbacks + 15 };
- uint8 m_bSecure;
-};
-
-// GS gameplay stats info
-struct GSGameplayStats_t
-{
- enum { k_iCallback = k_iSteamGameServerCallbacks + 7 };
- EResult m_eResult; // Result of the call
- int32 m_nRank; // Overall rank of the server (0-based)
- uint32 m_unTotalConnects; // Total number of clients who have ever connected to the server
- uint32 m_unTotalMinutesPlayed; // Total number of minutes ever played on the server
-};
-
-// send as a reply to RequestUserGroupStatus()
-struct GSClientGroupStatus_t
-{
- enum { k_iCallback = k_iSteamGameServerCallbacks + 8 };
- CSteamID m_SteamIDUser;
- CSteamID m_SteamIDGroup;
- bool m_bMember;
- bool m_bOfficer;
-};
-
-// Sent as a reply to GetServerReputation()
-struct GSReputation_t
-{
- enum { k_iCallback = k_iSteamGameServerCallbacks + 9 };
- EResult m_eResult; // Result of the call;
- uint32 m_unReputationScore; // The reputation score for the game server
- bool m_bBanned; // True if the server is banned from the Steam
- // master servers
-
- // The following members are only filled out if m_bBanned is true. They will all
- // be set to zero otherwise. Master server bans are by IP so it is possible to be
- // banned even when the score is good high if there is a bad server on another port.
- // This information can be used to determine which server is bad.
-
- uint32 m_unBannedIP; // The IP of the banned server
- uint16 m_usBannedPort; // The port of the banned server
- uint64 m_ulBannedGameID; // The game ID the banned server is serving
- uint32 m_unBanExpires; // Time the ban expires, expressed in the Unix epoch (seconds since 1/1/1970)
-};
-
-// Sent as a reply to AssociateWithClan()
-struct AssociateWithClanResult_t
-{
- enum { k_iCallback = k_iSteamGameServerCallbacks + 10 };
- EResult m_eResult; // Result of the call;
-};
-
-// Sent as a reply to ComputeNewPlayerCompatibility()
-struct ComputeNewPlayerCompatibilityResult_t
-{
- enum { k_iCallback = k_iSteamGameServerCallbacks + 11 };
- EResult m_eResult; // Result of the call;
- int m_cPlayersThatDontLikeCandidate;
- int m_cPlayersThatCandidateDoesntLike;
- int m_cClanPlayersThatDontLikeCandidate;
- CSteamID m_SteamIDCandidate;
-};
-
-
-#pragma pack( pop )
-
-#endif // ISTEAMGAMESERVER_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: interface to steam for game servers +// +//============================================================================= + +#ifndef ISTEAMGAMESERVER_H +#define ISTEAMGAMESERVER_H +#ifdef _WIN32 +#pragma once +#endif + +#include "isteamclient.h" + +#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1) + +//----------------------------------------------------------------------------- +// Purpose: Functions for authenticating users via Steam to play on a game server +//----------------------------------------------------------------------------- +class ISteamGameServer +{ +public: + +// +// 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 + 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. + virtual void SetProduct( const char *pszProduct ) = 0; + + /// 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. + virtual void SetGameDescription( const char *pszGameDescription ) = 0; + + /// 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 + virtual void SetModDir( const char *pszModDir ) = 0; + + /// Is this is a dedicated server? The default value is false. + virtual void SetDedicatedServer( bool bDedicated ) = 0; + +// +// 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 + virtual void LogOn( + const char *pszAccountName, + const char *pszPassword + ) = 0; + + /// 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. + virtual void LogOnAnonymous() = 0; + + /// Begin process of logging game server out of steam + virtual void LogOff() = 0; + + // status functions + virtual bool BLoggedOn() = 0; + virtual bool BSecure() = 0; + virtual CSteamID GetSteamID() = 0; + + /// Returns true if the master server has requested a restart. + /// Only returns true once per request. + virtual bool WasRestartRequested() = 0; + +// +// Server state. These properties may be changed at any time. +// + + /// Max player count that will be reported to server browser and client queries + virtual void SetMaxPlayerCount( int cPlayersMax ) = 0; + + /// Number of bots. Default value is zero + virtual void SetBotPlayerCount( int cBotplayers ) = 0; + + /// Set the name of server as it will appear in the server browser + /// + /// @see k_cbMaxGameServerName + virtual void SetServerName( const char *pszServerName ) = 0; + + /// Set name of map to report in the server browser + /// + /// @see k_cbMaxGameServerName + 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. + virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0; + + /// Name of the spectator server. (Only used if spectator port is nonzero.) + /// + /// @see k_cbMaxGameServerMapName + virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0; + + /// Call this to clear the whole list of key/values that are sent in rules queries. + virtual void ClearAllKeyValues() = 0; + + /// Call this to add/update a key/value pair. + virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0; + + /// 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 + virtual void SetGameTags( const char *pchGameTags ) = 0; + + /// 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; + + /// Region identifier. This is an optional field, the default value is empty, meaning the "world" region + virtual void SetRegion( const char *pszRegion ) = 0; + +// +// 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; + + // 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 ) + virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0; + + // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity + virtual void EndAuthSession( CSteamID steamID ) = 0; + + // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to + virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0; + + // 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. + virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0; + + // 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 + virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0; + +// +// Query steam for server data +// + + // Ask for the gameplay stats for the server. Results returned in a callback + virtual void GetGameplayStats( ) = 0; + + // Gets the reputation score for the game server. This API also checks if the server or some + // other server on the same IP is banned from the Steam master servers. + 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; + +// 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. + virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0; + + // 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. + virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0; + +// +// 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). + 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 + 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 + virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0; + +}; + +#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer011" + +// 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) + + +// callbacks +#if defined( VALVE_CALLBACK_PACK_SMALL ) +#pragma pack( push, 4 ) +#elif defined( VALVE_CALLBACK_PACK_LARGE ) +#pragma pack( push, 8 ) +#else +#error isteamclient.h must be included +#endif + + +// client has been approved to connect to this game server +struct GSClientApprove_t +{ + enum { k_iCallback = k_iSteamGameServerCallbacks + 1 }; + CSteamID m_SteamID; +}; + + +// client has been denied to connection to this game server +struct GSClientDeny_t +{ + enum { k_iCallback = k_iSteamGameServerCallbacks + 2 }; + CSteamID m_SteamID; + EDenyReason m_eDenyReason; + char m_rgchOptionalText[128]; +}; + + +// request the game server should kick the user +struct GSClientKick_t +{ + enum { k_iCallback = k_iSteamGameServerCallbacks + 3 }; + CSteamID m_SteamID; + EDenyReason m_eDenyReason; +}; + +// NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks, +// do not reuse them here. + + +// client achievement info +struct GSClientAchievementStatus_t +{ + enum { k_iCallback = k_iSteamGameServerCallbacks + 6 }; + uint64 m_SteamID; + char m_pchAchievement[128]; + bool m_bUnlocked; +}; + +// received when the game server requests to be displayed as secure (VAC protected) +// m_bSecure is true if the game server should display itself as secure to users, false otherwise +struct GSPolicyResponse_t +{ + enum { k_iCallback = k_iSteamUserCallbacks + 15 }; + uint8 m_bSecure; +}; + +// GS gameplay stats info +struct GSGameplayStats_t +{ + enum { k_iCallback = k_iSteamGameServerCallbacks + 7 }; + EResult m_eResult; // Result of the call + int32 m_nRank; // Overall rank of the server (0-based) + uint32 m_unTotalConnects; // Total number of clients who have ever connected to the server + uint32 m_unTotalMinutesPlayed; // Total number of minutes ever played on the server +}; + +// send as a reply to RequestUserGroupStatus() +struct GSClientGroupStatus_t +{ + enum { k_iCallback = k_iSteamGameServerCallbacks + 8 }; + CSteamID m_SteamIDUser; + CSteamID m_SteamIDGroup; + bool m_bMember; + bool m_bOfficer; +}; + +// Sent as a reply to GetServerReputation() +struct GSReputation_t +{ + enum { k_iCallback = k_iSteamGameServerCallbacks + 9 }; + EResult m_eResult; // Result of the call; + uint32 m_unReputationScore; // The reputation score for the game server + bool m_bBanned; // True if the server is banned from the Steam + // master servers + + // The following members are only filled out if m_bBanned is true. They will all + // be set to zero otherwise. Master server bans are by IP so it is possible to be + // banned even when the score is good high if there is a bad server on another port. + // This information can be used to determine which server is bad. + + uint32 m_unBannedIP; // The IP of the banned server + uint16 m_usBannedPort; // The port of the banned server + uint64 m_ulBannedGameID; // The game ID the banned server is serving + uint32 m_unBanExpires; // Time the ban expires, expressed in the Unix epoch (seconds since 1/1/1970) +}; + +// Sent as a reply to AssociateWithClan() +struct AssociateWithClanResult_t +{ + enum { k_iCallback = k_iSteamGameServerCallbacks + 10 }; + EResult m_eResult; // Result of the call; +}; + +// Sent as a reply to ComputeNewPlayerCompatibility() +struct ComputeNewPlayerCompatibilityResult_t +{ + enum { k_iCallback = k_iSteamGameServerCallbacks + 11 }; + EResult m_eResult; // Result of the call; + int m_cPlayersThatDontLikeCandidate; + int m_cPlayersThatCandidateDoesntLike; + int m_cClanPlayersThatDontLikeCandidate; + CSteamID m_SteamIDCandidate; +}; + + +#pragma pack( pop ) + +#endif // ISTEAMGAMESERVER_H |