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gems/carbuncle-steamworks/include/isteamgameserver.h

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//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to steam for game servers
//
//=============================================================================

#ifndef ISTEAMGAMESERVER_H
#define ISTEAMGAMESERVER_H
#ifdef _WIN32
#pragma once
#endif

#include "steam_api_common.h"

//-----------------------------------------------------------------------------
// 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
    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.
    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 *pszToken ) = 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;


    // 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;
    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 SteamIPAddress_t 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
    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
    STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
    virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0;

};

#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer013"

// Global accessor
inline ISteamGameServer *SteamGameServer();
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamGameServer *, SteamGameServer, STEAMGAMESERVER_INTERFACE_VERSION );

// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
#endif 


// client has been approved to connect to this game server
struct GSClientApprove_t
{
    enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
    CSteamID m_SteamID;            // SteamID of approved player
    CSteamID m_OwnerSteamID;    // SteamID of original owner for game license
};


// 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