192 lines
8.3 KiB
C
192 lines
8.3 KiB
C
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//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef STEAM_GAMESERVER_H
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#define STEAM_GAMESERVER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "steam_api.h"
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#include "isteamgameserver.h"
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#include "isteamgameserverstats.h"
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enum EServerMode
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{
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eServerModeInvalid = 0, // DO NOT USE
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eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
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eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
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eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
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};
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// Initialize ISteamGameServer interface object, and set server properties which may not be changed.
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//
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// After calling this function, you should set any additional server parameters, and then
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// call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn()
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//
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// - usSteamPort is the local port used to communicate with the steam servers.
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// - usGamePort is the port that clients will connect to for gameplay.
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// - usQueryPort is the port that will manage server browser related duties and info
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// pings from clients. If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it
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// will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving
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// UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h.
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// - The version string is usually in the form x.x.x.x, and is used by the master server to detect when the
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// server is out of date. (Only servers with the latest version will be listed.)
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#ifndef _PS3
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#ifdef VERSION_SAFE_STEAM_API_INTERFACES
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S_API bool SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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#else
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S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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#endif
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#else
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#ifdef VERSION_SAFE_STEAM_API_INTERFACES
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S_API bool SteamGameServer_InitSafe( const SteamPS3Params_t *ps3Params, uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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#else
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S_API bool SteamGameServer_Init( const SteamPS3Params_t *ps3Params, uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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#endif
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#endif
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#ifndef VERSION_SAFE_STEAM_API_INTERFACES
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S_API ISteamGameServer *SteamGameServer();
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S_API ISteamUtils *SteamGameServerUtils();
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S_API ISteamNetworking *SteamGameServerNetworking();
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S_API ISteamGameServerStats *SteamGameServerStats();
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S_API ISteamHTTP *SteamGameServerHTTP();
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S_API ISteamInventory *SteamGameServerInventory();
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S_API ISteamUGC *SteamGameServerUGC();
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#endif
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S_API void SteamGameServer_Shutdown();
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S_API void SteamGameServer_RunCallbacks();
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S_API bool SteamGameServer_BSecure();
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S_API uint64 SteamGameServer_GetSteamID();
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// These macros are similar to the STEAM_CALLBACK_* macros in steam_api.h, but only trigger for gameserver callbacks
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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#define STEAM_GAMESERVER_CALLBACK( thisclass, func, /*callback_type, [deprecated] var*/... ) \
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_STEAM_CALLBACK_SELECT( ( __VA_ARGS__, GS, 3 ), ( this->SetGameserverFlag();, thisclass, func, __VA_ARGS__ ) )
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#define STEAM_GAMESERVER_CALLBACK_MANUAL( thisclass, func, callback_type, var ) \
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CCallbackManual< thisclass, callback_type, true > var; void func( callback_type *pParam )
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#define _STEAM_CALLBACK_GS( _, thisclass, func, param, var ) \
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CCallback< thisclass, param, true > var; void func( param *pParam )
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// steamclient.dll private wrapper functions
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//
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// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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S_API HSteamPipe SteamGameServer_GetHSteamPipe();
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#ifdef VERSION_SAFE_STEAM_API_INTERFACES
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that
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// lets them each specify the interface versions they are compiled with.
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//
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// It's important that these stay inlined in the header so the calling module specifies the interface versions
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// for whatever Steam API version it has.
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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S_API HSteamUser SteamGameServer_GetHSteamUser();
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class CSteamGameServerAPIContext
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{
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public:
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CSteamGameServerAPIContext();
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void Clear();
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bool Init();
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ISteamGameServer *SteamGameServer() { return m_pSteamGameServer; }
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ISteamUtils *SteamGameServerUtils() { return m_pSteamGameServerUtils; }
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ISteamNetworking *SteamGameServerNetworking() { return m_pSteamGameServerNetworking; }
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ISteamGameServerStats *SteamGameServerStats() { return m_pSteamGameServerStats; }
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ISteamHTTP *SteamHTTP() { return m_pSteamHTTP; }
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ISteamInventory *SteamInventory() { return m_pSteamInventory; }
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ISteamUGC *SteamUGC() { return m_pSteamUGC; }
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private:
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ISteamGameServer *m_pSteamGameServer;
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ISteamUtils *m_pSteamGameServerUtils;
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ISteamNetworking *m_pSteamGameServerNetworking;
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ISteamGameServerStats *m_pSteamGameServerStats;
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ISteamHTTP *m_pSteamHTTP;
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ISteamInventory *m_pSteamInventory;
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ISteamUGC *m_pSteamUGC;
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};
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inline CSteamGameServerAPIContext::CSteamGameServerAPIContext()
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{
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Clear();
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}
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inline void CSteamGameServerAPIContext::Clear()
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{
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m_pSteamGameServer = NULL;
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m_pSteamGameServerUtils = NULL;
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m_pSteamGameServerNetworking = NULL;
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m_pSteamGameServerStats = NULL;
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m_pSteamHTTP = NULL;
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m_pSteamInventory = NULL;
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m_pSteamUGC = NULL;
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}
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S_API ISteamClient *g_pSteamClientGameServer;
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// This function must be inlined so the module using steam_api.dll gets the version names they want.
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inline bool CSteamGameServerAPIContext::Init()
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{
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if ( !g_pSteamClientGameServer )
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return false;
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HSteamUser hSteamUser = SteamGameServer_GetHSteamUser();
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HSteamPipe hSteamPipe = SteamGameServer_GetHSteamPipe();
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m_pSteamGameServer = g_pSteamClientGameServer->GetISteamGameServer( hSteamUser, hSteamPipe, STEAMGAMESERVER_INTERFACE_VERSION );
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if ( !m_pSteamGameServer )
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return false;
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m_pSteamGameServerUtils = g_pSteamClientGameServer->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION );
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if ( !m_pSteamGameServerUtils )
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return false;
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m_pSteamGameServerNetworking = g_pSteamClientGameServer->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION );
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if ( !m_pSteamGameServerNetworking )
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return false;
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m_pSteamGameServerStats = g_pSteamClientGameServer->GetISteamGameServerStats( hSteamUser, hSteamPipe, STEAMGAMESERVERSTATS_INTERFACE_VERSION );
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if ( !m_pSteamGameServerStats )
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return false;
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m_pSteamHTTP = g_pSteamClientGameServer->GetISteamHTTP( hSteamUser, hSteamPipe, STEAMHTTP_INTERFACE_VERSION );
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if ( !m_pSteamHTTP )
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return false;
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m_pSteamInventory = g_pSteamClientGameServer->GetISteamInventory( hSteamUser, hSteamPipe, STEAMINVENTORY_INTERFACE_VERSION );
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if ( !m_pSteamInventory )
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return false;
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m_pSteamUGC = g_pSteamClientGameServer->GetISteamUGC( hSteamUser, hSteamPipe, STEAMUGC_INTERFACE_VERSION );
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if ( !m_pSteamUGC )
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return false;
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return true;
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}
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#endif // VERSION_SAFE_STEAM_API_INTERFACES
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#endif // STEAM_GAMESERVER_H
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