144 lines
6 KiB
C
144 lines
6 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 "isteammasterserverupdater.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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// Note: if you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it will use "GameSocketShare" mode,
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// which means that the game is responsible for sending and receiving UDP packets for the master
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// server updater. See references to GameSocketShare in isteammasterserverupdater.h.
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//
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// Pass 0 for usGamePort or usSpectatorPort if you're not using that. Then, the master server updater will report
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// what's running based on that.
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#ifdef VERSION_SAFE_STEAM_API_INTERFACES
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S_API bool SteamGameServer_InitSafe( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString );
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#else
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S_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString );
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S_API ISteamGameServer *SteamGameServer();
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S_API ISteamUtils *SteamGameServerUtils();
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S_API ISteamMasterServerUpdater *SteamMasterServerUpdater();
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S_API ISteamNetworking *SteamGameServerNetworking();
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S_API ISteamGameServerStats *SteamGameServerStats();
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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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#define STEAM_GAMESERVER_CALLBACK( thisclass, func, param, var ) 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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ISteamMasterServerUpdater *SteamMasterServerUpdater() { return m_pSteamMasterServerUpdater; }
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ISteamNetworking *SteamGameServerNetworking() { return m_pSteamGameServerNetworking; }
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ISteamGameServerStats *SteamGameServerStats() { return m_pSteamGameServerStats; }
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private:
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ISteamGameServer *m_pSteamGameServer;
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ISteamUtils *m_pSteamGameServerUtils;
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ISteamMasterServerUpdater *m_pSteamMasterServerUpdater;
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ISteamNetworking *m_pSteamGameServerNetworking;
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ISteamGameServerStats *m_pSteamGameServerStats;
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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_pSteamMasterServerUpdater = NULL;
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m_pSteamGameServerNetworking = NULL;
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m_pSteamGameServerStats = 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_pSteamMasterServerUpdater = g_pSteamClientGameServer->GetISteamMasterServerUpdater( hSteamUser, hSteamPipe, STEAMMASTERSERVERUPDATER_INTERFACE_VERSION );
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if ( !m_pSteamMasterServerUpdater )
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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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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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