243 lines
12 KiB
C++
243 lines
12 KiB
C++
//====== Copyright © 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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inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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S_API void SteamGameServer_Shutdown();
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S_API void SteamGameServer_RunCallbacks();
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// Most Steam API functions allocate some amount of thread-local memory for
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// parameter storage. Calling SteamGameServer_ReleaseCurrentThreadMemory()
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// will free all API-related memory associated with the calling thread.
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// This memory is released automatically by SteamGameServer_RunCallbacks(),
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// so single-threaded servers do not need to explicitly call this function.
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inline void SteamGameServer_ReleaseCurrentThreadMemory();
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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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// Global accessors for game server C++ APIs. See individual isteam*.h files for details.
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// You should not cache the results of these accessors or pass the result pointers across
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// modules! Different modules may be compiled against different SDK header versions, and
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// the interface pointers could therefore be different across modules. Every line of code
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// which calls into a Steamworks API should retrieve the interface from a global accessor.
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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#if !defined( STEAM_API_EXPORTS )
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inline ISteamClient *SteamGameServerClient();
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inline ISteamGameServer *SteamGameServer();
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inline ISteamUtils *SteamGameServerUtils();
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inline ISteamNetworking *SteamGameServerNetworking();
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inline ISteamGameServerStats *SteamGameServerStats();
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inline ISteamHTTP *SteamGameServerHTTP();
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inline ISteamInventory *SteamGameServerInventory();
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inline ISteamUGC *SteamGameServerUGC();
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inline ISteamApps *SteamGameServerApps();
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#endif
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class CSteamGameServerAPIContext
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{
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public:
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CSteamGameServerAPIContext() { Clear(); }
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inline void Clear();
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inline bool Init();
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ISteamClient *SteamClient() const { return m_pSteamClient; }
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ISteamGameServer *SteamGameServer() const { return m_pSteamGameServer; }
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ISteamUtils *SteamGameServerUtils() const { return m_pSteamGameServerUtils; }
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ISteamNetworking *SteamGameServerNetworking() const { return m_pSteamGameServerNetworking; }
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ISteamGameServerStats *SteamGameServerStats() const { return m_pSteamGameServerStats; }
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ISteamHTTP *SteamHTTP() const { return m_pSteamHTTP; }
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ISteamInventory *SteamInventory() const { return m_pSteamInventory; }
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ISteamUGC *SteamUGC() const { return m_pSteamUGC; }
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ISteamApps *SteamApps() const { return m_pSteamApps; }
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private:
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ISteamClient *m_pSteamClient;
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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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ISteamApps *m_pSteamApps;
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};
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// Older SDKs exported this global pointer, but it is no longer supported.
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// You should use SteamGameServerClient() or CSteamGameServerAPIContext to
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// safely access the ISteamClient APIs from your game server application.
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//S_API ISteamClient *g_pSteamClientGameServer;
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// SteamGameServer_InitSafe has been replaced with SteamGameServer_Init and
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// is no longer supported. Use SteamGameServer_Init instead.
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//S_API void S_CALLTYPE SteamGameServer_InitSafe();
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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 S_CALLTYPE SteamGameServer_GetHSteamPipe();
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S_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser();
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S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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#if !defined( STEAM_API_EXPORTS )
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inline void S_CALLTYPE SteamGameServerInternal_OnContextInit( void* p )
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{
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((CSteamGameServerAPIContext*)p)->Clear();
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if ( SteamGameServer_GetHSteamPipe() )
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((CSteamGameServerAPIContext*)p)->Init();
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}
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inline CSteamGameServerAPIContext& SteamGameServerInternal_ModuleContext()
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{
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// SteamInternal_ContextInit takes a base pointer for the equivalent of
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// struct { void (*pFn)(void* pCtx); uintp counter; CSteamAPIContext ctx; }
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// Do not change layout of 2 + sizeof... or add non-pointer aligned data!
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// NOTE: declaring "static CSteamAPIConext" creates a large function
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// which queries the initialization status of the object. We know that
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// it is pointer-aligned and fully memset with zeros, so just alias a
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// static buffer of the appropriate size and call it a CSteamAPIContext.
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static void* s_CallbackCounterAndContext[2 + sizeof( CSteamGameServerAPIContext ) / sizeof( void* )] = { (void*)&SteamGameServerInternal_OnContextInit, 0 };
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return *(CSteamGameServerAPIContext*)SteamInternal_ContextInit( s_CallbackCounterAndContext );
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}
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inline ISteamClient *SteamGameServerClient() { return SteamGameServerInternal_ModuleContext().SteamClient(); }
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inline ISteamGameServer *SteamGameServer() { return SteamGameServerInternal_ModuleContext().SteamGameServer(); }
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inline ISteamUtils *SteamGameServerUtils() { return SteamGameServerInternal_ModuleContext().SteamGameServerUtils(); }
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inline ISteamNetworking *SteamGameServerNetworking() { return SteamGameServerInternal_ModuleContext().SteamGameServerNetworking(); }
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inline ISteamGameServerStats *SteamGameServerStats() { return SteamGameServerInternal_ModuleContext().SteamGameServerStats(); }
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inline ISteamHTTP *SteamGameServerHTTP() { return SteamGameServerInternal_ModuleContext().SteamHTTP(); }
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inline ISteamInventory *SteamGameServerInventory() { return SteamGameServerInternal_ModuleContext().SteamInventory(); }
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inline ISteamUGC *SteamGameServerUGC() { return SteamGameServerInternal_ModuleContext().SteamUGC(); }
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inline ISteamApps *SteamGameServerApps() { return SteamGameServerInternal_ModuleContext().SteamApps(); }
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#endif // !defined( STEAM_API_EXPORTS )
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inline void CSteamGameServerAPIContext::Clear()
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{
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m_pSteamClient = NULL;
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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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m_pSteamApps = NULL;
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}
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// This function must be declared inline in the header 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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HSteamUser hSteamUser = SteamGameServer_GetHSteamUser();
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HSteamPipe hSteamPipe = SteamGameServer_GetHSteamPipe();
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if ( !hSteamPipe )
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return false;
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m_pSteamClient = (ISteamClient*) SteamInternal_CreateInterface( STEAMCLIENT_INTERFACE_VERSION );
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if ( !m_pSteamClient )
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return false;
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m_pSteamGameServer = m_pSteamClient->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 = m_pSteamClient->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION );
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if ( !m_pSteamGameServerUtils )
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return false;
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m_pSteamGameServerNetworking = m_pSteamClient->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 = m_pSteamClient->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 = m_pSteamClient->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 = m_pSteamClient->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 = m_pSteamClient->GetISteamUGC( hSteamUser, hSteamPipe, STEAMUGC_INTERFACE_VERSION );
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if ( !m_pSteamUGC )
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return false;
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m_pSteamApps = m_pSteamClient->GetISteamApps( hSteamUser, hSteamPipe, STEAMAPPS_INTERFACE_VERSION );
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if ( !m_pSteamApps )
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return false;
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return true;
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}
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inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
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{
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if ( !SteamInternal_GameServer_Init( unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString ) )
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return false;
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return true;
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}
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inline void SteamGameServer_ReleaseCurrentThreadMemory()
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{
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SteamAPI_ReleaseCurrentThreadMemory();
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}
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#endif // STEAM_GAMESERVER_H
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