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//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
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//
// Purpose: interface to steam for game servers
//
//=============================================================================
# ifndef ISTEAMGAMESERVER_H
# define ISTEAMGAMESERVER_H
# ifdef _WIN32
# pragma once
# endif
# include "isteamclient.h"
//-----------------------------------------------------------------------------
// Purpose: Functions for authenticating users via Steam to play on a game server
//-----------------------------------------------------------------------------
class ISteamGameServer
{
public :
// connection functions
virtual void LogOn ( ) = 0 ;
virtual void LogOff ( ) = 0 ;
// status functions
virtual bool BLoggedOn ( ) = 0 ;
virtual bool BSecure ( ) = 0 ;
virtual CSteamID GetSteamID ( ) = 0 ;
// 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 ;
// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
//
// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
//
// Input: nGameAppID - The Steam assigned AppID for the game
// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
// unGamePort - The port which the server is listening for client connections on
// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
// pchGameDir - A unique string identifier for your game
// pchVersion - The current version of the server as a string like 1.0.0.0
// bLanMode - Is this a LAN only server?
//
// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
// and stop calling it in SteamGameServer_Init()?
virtual bool BSetServerType ( uint32 unServerFlags , uint32 unGameIP , uint16 unGamePort ,
uint16 unSpectatorPort , uint16 usQueryPort , const char * pchGameDir , const char * pchVersion , bool bLANMode ) = 0 ;
// Updates server status values which shows up in the server browser and matchmaking APIs
virtual void UpdateServerStatus ( int cPlayers , int cPlayersMax , int cBotPlayers ,
const char * pchServerName , const char * pSpectatorServerName ,
const char * pchMapName ) = 0 ;
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
virtual void UpdateSpectatorPort ( uint16 unSpectatorPort ) = 0 ;
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// Sets a string defining the "gametags" for this server, this is optional, but if it is set
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// it allows users to filter in the matchmaking/server-browser interfaces based on the value
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virtual void SetGameTags ( const char * pchGameTags ) = 0 ;
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// 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 ;
// 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 ;
// 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 ;
// 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)
virtual void SetGameData ( const char * pchGameData ) = 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 ;
} ;
# define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer010"
// 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
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# pragma pack( push, 8 )
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// 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)
} ;
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# pragma pack( pop )
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# endif // ISTEAMGAMESERVER_H