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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 "isteamclient.h"
+
+#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
+
+//-----------------------------------------------------------------------------
+// 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
+ 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 *pszAccountName,
+ const char *pszPassword
+ ) = 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;
+
+//
+// Query steam for server data
+//
+
+ // 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;
+
+ // 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;
+
+// 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
+ 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
+ virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0;
+
+};
+
+#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer011"
+
+// 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
+#pragma pack( push, 8 )
+
+
+// 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)
+};
+
+// 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