Recompile linux and mac tier1.
1 //========= Copyright Valve Corporation, All rights reserved. ============//
3 // Purpose: interface to steam for game servers
5 //=============================================================================
7 #ifndef ISTEAMGAMESERVER_H
8 #define ISTEAMGAMESERVER_H
13 #include "isteamclient.h"
15 #define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
17 //-----------------------------------------------------------------------------
18 // Purpose: Functions for authenticating users via Steam to play on a game server
19 //-----------------------------------------------------------------------------
20 class ISteamGameServer
25 // Basic server data. These properties, if set, must be set before before calling LogOn. They
26 // may not be changed after logged in.
29 /// This is called by SteamGameServer_Init, and you will usually not need to call it directly
30 virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0;
32 /// Game product identifier. This is currently used by the master server for version checking purposes.
33 /// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
34 virtual void SetProduct( const char *pszProduct ) = 0;
36 /// Description of the game. This is a required field and is displayed in the steam server browser....for now.
37 /// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
38 virtual void SetGameDescription( const char *pszGameDescription ) = 0;
40 /// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
41 /// this application is the original game, not a mod.
43 /// @see k_cbMaxGameServerGameDir
44 virtual void SetModDir( const char *pszModDir ) = 0;
46 /// Is this is a dedicated server? The default value is false.
47 virtual void SetDedicatedServer( bool bDedicated ) = 0;
53 /// Begin process to login to a persistent game server account
55 /// You need to register for callbacks to determine the result of this operation.
56 /// @see SteamServersConnected_t
57 /// @see SteamServerConnectFailure_t
58 /// @see SteamServersDisconnected_t
60 const char *pszAccountName,
61 const char *pszPassword
64 /// Login to a generic, anonymous account.
66 /// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,
67 /// but this is no longer the case.
68 virtual void LogOnAnonymous() = 0;
70 /// Begin process of logging game server out of steam
71 virtual void LogOff() = 0;
74 virtual bool BLoggedOn() = 0;
75 virtual bool BSecure() = 0;
76 virtual CSteamID GetSteamID() = 0;
78 /// Returns true if the master server has requested a restart.
79 /// Only returns true once per request.
80 virtual bool WasRestartRequested() = 0;
83 // Server state. These properties may be changed at any time.
86 /// Max player count that will be reported to server browser and client queries
87 virtual void SetMaxPlayerCount( int cPlayersMax ) = 0;
89 /// Number of bots. Default value is zero
90 virtual void SetBotPlayerCount( int cBotplayers ) = 0;
92 /// Set the name of server as it will appear in the server browser
94 /// @see k_cbMaxGameServerName
95 virtual void SetServerName( const char *pszServerName ) = 0;
97 /// Set name of map to report in the server browser
99 /// @see k_cbMaxGameServerName
100 virtual void SetMapName( const char *pszMapName ) = 0;
102 /// Let people know if your server will require a password
103 virtual void SetPasswordProtected( bool bPasswordProtected ) = 0;
105 /// Spectator server. The default value is zero, meaning the service
107 virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0;
109 /// Name of the spectator server. (Only used if spectator port is nonzero.)
111 /// @see k_cbMaxGameServerMapName
112 virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0;
114 /// Call this to clear the whole list of key/values that are sent in rules queries.
115 virtual void ClearAllKeyValues() = 0;
117 /// Call this to add/update a key/value pair.
118 virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0;
120 /// Sets a string defining the "gametags" for this server, this is optional, but if it is set
121 /// it allows users to filter in the matchmaking/server-browser interfaces based on the value
123 /// @see k_cbMaxGameServerTags
124 virtual void SetGameTags( const char *pchGameTags ) = 0;
126 /// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
127 /// it allows users to filter in the matchmaking/server-browser interfaces based on the value
128 /// don't set this unless it actually changes, its only uploaded to the master once (when
131 /// @see k_cbMaxGameServerGameData
132 virtual void SetGameData( const char *pchGameData) = 0;
134 /// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
135 virtual void SetRegion( const char *pszRegion ) = 0;
138 // Player list management / authentication
141 // Handles receiving a new connection from a Steam user. This call will ask the Steam
142 // servers to validate the users identity, app ownership, and VAC status. If the Steam servers
143 // are off-line, then it will validate the cached ticket itself which will validate app ownership
144 // and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
145 // and must then be sent up to the game server for authentication.
147 // 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
148 // If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
149 // for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
150 virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
152 // Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
154 // Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
155 // when this user leaves the server just like you would for a real user.
156 virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
158 // Should be called whenever a user leaves our game server, this lets Steam internally
159 // track which users are currently on which servers for the purposes of preventing a single
160 // account being logged into multiple servers, showing who is currently on a server, etc.
161 virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
163 // Update the data to be displayed in the server browser and matchmaking interfaces for a user
164 // currently connected to the server. For regular users you must call this after you receive a
165 // GSUserValidationSuccess callback.
167 // Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
168 virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
170 // New auth system APIs - do not mix with the old auth system APIs.
171 // ----------------------------------------------------------------
173 // Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
174 // pcbTicket retrieves the length of the actual ticket.
175 virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
177 // Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused
178 // Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
179 virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0;
181 // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
182 virtual void EndAuthSession( CSteamID steamID ) = 0;
184 // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
185 virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0;
187 // After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function
188 // to determine if the user owns downloadable content specified by the provided AppID.
189 virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
191 // Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
192 // returns false if we're not connected to the steam servers and thus cannot ask
193 virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0;
196 // Query steam for server data
199 // Ask for the gameplay stats for the server. Results returned in a callback
200 virtual void GetGameplayStats( ) = 0;
202 // Gets the reputation score for the game server. This API also checks if the server or some
203 // other server on the same IP is banned from the Steam master servers.
204 virtual SteamAPICall_t GetServerReputation( ) = 0;
206 // Returns the public IP of the server according to Steam, useful when the server is
207 // behind NAT and you want to advertise its IP in a lobby for other clients to directly
209 virtual uint32 GetPublicIP() = 0;
211 // These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
212 // socket to talk to the master server on, it lets the game use its socket to forward messages
213 // back and forth. This prevents us from requiring server ops to open up yet another port
214 // in their firewalls.
216 // the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
218 // These are used when you've elected to multiplex the game server's UDP socket
219 // rather than having the master server updater use its own sockets.
221 // Source games use this to simplify the job of the server admins, so they
222 // don't have to open up more ports on their firewalls.
224 // Call this when a packet that starts with 0xFFFFFFFF comes in. That means
226 virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
228 // AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
229 // This gets a packet that the master server updater needs to send out on UDP.
230 // It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
231 // Call this each frame until it returns 0.
232 virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
235 // Control heartbeats / advertisement with master server
238 // Call this as often as you like to tell the master server updater whether or not
239 // you want it to be active (default: off).
240 virtual void EnableHeartbeats( bool bActive ) = 0;
242 // You usually don't need to modify this.
243 // Pass -1 to use the default value for iHeartbeatInterval.
244 // Some mods change this.
245 virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
247 // Force a heartbeat to steam at the next opportunity
248 virtual void ForceHeartbeat() = 0;
250 // associate this game server with this clan for the purposes of computing player compat
251 virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0;
253 // ask if any of the current players dont want to play with this new player - or vice versa
254 virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0;
258 #define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer011"
261 const uint32 k_unServerFlagNone = 0x00;
262 const uint32 k_unServerFlagActive = 0x01; // server has users playing
263 const uint32 k_unServerFlagSecure = 0x02; // server wants to be secure
264 const uint32 k_unServerFlagDedicated = 0x04; // server is dedicated
265 const uint32 k_unServerFlagLinux = 0x08; // linux build
266 const uint32 k_unServerFlagPassworded = 0x10; // password protected
267 const uint32 k_unServerFlagPrivate = 0x20; // server shouldn't list on master server and
268 // won't enforce authentication of users that connect to the server.
269 // Useful when you run a server where the clients may not
270 // be connected to the internet but you want them to play (i.e LANs)
274 #if defined( VALVE_CALLBACK_PACK_SMALL )
275 #pragma pack( push, 4 )
276 #elif defined( VALVE_CALLBACK_PACK_LARGE )
277 #pragma pack( push, 8 )
279 #error isteamclient.h must be included
283 // client has been approved to connect to this game server
284 struct GSClientApprove_t
286 enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
291 // client has been denied to connection to this game server
292 struct GSClientDeny_t
294 enum { k_iCallback = k_iSteamGameServerCallbacks + 2 };
296 EDenyReason m_eDenyReason;
297 char m_rgchOptionalText[128];
301 // request the game server should kick the user
302 struct GSClientKick_t
304 enum { k_iCallback = k_iSteamGameServerCallbacks + 3 };
306 EDenyReason m_eDenyReason;
309 // NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks,
310 // do not reuse them here.
313 // client achievement info
314 struct GSClientAchievementStatus_t
316 enum { k_iCallback = k_iSteamGameServerCallbacks + 6 };
318 char m_pchAchievement[128];
322 // received when the game server requests to be displayed as secure (VAC protected)
323 // m_bSecure is true if the game server should display itself as secure to users, false otherwise
324 struct GSPolicyResponse_t
326 enum { k_iCallback = k_iSteamUserCallbacks + 15 };
330 // GS gameplay stats info
331 struct GSGameplayStats_t
333 enum { k_iCallback = k_iSteamGameServerCallbacks + 7 };
334 EResult m_eResult; // Result of the call
335 int32 m_nRank; // Overall rank of the server (0-based)
336 uint32 m_unTotalConnects; // Total number of clients who have ever connected to the server
337 uint32 m_unTotalMinutesPlayed; // Total number of minutes ever played on the server
340 // send as a reply to RequestUserGroupStatus()
341 struct GSClientGroupStatus_t
343 enum { k_iCallback = k_iSteamGameServerCallbacks + 8 };
344 CSteamID m_SteamIDUser;
345 CSteamID m_SteamIDGroup;
350 // Sent as a reply to GetServerReputation()
351 struct GSReputation_t
353 enum { k_iCallback = k_iSteamGameServerCallbacks + 9 };
354 EResult m_eResult; // Result of the call;
355 uint32 m_unReputationScore; // The reputation score for the game server
356 bool m_bBanned; // True if the server is banned from the Steam
359 // The following members are only filled out if m_bBanned is true. They will all
360 // be set to zero otherwise. Master server bans are by IP so it is possible to be
361 // banned even when the score is good high if there is a bad server on another port.
362 // This information can be used to determine which server is bad.
364 uint32 m_unBannedIP; // The IP of the banned server
365 uint16 m_usBannedPort; // The port of the banned server
366 uint64 m_ulBannedGameID; // The game ID the banned server is serving
367 uint32 m_unBanExpires; // Time the ban expires, expressed in the Unix epoch (seconds since 1/1/1970)
370 // Sent as a reply to AssociateWithClan()
371 struct AssociateWithClanResult_t
373 enum { k_iCallback = k_iSteamGameServerCallbacks + 10 };
374 EResult m_eResult; // Result of the call;
377 // Sent as a reply to ComputeNewPlayerCompatibility()
378 struct ComputeNewPlayerCompatibilityResult_t
380 enum { k_iCallback = k_iSteamGameServerCallbacks + 11 };
381 EResult m_eResult; // Result of the call;
382 int m_cPlayersThatDontLikeCandidate;
383 int m_cPlayersThatCandidateDoesntLike;
384 int m_cClanPlayersThatDontLikeCandidate;
385 CSteamID m_SteamIDCandidate;
391 #endif // ISTEAMGAMESERVER_H