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ScreenPlay/ScreenPlayWorkshop/ThirdParty/steam/steam_gameserver.h
2018-10-17 20:39:39 +02:00

244 lines
12 KiB
C++

//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef STEAM_GAMESERVER_H
#define STEAM_GAMESERVER_H
#ifdef _WIN32
#pragma once
#endif
#include "steam_api.h"
#include "isteamgameserver.h"
#include "isteamgameserverstats.h"
enum EServerMode
{
eServerModeInvalid = 0, // DO NOT USE
eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
};
// Initialize ISteamGameServer interface object, and set server properties which may not be changed.
//
// After calling this function, you should set any additional server parameters, and then
// call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn()
//
// - usSteamPort is the local port used to communicate with the steam servers.
// - usGamePort is the port that clients will connect to for gameplay.
// - usQueryPort is the port that will manage server browser related duties and info
// pings from clients. If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it
// will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving
// UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h.
// - The version string is usually in the form x.x.x.x, and is used by the master server to detect when the
// server is out of date. (Only servers with the latest version will be listed.)
inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
S_API void SteamGameServer_Shutdown();
S_API void SteamGameServer_RunCallbacks();
// Most Steam API functions allocate some amount of thread-local memory for
// parameter storage. Calling SteamGameServer_ReleaseCurrentThreadMemory()
// will free all API-related memory associated with the calling thread.
// This memory is released automatically by SteamGameServer_RunCallbacks(),
// so single-threaded servers do not need to explicitly call this function.
inline void SteamGameServer_ReleaseCurrentThreadMemory();
S_API bool SteamGameServer_BSecure();
S_API uint64 SteamGameServer_GetSteamID();
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// Global accessors for game server C++ APIs. See individual isteam*.h files for details.
// You should not cache the results of these accessors or pass the result pointers across
// modules! Different modules may be compiled against different SDK header versions, and
// the interface pointers could therefore be different across modules. Every line of code
// which calls into a Steamworks API should retrieve the interface from a global accessor.
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
#if !defined( STEAM_API_EXPORTS )
inline ISteamClient *SteamGameServerClient();
inline ISteamGameServer *SteamGameServer();
inline ISteamUtils *SteamGameServerUtils();
inline ISteamNetworking *SteamGameServerNetworking();
inline ISteamGameServerStats *SteamGameServerStats();
inline ISteamHTTP *SteamGameServerHTTP();
inline ISteamInventory *SteamGameServerInventory();
inline ISteamUGC *SteamGameServerUGC();
inline ISteamApps *SteamGameServerApps();
#endif
class CSteamGameServerAPIContext
{
public:
CSteamGameServerAPIContext() { Clear(); }
inline void Clear();
inline bool Init();
ISteamClient *SteamClient() const { return m_pSteamClient; }
ISteamGameServer *SteamGameServer() const { return m_pSteamGameServer; }
ISteamUtils *SteamGameServerUtils() const { return m_pSteamGameServerUtils; }
ISteamNetworking *SteamGameServerNetworking() const { return m_pSteamGameServerNetworking; }
ISteamGameServerStats *SteamGameServerStats() const { return m_pSteamGameServerStats; }
ISteamHTTP *SteamHTTP() const { return m_pSteamHTTP; }
ISteamInventory *SteamInventory() const { return m_pSteamInventory; }
ISteamUGC *SteamUGC() const { return m_pSteamUGC; }
ISteamApps *SteamApps() const { return m_pSteamApps; }
private:
ISteamClient *m_pSteamClient;
ISteamGameServer *m_pSteamGameServer;
ISteamUtils *m_pSteamGameServerUtils;
ISteamNetworking *m_pSteamGameServerNetworking;
ISteamGameServerStats *m_pSteamGameServerStats;
ISteamHTTP *m_pSteamHTTP;
ISteamInventory *m_pSteamInventory;
ISteamUGC *m_pSteamUGC;
ISteamApps *m_pSteamApps;
};
// Older SDKs exported this global pointer, but it is no longer supported.
// You should use SteamGameServerClient() or CSteamGameServerAPIContext to
// safely access the ISteamClient APIs from your game server application.
//S_API ISteamClient *g_pSteamClientGameServer;
// SteamGameServer_InitSafe has been replaced with SteamGameServer_Init and
// is no longer supported. Use SteamGameServer_Init instead.
//S_API void S_CALLTYPE SteamGameServer_InitSafe();
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// These macros are similar to the STEAM_CALLBACK_* macros in steam_api.h, but only trigger for gameserver callbacks
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
#define STEAM_GAMESERVER_CALLBACK( thisclass, func, /*callback_type, [deprecated] var*/... ) \
_STEAM_CALLBACK_SELECT( ( __VA_ARGS__, GS, 3 ), ( this->SetGameserverFlag();, thisclass, func, __VA_ARGS__ ) )
#define STEAM_GAMESERVER_CALLBACK_MANUAL( thisclass, func, callback_type, var ) \
CCallbackManual< thisclass, callback_type, true > var; void func( callback_type *pParam )
#define _STEAM_CALLBACK_GS( _, thisclass, func, param, var ) \
CCallback< thisclass, param, true > var; void func( param *pParam )
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// steamclient.dll private wrapper functions
//
// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
S_API HSteamPipe S_CALLTYPE SteamGameServer_GetHSteamPipe();
S_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser();
S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
#if !defined( STEAM_API_EXPORTS )
inline void S_CALLTYPE SteamGameServerInternal_OnContextInit( void* p )
{
((CSteamGameServerAPIContext*)p)->Clear();
if ( SteamGameServer_GetHSteamPipe() )
((CSteamGameServerAPIContext*)p)->Init();
}
inline CSteamGameServerAPIContext& SteamGameServerInternal_ModuleContext()
{
// SteamInternal_ContextInit takes a base pointer for the equivalent of
// struct { void (*pFn)(void* pCtx); uintp counter; CSteamAPIContext ctx; }
// Do not change layout of 2 + sizeof... or add non-pointer aligned data!
// NOTE: declaring "static CSteamAPIConext" creates a large function
// which queries the initialization status of the object. We know that
// it is pointer-aligned and fully memset with zeros, so just alias a
// static buffer of the appropriate size and call it a CSteamAPIContext.
static void* s_CallbackCounterAndContext[2 + sizeof( CSteamGameServerAPIContext ) / sizeof( void* )] = { (void*)&SteamGameServerInternal_OnContextInit, 0 };
return *(CSteamGameServerAPIContext*)SteamInternal_ContextInit( s_CallbackCounterAndContext );
}
inline ISteamClient *SteamGameServerClient() { return SteamGameServerInternal_ModuleContext().SteamClient(); }
inline ISteamGameServer *SteamGameServer() { return SteamGameServerInternal_ModuleContext().SteamGameServer(); }
inline ISteamUtils *SteamGameServerUtils() { return SteamGameServerInternal_ModuleContext().SteamGameServerUtils(); }
inline ISteamNetworking *SteamGameServerNetworking() { return SteamGameServerInternal_ModuleContext().SteamGameServerNetworking(); }
inline ISteamGameServerStats *SteamGameServerStats() { return SteamGameServerInternal_ModuleContext().SteamGameServerStats(); }
inline ISteamHTTP *SteamGameServerHTTP() { return SteamGameServerInternal_ModuleContext().SteamHTTP(); }
inline ISteamInventory *SteamGameServerInventory() { return SteamGameServerInternal_ModuleContext().SteamInventory(); }
inline ISteamUGC *SteamGameServerUGC() { return SteamGameServerInternal_ModuleContext().SteamUGC(); }
inline ISteamApps *SteamGameServerApps() { return SteamGameServerInternal_ModuleContext().SteamApps(); }
#endif // !defined( STEAM_API_EXPORTS )
inline void CSteamGameServerAPIContext::Clear()
{
m_pSteamClient = NULL;
m_pSteamGameServer = NULL;
m_pSteamGameServerUtils = NULL;
m_pSteamGameServerNetworking = NULL;
m_pSteamGameServerStats = NULL;
m_pSteamHTTP = NULL;
m_pSteamInventory = NULL;
m_pSteamUGC = NULL;
m_pSteamApps = NULL;
}
// This function must be declared inline in the header so the module using steam_api.dll gets the version names they want.
inline bool CSteamGameServerAPIContext::Init()
{
HSteamUser hSteamUser = SteamGameServer_GetHSteamUser();
HSteamPipe hSteamPipe = SteamGameServer_GetHSteamPipe();
if ( !hSteamPipe )
return false;
m_pSteamClient = (ISteamClient*) SteamInternal_CreateInterface( STEAMCLIENT_INTERFACE_VERSION );
if ( !m_pSteamClient )
return false;
m_pSteamGameServer = m_pSteamClient->GetISteamGameServer( hSteamUser, hSteamPipe, STEAMGAMESERVER_INTERFACE_VERSION );
if ( !m_pSteamGameServer )
return false;
m_pSteamGameServerUtils = m_pSteamClient->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION );
if ( !m_pSteamGameServerUtils )
return false;
m_pSteamGameServerNetworking = m_pSteamClient->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION );
if ( !m_pSteamGameServerNetworking )
return false;
m_pSteamGameServerStats = m_pSteamClient->GetISteamGameServerStats( hSteamUser, hSteamPipe, STEAMGAMESERVERSTATS_INTERFACE_VERSION );
if ( !m_pSteamGameServerStats )
return false;
m_pSteamHTTP = m_pSteamClient->GetISteamHTTP( hSteamUser, hSteamPipe, STEAMHTTP_INTERFACE_VERSION );
if ( !m_pSteamHTTP )
return false;
m_pSteamInventory = m_pSteamClient->GetISteamInventory( hSteamUser, hSteamPipe, STEAMINVENTORY_INTERFACE_VERSION );
if ( !m_pSteamInventory )
return false;
m_pSteamUGC = m_pSteamClient->GetISteamUGC( hSteamUser, hSteamPipe, STEAMUGC_INTERFACE_VERSION );
if ( !m_pSteamUGC )
return false;
m_pSteamApps = m_pSteamClient->GetISteamApps( hSteamUser, hSteamPipe, STEAMAPPS_INTERFACE_VERSION );
if ( !m_pSteamApps )
return false;
return true;
}
inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
{
if ( !SteamInternal_GameServer_Init( unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString ) )
return false;
return true;
}
inline void SteamGameServer_ReleaseCurrentThreadMemory()
{
SteamAPI_ReleaseCurrentThreadMemory();
}
#endif // STEAM_GAMESERVER_H