117 lines
3.9 KiB
C++
117 lines
3.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: steam state machine that handles authenticating steam users
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//
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//=============================================================================//
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#ifndef STEAMUAUTHSERVER_H
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#define STEAMUAUTHSERVER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseclient.h"
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#include "utlvector.h"
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#include "netadr.h"
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#include "utlstring.h"
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#include "steam/steam_gameserver.h"
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class CSteam3Server : public CSteamGameServerAPIContext
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{
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public:
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CSteam3Server();
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~CSteam3Server();
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#if !defined(NO_STEAM)
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STEAM_GAMESERVER_CALLBACK( CSteam3Server, OnLogonSuccess, SteamServersConnected_t, m_CallbackLogonSuccess );
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STEAM_GAMESERVER_CALLBACK( CSteam3Server, OnLogonFailure, SteamServerConnectFailure_t, m_CallbackLogonFailure );
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STEAM_GAMESERVER_CALLBACK( CSteam3Server, OnLoggedOff, SteamServersDisconnected_t, m_CallbackLoggedOff );
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// game server callbacks
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STEAM_GAMESERVER_CALLBACK( CSteam3Server, OnGSPolicyResponse, GSPolicyResponse_t, m_CallbackGSPolicyResponse );
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STEAM_GAMESERVER_CALLBACK( CSteam3Server, OnValidateAuthTicketResponse, ValidateAuthTicketResponse_t, m_CallbackValidateAuthTicketResponse );
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STEAM_GAMESERVER_CALLBACK( CSteam3Server, OnComputeNewPlayerCompatibilityResponse, ComputeNewPlayerCompatibilityResult_t, m_CallbackPlayerCompatibilityResponse );
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#endif
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// CSteam3 stuff
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enum EServerType {
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eServerTypeNormal,
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// Don't register a game port, use hltv system's port as query port
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eServerTypeTVRelay
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};
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void Activate( EServerType serverType );
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void NotifyOfLevelChange();
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void NotifyOfServerNameChange();
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void SendUpdatedServerDetails();
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void Shutdown();
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bool NotifyClientConnect( CBaseClient *client, uint32 unUserID, netadr_t & adr, const void *pvCookie, uint32 ucbCookie );
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bool NotifyLocalClientConnect( CBaseClient *client ); // Used for local player on listen server and bots.
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void NotifyClientDisconnect( CBaseClient *client );
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void RunFrame();
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bool BSecure() { return SteamGameServer() && SteamGameServer()->BSecure(); }
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bool BIsActive() { return SteamGameServer() && ( m_eServerMode >= eServerModeNoAuthentication ); }
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bool BLanOnly() const { return m_eServerMode == eServerModeNoAuthentication; }
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bool BWantsSecure() { return m_eServerMode == eServerModeAuthenticationAndSecure; }
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bool BLoggedOn() { return SteamGameServer() && SteamGameServer()->BLoggedOn(); }
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bool CompareUserID( const USERID_t & id1, const USERID_t & id2 );
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const CSteamID& GetGSSteamID();
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uint16 GetQueryPort() const { return m_QueryPort; }
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// Fetch public IP. Might return 0 if we don't know
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uint32 GetPublicIP() { return SteamGameServer() ? SteamGameServer()->GetPublicIP() : 0; }
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bool IsMasterServerUpdaterSharingGameSocket();
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/// Select Steam account name / password to use
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void SetAccount( const char *pszToken )
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{
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m_sAccountToken = pszToken;
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}
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void UpdateGroupSteamID( bool bForce );
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/// What account name was selected?
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const char *GetAccountToken() const { return m_sAccountToken.String(); }
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private:
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bool CheckForDuplicateSteamID( const CBaseClient *client );
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CBaseClient *ClientFindFromSteamID( CSteamID & steamIDFind );
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void OnValidateAuthTicketResponseHelper( CBaseClient *cl, EAuthSessionResponse eAuthSessionResponse );
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EServerMode GetCurrentServerMode();
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EServerMode m_eServerMode;
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EServerType m_eServerType;
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bool m_bMasterServerUpdaterSharingGameSocket;
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bool m_bLogOnFinished;
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bool m_bLoggedOn;
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bool m_bLogOnResult; // if true, show logon result
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bool m_bHasActivePlayers; // player stats updates are only sent if active players are available
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CSteamID m_SteamIDGS;
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CSteamID m_steamIDLanOnly;
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bool m_bActive;
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bool m_bWantsSecure;
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bool m_bInitialized;
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bool m_bWantsPersistentAccountLogon;
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// The port that we are listening for queries on.
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uint32 m_unIP;
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uint16 m_usPort;
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uint16 m_QueryPort;
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CUtlString m_sAccountToken;
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CSteamID m_SteamIDGroupForBlocking;
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};
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// singleton accessor
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CSteam3Server &Steam3Server();
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#endif
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