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Add steam interface adapter ISteamGameServer v011 for rehlds api
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s1lentq committed Dec 15, 2024
1 parent 07227db commit bdac0cd
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Showing 11 changed files with 582 additions and 11 deletions.
1 change: 1 addition & 0 deletions rehlds/CMakeLists.txt
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Expand Up @@ -184,6 +184,7 @@ set(ENGINE_SRCS
rehlds/rehlds_interfaces_impl.cpp
rehlds/rehlds_messagemngr_impl.cpp
rehlds/rehlds_security.cpp
rehlds/steam_adapter/gameserver011.cpp
)

set(UNITTESTS_SRCS
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3 changes: 3 additions & 0 deletions rehlds/msvc/ReHLDS.vcxproj
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Expand Up @@ -140,6 +140,7 @@
</ClCompile>
<ClCompile Include="..\rehlds\RehldsRuntimeConfig.cpp" />
<ClCompile Include="..\rehlds\rehlds_security.cpp" />
<ClCompile Include="..\rehlds\steam_adapter\gameserver011.cpp" />
<ClCompile Include="..\rehlds\structSizeCheck.cpp" />
<ClCompile Include="..\testsuite\anonymizer.cpp" />
<ClCompile Include="..\testsuite\funccalls.cpp" />
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<ClInclude Include="..\public\steam\isteamfriends.h" />
<ClInclude Include="..\public\steam\isteamgamecoordinator.h" />
<ClInclude Include="..\public\steam\isteamgameserver.h" />
<ClInclude Include="..\public\steam\isteamgameserver011.h" />
<ClInclude Include="..\public\steam\isteamgameserverstats.h" />
<ClInclude Include="..\public\steam\isteamhtmlsurface.h" />
<ClInclude Include="..\public\steam\isteamhttp.h" />
Expand Down Expand Up @@ -467,6 +469,7 @@
<ClInclude Include="..\rehlds\rehlds_api_impl.h" />
<ClInclude Include="..\rehlds\rehlds_interfaces_impl.h" />
<ClInclude Include="..\rehlds\rehlds_security.h" />
<ClInclude Include="..\rehlds\steam_adapter\gameserver011.h" />
<ClInclude Include="..\testsuite\anonymizer.h" />
<ClInclude Include="..\testsuite\funccalls.h" />
<ClInclude Include="..\testsuite\memory.h" />
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12 changes: 12 additions & 0 deletions rehlds/msvc/ReHLDS.vcxproj.filters
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Expand Up @@ -51,6 +51,9 @@
<Filter Include="dlls">
<UniqueIdentifier>{c91850f0-8e81-47e5-9a5f-53215766e960}</UniqueIdentifier>
</Filter>
<Filter Include="rehlds\steam_adapter">
<UniqueIdentifier>{4e2d8487-e3d7-44e0-a4e7-1ab2aae5d5d1}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\engine\common.cpp">
Expand Down Expand Up @@ -344,6 +347,9 @@
<ClCompile Include="..\rehlds\rehlds_messagemngr_impl.cpp">
<Filter>rehlds</Filter>
</ClCompile>
<ClCompile Include="..\rehlds\steam_adapter\gameserver011.cpp">
<Filter>rehlds\steam_adapter</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\version\version.h">
Expand Down Expand Up @@ -1126,5 +1132,11 @@
<ClInclude Include="..\public\steam\steamuniverse.h">
<Filter>public\steam</Filter>
</ClInclude>
<ClInclude Include="..\public\steam\isteamgameserver011.h">
<Filter>public\steam</Filter>
</ClInclude>
<ClInclude Include="..\rehlds\steam_adapter\gameserver011.h">
<Filter>rehlds\steam_adapter</Filter>
</ClInclude>
</ItemGroup>
</Project>
2 changes: 1 addition & 1 deletion rehlds/public/rehlds/rehlds_interfaces.h
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Expand Up @@ -285,7 +285,7 @@ class IRehldsServerData {
virtual void SetResourcesNum(int num) = 0;
virtual struct resource_s *GetResource(int index) = 0;
virtual void SetName(const char* name) = 0;
virtual class ISteamGameServer *GetSteamGameServer() = 0;
virtual class ISteamGameServer011 *GetSteamGameServer() = 0;
virtual struct netadr_s *GetNetFrom() = 0;
virtual double GetOldTime() = 0;

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11 changes: 5 additions & 6 deletions rehlds/public/steam/isteamgameserver.h
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Expand Up @@ -25,7 +25,7 @@ class ISteamGameServer
//

/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
STEAM_PRIVATE_API( virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0; )
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.
Expand Down Expand Up @@ -256,14 +256,13 @@ class ISteamGameServer
// 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;

// Deprecated functions. These will be removed in a future version of the SDK.
// DEPRECATED!
// These will be removed in a future version of the SDK.
// If you really need these, please contact us and help us understand what you are
// using them for.

// STEAM_PRIVATE_API(
virtual void SetMasterServerHeartbeatInterval( int iHeartbeatInterval ) = 0;
virtual void ForceMasterServerHeartbeat() = 0;
// )
virtual void SetMasterServerHeartbeatInterval( int iHeartbeatInterval ) = 0;
virtual void ForceMasterServerHeartbeat() = 0;
};

#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer015"
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256 changes: 256 additions & 0 deletions rehlds/public/steam/isteamgameserver011.h
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@@ -0,0 +1,256 @@
//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface 011 version to steam for game servers
//
//=============================================================================

#ifndef ISTEAMGAMESERVER_011_H
#define ISTEAMGAMESERVER_011_H
#ifdef _WIN32
#pragma once
#endif

#include "steam_api_common.h"

//-----------------------------------------------------------------------------
// Purpose: Functions for authenticating users via Steam to play on a game server
//-----------------------------------------------------------------------------
class ISteamGameServer011
{
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;

};

#endif // ISTEAMGAMESERVER_011_H
3 changes: 2 additions & 1 deletion rehlds/public/steam/steam_gameserver.h
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@@ -1,4 +1,4 @@
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
Expand All @@ -12,6 +12,7 @@

#include "steam_api.h"
#include "isteamgameserver.h"
#include "isteamgameserver011.h"
#include "isteamgameserverstats.h"

enum EServerMode
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4 changes: 2 additions & 2 deletions rehlds/rehlds/rehlds_interfaces_impl.cpp
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Expand Up @@ -904,8 +904,8 @@ IGameClient* GetRehldsApiClient(client_t* cl)
return g_GameClients[idx];
}

ISteamGameServer* EXT_FUNC CRehldsServerData::GetSteamGameServer() {
return ::SteamGameServer();
ISteamGameServer011* EXT_FUNC CRehldsServerData::GetSteamGameServer() {
return ::SteamGameServer_v011();
}

netadr_t* EXT_FUNC CRehldsServerData::GetNetFrom() {
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