Counter Strike : Global Offensive Source Code
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//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: steam state machine that handles authenticating steam users
//
//===========================================================================//
#ifdef _WIN32
#if !defined( _X360 )
#include "winlite.h"
#include <winsock2.h> // INADDR_ANY defn
#endif
#elif POSIX
#include <netinet/in.h>
#endif
#include "sv_steamauth.h"
#include "sv_filter.h"
#include "inetchannel.h"
#include "netadr.h"
#include "server.h"
#include "proto_oob.h"
#ifndef DEDICATED
#include "Steam.h"
#include "client.h"
#endif
#include "host.h"
#include "sv_plugin.h"
#include "sv_log.h"
#include "filesystem_engine.h"
#include "filesystem_init.h"
#include "tier0/icommandline.h"
#include "steam/steam_gameserver.h"
#include "hltvserver.h"
#if defined( REPLAY_ENABLED )
#include "replayserver.h"
#endif
#include "pr_edict.h"
#include "steam/steamclientpublic.h"
#include "mathlib/expressioncalculator.h"
#include "sys_dll.h"
#include "host_cmd.h"
#include "tier1/fmtstr.h"
extern EUniverse GetSteamUniverse( void );
extern ConVar sv_lan;
extern ConVar sv_region;
extern ConVar cl_hideserverip;
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
#if defined( _PS3 )
#include "ps3/ps3_win32stubs.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#pragma warning( disable: 4355 ) // disables ' 'this' : used in base member initializer list'
ConVar sv_master_share_game_socket( "sv_master_share_game_socket", "1", 0,
"Use the game's socket to communicate to the master server. "
"If this is 0, then it will create a socket on -steamport + 1 "
"to communicate to the master server on." );
ConVar sv_steamauth_enforce( "sv_steamauth_enforce", "2", FCVAR_RELEASE,
"By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: "
"2 = instantly kick, 1 = kick at next spawn, 0 = do not kick." );
//-----------------------------------------------------------------------------
// Purpose: singleton accessor
//-----------------------------------------------------------------------------
static CSteam3Server s_Steam3Server;
CSteam3Server &Steam3Server()
{
return s_Steam3Server;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CSteam3Server::CSteam3Server()
#if !defined(NO_STEAM)
:
m_CallbackLogonSuccess( this, &CSteam3Server::OnLogonSuccess ),
m_CallbackLogonFailure( this, &CSteam3Server::OnLogonFailure ),
m_CallbackLoggedOff( this, &CSteam3Server::OnLoggedOff ),
m_CallbackValidateAuthTicketResponse( this, &CSteam3Server::OnValidateAuthTicketResponse ),
m_CallbackGSPolicyResponse( this, &CSteam3Server::OnGSPolicyResponse )
#endif
{
m_bHasActivePlayers = false;
m_bLogOnResult = false;
m_eServerMode = eServerModeInvalid;
m_bWantsSecure = false; // default to insecure currently, this may change
m_bInitialized = false;
m_bLogOnFinished = false;
m_bMasterServerUpdaterSharingGameSocket = false;
m_steamIDLanOnly.InstancedSet( 0,0, k_EUniversePublic, k_EAccountTypeInvalid );
m_SteamIDGS.InstancedSet( 1, 0, k_EUniverseInvalid, k_EAccountTypeInvalid );
m_QueryPort = 0;
}
//-----------------------------------------------------------------------------
// Purpose: detect current server mode based on cvars & settings
//-----------------------------------------------------------------------------
EServerMode CSteam3Server::GetCurrentServerMode()
{
if ( sv_lan.GetBool() )
{
return eServerModeNoAuthentication;
}
#ifdef _PS3
else if ( MAX( XBX_GetNumGameUsers(), 1 ) >= sv.GetMaxClients() ) // PS3 local game
{
return eServerModeNoAuthentication;
}
#endif
else if ( !Host_IsSecureServerAllowed() || CommandLine()->FindParm( "-insecure" ) )
{
return eServerModeAuthentication;
}
else
{
return eServerModeAuthenticationAndSecure;
}
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CSteam3Server::~CSteam3Server()
{
Shutdown();
}
void CSteam3Server::DeactivateAndLogoff()
{
if ( serverGameDLL )
serverGameDLL->GameServerSteamAPIActivated( false );
if ( SteamGameServer() )
SteamGameServer()->LogOff();
Shutdown();
}
void CSteam3Server::Activate()
{
// we are active, check if sv_lan changed
if ( GetCurrentServerMode() == m_eServerMode )
{
// we are active and LANmode didnt change. done.
return;
}
if ( BIsActive() )
{
// shut down before we change server mode
Shutdown();
}
m_unIP = INADDR_ANY;
m_usPort = 26900;
int nPort = CommandLine()->FindParm( "-steamport" );
if ( nPort )
{
char const *pPortNum = CommandLine()->GetParm( nPort + 1 );
m_usPort = EvaluateExpression( pPortNum, 26900 );
}
static ConVarRef ipname( "ip" );
if ( ipname.IsValid() && ipname.GetString()[0] )
{
netadr_t ipaddr;
NET_StringToAdr( ipname.GetString(), &ipaddr );
if ( !ipaddr.IsLoopback() && !ipaddr.IsLocalhost() )
{
m_unIP = ipaddr.GetIPHostByteOrder();
}
}
static ConVarRef ipname_steam( "ip_steam" ); // Override Steam network interface if needed
if ( ipname_steam.IsValid() && ipname_steam.GetString()[0] )
{
netadr_t ipaddr;
NET_StringToAdr( ipname_steam.GetString(), &ipaddr );
if ( !ipaddr.IsLoopback() && !ipaddr.IsLocalhost() )
{
m_unIP = ipaddr.GetIPHostByteOrder();
}
}
m_eServerMode = GetCurrentServerMode();
char gamedir[MAX_OSPATH];
Q_FileBase( com_gamedir, gamedir, sizeof( gamedir ) );
// Figure out the game port. If we're doing a SrcTV relay, then ignore the NS_SERVER port and don't tell Steam that we have a game server.
uint16 usGamePort = NET_GetUDPPort( NS_SERVER );
uint16 usSpectatorPort = NET_GetUDPPort( NS_HLTV ); // ???TODO: what about GOTV[1]?
uint16 usMasterServerUpdaterPort;
if ( sv_master_share_game_socket.GetBool() )
{
m_bMasterServerUpdaterSharingGameSocket = true;
usMasterServerUpdaterPort = MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE;
if ( sv.IsActive() )
m_QueryPort = usGamePort;
else
m_QueryPort = usSpectatorPort;
}
else
{
m_bMasterServerUpdaterSharingGameSocket = false;
usMasterServerUpdaterPort = m_usPort;
m_QueryPort = m_usPort;
}
if ( NET_IsDedicatedForXbox() )
{
Warning( "************************************************\n" );
Warning( "* Dedicated Server for Xbox. Not using STEAM. *\n" );
Warning( "* This server will operate in LAN mode only. *\n" );
Warning( "************************************************\n" );
m_eServerMode = eServerModeNoAuthentication;
sv_lan.SetValue( true );
return;
}
#ifndef _X360
#if defined( NO_STEAM )
m_eServerMode = eServerModeNoAuthentication;
sv_lan.SetValue( true );
return;
#else
switch ( m_eServerMode )
{
case eServerModeNoAuthentication:
Msg( "Initializing Steam libraries for LAN server\n" );
break;
case eServerModeAuthentication:
Msg( "Initializing Steam libraries for INSECURE Internet server. Authentication and VAC not requested.\n" );
break;
case eServerModeAuthenticationAndSecure:
Msg( "Initializing Steam libraries for secure Internet server\n" );
break;
default:
Warning( "Bogus eServermode %d!\n", m_eServerMode );
Assert( !"Bogus server mode?!" );
break;
}
#ifdef _PS3
extern SteamPS3Params_t g_EngineSteamPS3Params;
if ( !SteamGameServer_Init( &g_EngineSteamPS3Params,
#else
SteamAPI_SetTryCatchCallbacks( false ); // We don't use exceptions, so tell steam not to use try/catch in callback handlers
if ( !SteamGameServer_InitSafe(
#endif
m_unIP,
m_usPort+1, // Steam lives on -steamport + 1, master server updater lives on -steamport.
usGamePort,
usMasterServerUpdaterPort,
m_eServerMode,
GetHostVersionString() ) )
{
steam_no_good:
#if !defined( NO_STEAM )
Warning( "************************************************\n" );
Warning( "* Unable to load Steam support library. *\n" );
Warning( "* This server will operate in LAN mode only. *\n" );
Warning( "************************************************\n" );
#endif
m_eServerMode = eServerModeNoAuthentication;
if ( !IsPS3() )
sv_lan.SetValue( true );
return;
}
// note that SteamGameServer_InitSafe() calls SteamAPI_SetBreakpadAppID() for you, which is what we don't want if we wish
// to report crashes under a different AppId. Reset it back to our crashing one now.
extern AppId_t g_nDedicatedServerAppIdBreakpad;
if ( g_nDedicatedServerAppIdBreakpad ) // Actually force breakpad interfaces to use an override AppID
SteamAPI_SetBreakpadAppID( g_nDedicatedServerAppIdBreakpad );
// Steam API context init
Init();
if ( SteamGameServer() == NULL )
{
Assert( false );
goto steam_no_good;
}
#endif // NO_STEAM
// Set some stuff that should NOT change while the server is
// running
SteamGameServer()->SetProduct( GetHostProductString() );
SteamGameServer()->SetGameDescription( serverGameDLL->GetGameDescription() );
SteamGameServer()->SetDedicatedServer( sv.IsDedicated() );
SteamGameServer()->SetModDir( gamedir );
// Use anonymous logon, or persistent?
if ( m_sAccountToken.IsEmpty() )
{
if ( serverGameDLL && serverGameDLL->IsValveDS() )
{
Msg( "Logging in as official server anonymously.\n" );
}
else if ( NET_IsDedicated() || sv.IsDedicated() )
{
Warning( "****************************************************\n" );
Warning( "* *\n" );
Warning( "* No Steam account token was specified. *\n" );
Warning( "* Logging into anonymous game server account. *\n" );
Warning( "* Connections will be restricted to LAN only. *\n" );
Warning( "* *\n" );
Warning( "* To create a game server account go to *\n" );
Warning( "* http://steamcommunity.com/dev/managegameservers *\n" );
Warning( "* *\n" );
Warning( "****************************************************\n" );
}
else
{
Msg( "Logging into anonymous listen server account.\n" );
}
SteamGameServer()->LogOnAnonymous();
}
else
{
Msg( "Logging into Steam gameserver account with logon token '%.8sxxxxxxxxxxxxxxxxxxxxxxxx'\n", m_sAccountToken.String() );
// TODO: Change this to use just the token when the SDK is updated
SteamGameServer()->LogOn( m_sAccountToken );
}
#endif
NET_SteamDatagramServerListen();
SendUpdatedServerDetails();
}
//-----------------------------------------------------------------------------
// Purpose: game server stopped, shutdown Steam game server session
//-----------------------------------------------------------------------------
void CSteam3Server::Shutdown()
{
if ( !BIsActive() )
return;
#if !defined( NO_STEAM )
SteamGameServer_Shutdown();
#endif
m_bHasActivePlayers = false;
m_bLogOnResult = false;
m_SteamIDGS = k_steamIDNotInitYetGS;
m_eServerMode = eServerModeInvalid;
#if !defined( NO_STEAM )
Clear(); // Steam API context shutdown
#endif
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the userid's are the same
//-----------------------------------------------------------------------------
bool CSteam3Server::CompareUserID( const USERID_t & id1, const USERID_t & id2 )
{
if ( id1.idtype != id2.idtype )
return false;
switch ( id1.idtype )
{
case IDTYPE_STEAM:
case IDTYPE_VALVE:
{
return ( id1.uid.steamid.m_SteamInstanceID==id2.uid.steamid.m_SteamInstanceID &&
id1.uid.steamid.m_SteamLocalUserID.As64bits == id2.uid.steamid.m_SteamLocalUserID.As64bits);
}
default:
break;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: returns true if this userid is already on this server
//-----------------------------------------------------------------------------
bool CSteam3Server::CheckForDuplicateSteamID( const CBaseClient *client )
{
// in LAN mode we allow reuse of SteamIDs
if ( BLanOnly() )
return false;
// Compare connecting client's ID to other IDs on the server
for ( int i=0 ; i< sv.GetClientCount() ; i++ )
{
const IClient *cl = sv.GetClient( i );
// Not connected, no SteamID yet
if ( !cl->IsConnected() || cl->IsFakeClient() )
continue;
if ( cl->GetNetworkID().idtype != IDTYPE_STEAM )
continue;
// don't compare this client against himself in the list
if ( client == cl )
continue;
if ( !CompareUserID( client->GetNetworkID(), cl->GetNetworkID() ) )
continue;
// SteamID is reused
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Called when secure policy is set
//-----------------------------------------------------------------------------
const CSteamID &CSteam3Server::GetGSSteamID() const
{
if ( BLanOnly() )
{
// return special LAN mode SteamID
static CSteamID s_LAN = k_steamIDLanModeGS;
return s_LAN;
}
else
{
return m_SteamIDGS;
}
}
#if !defined(NO_STEAM)
//-----------------------------------------------------------------------------
// Purpose: Called when secure policy is set
//-----------------------------------------------------------------------------
void CSteam3Server::OnGSPolicyResponse( GSPolicyResponse_t *pPolicyResponse )
{
if ( !BIsActive() )
return;
// We need to make sure we include our "secure" tag in the server data
sv.UpdateGameType();
if ( SteamGameServer() && SteamGameServer()->BSecure() )
{
Msg( "VAC secure mode is activated.\n" );
}
else
{
Msg( "VAC secure mode disabled.\n" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSteam3Server::OnLogonSuccess( SteamServersConnected_t *pLogonSuccess )
{
if ( !BIsActive() )
return;
if ( !m_bLogOnResult )
{
m_bLogOnResult = true;
}
#ifndef DEDICATED
// Notify the client that they should retry their connection. This avoids a ~six second timeout
// when connecting to a local server.
GetBaseLocalClient().ResetConnectionRetries();
#endif
if ( !BLanOnly() )
{
Msg( "Connection to Steam servers successful.\n" );
if ( SteamGameServer() && ( cl_hideserverip.GetInt()<=0 ) )
{
uint32 ip = SteamGameServer()->GetPublicIP();
Msg( " Public IP is %d.%d.%d.%d.\n", (ip >> 24) & 255, (ip >> 16) & 255, (ip >> 8) & 255, ip & 255 );
static bool s_bAddressCertificateVerified = !!CommandLine()->FindParm( "-ignore_certificate_address" );
if ( !s_bAddressCertificateVerified )
{
s_bAddressCertificateVerified = true;
const byte *pbNetEncryptPublic = NULL;
int cbNetEncryptPublic = 0;
const byte *pbNetEncryptSignature = NULL;
int cbNetEncryptSignature = 0;
bool bServerRequiresEncryptedChannels =
NET_CryptGetNetworkCertificate( k_ENetworkCertificate_PublicKey, &pbNetEncryptPublic, &cbNetEncryptPublic ) &&
NET_CryptGetNetworkCertificate( k_ENetworkCertificate_Signature, &pbNetEncryptSignature, &cbNetEncryptSignature );
byte *pbAllocatedSampleKey = NULL;
int cbAllocatedSampleKeyCryptoBlock = 0;
if ( bServerRequiresEncryptedChannels &&
!NET_CryptVerifyServerCertificateAndAllocateSessionKey( true, ns_address( netadr_t( ip, 0 ) ),
pbNetEncryptPublic, cbNetEncryptPublic,
pbNetEncryptSignature, cbNetEncryptSignature,
&pbAllocatedSampleKey, &cbAllocatedSampleKeyCryptoBlock ) )
{
Warning( "NET_CryptVerifyServerCertificateAndAllocateSessionKey failed to validate gameserver certificate using server public address %s!\n", netadr_t( ip, 0 ).ToString( true ) );
Plat_ExitProcess( 0 );
}
delete pbAllocatedSampleKey;
}
}
}
if ( SteamGameServer() )
{
m_SteamIDGS = SteamGameServer()->GetSteamID();
if ( m_SteamIDGS.BAnonGameServerAccount() )
{
Msg( "Assigned anonymous gameserver Steam ID %s.\n", m_SteamIDGS.Render() );
}
else if ( m_SteamIDGS.BPersistentGameServerAccount() )
{
Msg( "Assigned persistent gameserver Steam ID %s.\n", m_SteamIDGS.Render() );
}
else
{
Warning( "Assigned Steam ID %s, which is of an unexpected type!\n", m_SteamIDGS.Render() );
Assert( !"Unexpected steam ID type!" );
}
switch ( m_SteamIDGS.GetEUniverse() )
{
case k_EUniversePublic:
break;
case k_EUniverseBeta:
Msg( "Connected to Steam BETA universe.\n" );
break;
case k_EUniverseDev:
Msg( "Connected to Steam DEV universe.\n" );
break;
default:
Msg( "Connected to Steam universe %d\n", m_SteamIDGS.GetEUniverse() );
break;
}
}
else
{
m_SteamIDGS = k_steamIDNotInitYetGS;
}
// send updated server details
// OnLogonSuccess() gets called each time we logon, so if we get dropped this gets called
// again and we get need to retell the AM our details
SendUpdatedServerDetails();
if ( SteamGameServer() )
{
uint32 ip = SteamGameServer()->GetPublicIP();
sv.OnSteamServerLogonSuccess( ip );
}
}
//-----------------------------------------------------------------------------
// Purpose: callback on unable to connect to the steam3 backend
// Input : eResult -
//-----------------------------------------------------------------------------
void CSteam3Server::OnLogonFailure( SteamServerConnectFailure_t *pLogonFailure )
{
if ( !BIsActive() )
return;
if ( !m_bLogOnResult )
{
char const *szFatalError = NULL;
switch ( pLogonFailure->m_eResult )
{
case k_EResultAccountNotFound: // account not found
szFatalError = "* Invalid Steam account token was specified. *\n";
break;
case k_EResultGSLTDenied: // a game server login token owned by this token's owner has been banned
szFatalError = "* Steam account token specified was revoked. *\n";
break;
case k_EResultGSOwnerDenied: // game server owner is denied for other reason (account lock, community ban, vac ban, missing phone)
szFatalError = "* Steam account token owner no longer eligible. *\n";
break;
case k_EResultGSLTExpired: // this game server login token was disused for a long time and was marked expired
szFatalError = "* Steam account token has expired from inactivity.*\n";
break;
case k_EResultServiceUnavailable:
if ( !BLanOnly() )
{
Msg( "Connection to Steam servers successful (SU).\n" );
}
break;
default:
if ( !BLanOnly() )
{
Warning( "Could not establish connection to Steam servers.\n" );
}
break;
}
if ( szFatalError )
{
if ( NET_IsDedicated() || sv.IsDedicated() )
{
Warning( "****************************************************\n" );
Warning( "* FATAL ERROR *\n" );
Warning( "%s", szFatalError );
Warning( "* Double-check your sv_setsteamaccount setting. *\n" );
Warning( "* *\n" );
Warning( "* To create a game server account go to *\n" );
Warning( "* http://steamcommunity.com/dev/managegameservers *\n" );
Warning( "* *\n" );
Warning( "****************************************************\n" );
Plat_ExitProcess( 0 );
return;
}
if ( !BLanOnly() )
{
Msg( "Connection to Steam servers successful (%d).\n", pLogonFailure->m_eResult );
}
}
}
m_bLogOnResult = true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : eResult -
//-----------------------------------------------------------------------------
void CSteam3Server::OnLoggedOff( SteamServersDisconnected_t *pLoggedOff )
{
if ( !BLanOnly() )
{
Warning( "Connection to Steam servers lost. (Result = %d)\n", pLoggedOff->m_eResult );
}
if ( GetGSSteamID().BPersistentGameServerAccount() )
{
switch ( pLoggedOff->m_eResult )
{
case k_EResultLoggedInElsewhere:
case k_EResultLogonSessionReplaced:
Warning( "****************************************************\n" );
Warning( "* *\n" );
Warning( "* Steam account token was reused elsewhere. *\n" );
Warning( "* Make sure you are using a separate account *\n" );
Warning( "* token for each game server that you operate. *\n" );
Warning( "* *\n" );
Warning( "* To create additional game server accounts go to *\n" );
Warning( "* http://steamcommunity.com/dev/managegameservers *\n" );
Warning( "* *\n" );
Warning( "* This game server instance will now shut down! *\n" );
Warning( "* *\n" );
Warning( "****************************************************\n" );
Cbuf_AddText( CBUF_SERVER, "quit;\n" );
return;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSteam3Server::OnValidateAuthTicketResponse( ValidateAuthTicketResponse_t *pValidateAuthTicketResponse )
{
//Msg("Steam backend:Got approval for %x\n", pGSClientApprove->m_SteamID.ConvertToUint64() );
// We got the approval message from the back end.
// Note that if we dont get it, we default to approved anyway
// dont need to send anything back
if ( !BIsActive() )
return;
CBaseClient *client = ClientFindFromSteamID( pValidateAuthTicketResponse->m_SteamID );
if ( !client )
return;
if ( pValidateAuthTicketResponse->m_eAuthSessionResponse != k_EAuthSessionResponseOK )
{
OnValidateAuthTicketResponseHelper( client, pValidateAuthTicketResponse->m_eAuthSessionResponse );
return;
}
if ( Filter_IsUserBanned( client->GetNetworkID() ) )
{
sv.RejectConnection( client->GetNetChannel()->GetRemoteAddress(), "#Valve_Reject_Banned_From_Server" );
client->Disconnect( va( "STEAM UserID %s is not allowed to join this server", client->GetNetworkIDString() ) );
}
else if ( CheckForDuplicateSteamID( client ) )
{
client->Disconnect( CFmtStr( "STEAM UserID %s is already in use on this server", client->GetNetworkIDString() ) );
}
else
{
char msg[ 512 ];
sprintf( msg, "\"%s<%i><%s><>\" STEAM USERID validated\n", client->GetClientName(), client->GetUserID(), client->GetNetworkIDString() );
DevMsg( "%s", msg );
g_Log.Printf( "%s", msg );
g_pServerPluginHandler->NetworkIDValidated( client->GetClientName(), client->GetNetworkIDString() );
// Tell IServerGameClients if its version is high enough.
if ( g_iServerGameClientsVersion >= 4 )
{
serverGameClients->NetworkIDValidated( client->GetClientName(), client->GetNetworkIDString(), pValidateAuthTicketResponse->m_SteamID );
}
}
client->SetFullyAuthenticated();
}
//-----------------------------------------------------------------------------
// Purpose: invalid steam logon errors can be enforced differently, this function takes care of all the rules
//-----------------------------------------------------------------------------
void CSteam3Server::OnInvalidSteamLogonErrorForClient( CBaseClient *cl )
{
if ( BLanOnly() )
return;
bool bDisconnectRightNow = true;
if ( cl->IsFullyAuthenticated() )
{
if ( sv_steamauth_enforce.GetInt() == 0 )
{
bDisconnectRightNow = false;
}
else if ( sv_steamauth_enforce.GetInt() == 1 )
{
KeyValues *kvCommand = new KeyValues( "InvalidSteamLogon" );
KeyValues::AutoDeleteInline autodelete( kvCommand );
serverGameClients->ClientCommandKeyValues( EDICT_NUM( cl->m_nEntityIndex ), kvCommand );
if ( !kvCommand->GetBool( "disconnect" ) )
bDisconnectRightNow = false;
}
}
if ( bDisconnectRightNow )
{
cl->Disconnect( INVALID_STEAM_LOGON );
}
else
{
Warning( "STEAMAUTH: Client %s not immediately kicked because sv_steamauth_enforce=%d\n", cl->GetClientName(), sv_steamauth_enforce.GetInt() );
g_Log.Printf( "STEAMAUTH: Client %s not immediately kicked because sv_steamauth_enforce=%d\n", cl->GetClientName(), sv_steamauth_enforce.GetInt() );
}
}
//-----------------------------------------------------------------------------
// Purpose: helper for receiving a response to authenticating a user
// Input : steamID
// eAuthSessionResponse - reason
//-----------------------------------------------------------------------------
void CSteam3Server::OnValidateAuthTicketResponseHelper( CBaseClient *cl, EAuthSessionResponse eAuthSessionResponse )
{
INetChannel *netchan = cl->GetNetChannel();
// If the client is timing out, the Steam failure is probably related (e.g. game crashed). Let's just print that the client timed out.
if ( netchan && netchan->IsTimingOut() )
{
cl->Disconnect( CFmtStr( "%s timed out", cl->GetClientName() ) );
return;
}
// Emit a more detailed diagnostic.
Warning( "STEAMAUTH: Client %s received failure code %d\n", cl->GetClientName(), (int)eAuthSessionResponse );
g_Log.Printf( "STEAMAUTH: Client %s received failure code %d\n", cl->GetClientName(), (int)eAuthSessionResponse );
switch ( eAuthSessionResponse )
{
case k_EAuthSessionResponseUserNotConnectedToSteam:
OnInvalidSteamLogonErrorForClient( cl );
break;
case k_EAuthSessionResponseLoggedInElseWhere:
if ( !BLanOnly() )
cl->Disconnect( INVALID_STEAM_LOGGED_IN_ELSEWHERE );
break;
case k_EAuthSessionResponseNoLicenseOrExpired:
cl->Disconnect( "This Steam account does not own this game. \nPlease login to the correct Steam account" );
break;
case k_EAuthSessionResponseVACBanned:
if ( !BLanOnly() )
cl->Disconnect( INVALID_STEAM_VACBANSTATE );
break;
case k_EAuthSessionResponseAuthTicketCanceled:
OnInvalidSteamLogonErrorForClient( cl );
break;
case k_EAuthSessionResponseAuthTicketInvalidAlreadyUsed:
case k_EAuthSessionResponseAuthTicketInvalid:
OnInvalidSteamLogonErrorForClient( cl );
break;
case k_EAuthSessionResponseVACCheckTimedOut:
switch ( sv_steamauth_enforce.GetInt() )
{
case 0:
case 1: // we may need to defer the kick till a bit later
OnInvalidSteamLogonErrorForClient( cl );
break;
default:
cl->Disconnect( "VAC authentication error" );
break;
}
break;
default:
cl->Disconnect( "Client dropped by server" );
break;
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : steamIDFind -
// Output : IClient
//-----------------------------------------------------------------------------
CBaseClient *CSteam3Server::ClientFindFromSteamID( CSteamID & steamIDFind )
{
for ( int i=0 ; i< sv.GetClientCount() ; i++ )
{
CBaseClient *cl = (CBaseClient *)sv.GetClient( i );
// Not connected, no SteamID yet
if ( !cl->IsConnected() || cl->IsFakeClient() )
continue;
if ( cl->GetNetworkID().idtype != IDTYPE_STEAM )
continue;
USERID_t id = cl->GetNetworkID();
CSteamID steamIDClient;
steamIDClient.SetFromSteam2( &id.uid.steamid, steamIDFind.GetEUniverse() );
if (steamIDClient == steamIDFind )
{
return cl;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: tell Steam that a new user connected
//-----------------------------------------------------------------------------
bool CSteam3Server::NotifyClientConnect( CBaseClient *client, uint32 unUserID, const ns_address & adr, const void *pvCookie, uint32 ucbCookie )
{
if ( !BIsActive() )
return true;
if ( !client || client->IsFakeClient() )
return false;
// steamID is prepended to the ticket
CUtlBuffer buffer( pvCookie, ucbCookie, CUtlBuffer::READ_ONLY );
uint64 ulSteamID = LittleQWord( buffer.GetInt64() );
CSteamID steamID( ulSteamID );
// skip the steamID
pvCookie = (uint8 *)pvCookie + sizeof( uint64 );
ucbCookie -= sizeof( uint64 );
EBeginAuthSessionResult eResult = SteamGameServer()->BeginAuthSession( pvCookie, ucbCookie, steamID );
switch ( eResult )
{
case k_EBeginAuthSessionResultOK:
//Msg("S3: BeginAuthSession request for %x was good.\n", steamID.ConvertToUint64( ) );
break;
case k_EBeginAuthSessionResultInvalidTicket:
Msg("S3: Client connected with invalid ticket: UserID: %x\n", unUserID );
return false;
case k_EBeginAuthSessionResultDuplicateRequest:
Msg("S3: Duplicate client connection: UserID: %x SteamID %llx\n", unUserID, steamID.ConvertToUint64( ) );
return false;
case k_EBeginAuthSessionResultInvalidVersion:
Msg("S3: Client connected with invalid ticket ( old version ): UserID: %x\n", unUserID );
return false;
case k_EBeginAuthSessionResultGameMismatch:
// This error would be very useful to present to the client.
Msg("S3: Client connected with ticket for the wrong game: UserID: %x\n", unUserID );
return false;
case k_EBeginAuthSessionResultExpiredTicket:
Msg("S3: Client connected with expired ticket: UserID: %x\n", unUserID );
return false;
}
extern ConVar sv_mmqueue_reservation;
if ( steamID.IsValid() && sv_mmqueue_reservation.GetString()[0] == 'Q' && ( client->GetServer() == &sv ) )
{
// For queue reservation client ID must match
static char const * s_pchTournamentServer = CommandLine()->ParmValue( "-tournament", ( char const * ) NULL );
bool bQMMplayer = !!strstr( sv_mmqueue_reservation.GetString(), CFmtStr( "[%x]", steamID.GetAccountID() ) );
bool bQMMcaster = ( !bQMMplayer && s_pchTournamentServer && !!strstr( sv_mmqueue_reservation.GetString(), CFmtStr( "{%x}", steamID.GetAccountID() ) ) );
if ( !bQMMplayer && !bQMMcaster )
{
Msg( "Q: Client connected with forged reservation ticket: userid %x, steamid: %llx\n", unUserID, steamID.ConvertToUint64() );
return false;
}
}
if ( steamID.IsValid() && steamID.BIndividualAccount() )
{
uint32 uiAccountIdSupplied = Q_atoi( client->GetUserSetting( "accountid" ) );
if ( uiAccountIdSupplied && uiAccountIdSupplied != steamID.GetAccountID() )
{
Msg( "SteamID.AccountID: Client connected with forged accountid: userid %x, steamid: %llx, accountid: %u\n", unUserID, steamID.ConvertToUint64(), uiAccountIdSupplied );
return false;
}
if ( adr.GetAddressType() == NSAT_PROXIED_CLIENT )
{
if ( adr.m_steamID.GetSteamID().GetAccountID() != steamID.GetAccountID() )
{
Msg( "SteamID.AccountID: Client connected with forged accountid: userid %x, steamid: %llx, SDR: %llx\n", unUserID, steamID.ConvertToUint64(), adr.m_steamID.GetSteamID().ConvertToUint64() );
return false;
}
}
}
// first checks ok, we know now the SteamID
client->SetSteamID( steamID );
if ( steamID.IsValid() && steamID.BIndividualAccount() && ( adr.GetAddressType() == NSAT_PROXIED_CLIENT ) )
client->SetFullyAuthenticated(); // always flag SDR clients as fully authenticated
SendUpdatedServerDetails();
return true;
}
bool CSteam3Server::NotifyLocalClientConnect( CBaseClient *client )
{
CSteamID steamID;
extern bool CanShowHostTvStatus();
bool bClientIsTV = client->IsHLTV() || ( client->IsFakeClient() && !Q_strcmp( client->GetClientName(), "GOTV" ) );
if ( SteamGameServer() && ( CanShowHostTvStatus() || !bClientIsTV ) )
{
steamID = SteamGameServer()->CreateUnauthenticatedUserConnection();
}
client->SetSteamID( steamID );
SendUpdatedServerDetails();
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *client -
//-----------------------------------------------------------------------------
void CSteam3Server::NotifyClientDisconnect( CBaseClient *client )
{
if ( !client || !BIsActive() || !client->IsConnected() || !client->m_SteamID.IsValid() )
return;
// Check if the client has a local (anonymous) steam account. This is the
// case for bots. Currently it's also the case for people who connect
// directly to the SourceTV port.
if ( client->m_SteamID.GetEAccountType() == k_EAccountTypeAnonGameServer )
{
extern bool CanShowHostTvStatus();
if ( !client->IsHLTV() || CanShowHostTvStatus() )
{
SteamGameServer()->SendUserDisconnect( client->m_SteamID );
}
// Clear the steam ID, as it was a dummy one that should not be used again
client->m_SteamID = CSteamID();
}
else
{
// All bots should have an anonymous account ID
Assert( !client->IsFakeClient() );
USERID_t id = client->GetNetworkID();
if ( id.idtype != IDTYPE_STEAM )
return;
// !FIXME! Use ticket auth here and call EndAuthSession
// Msg("S3: Sending client disconnect for %x\n", steamIDClient.ConvertToUint64( ) );
SteamGameServer()->EndAuthSession( client->m_SteamID );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSteam3Server::NotifyOfLevelChange()
{
// we're changing levels, so we may not respond for a while
if ( m_bHasActivePlayers )
{
m_bHasActivePlayers = false;
SendUpdatedServerDetails();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSteam3Server::NotifyOfServerNameChange()
{
SendUpdatedServerDetails();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSteam3Server::RunFrame()
{
bool bHasPlayers = ( sv.GetNumClients() > 0 );
if ( m_bHasActivePlayers != bHasPlayers )
{
m_bHasActivePlayers = bHasPlayers;
SendUpdatedServerDetails();
}
static double s_fLastRunCallback = 0.0f;
double fCurtime = Plat_FloatTime();
if ( fCurtime - s_fLastRunCallback > 0.1f )
{
s_fLastRunCallback = fCurtime;
#ifndef NO_STEAM
SteamGameServer_RunCallbacks();
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose: lets the steam3 servers know our full details
// Input : bChangingLevels - true if we're going to heartbeat slowly for a while
//-----------------------------------------------------------------------------
void CSteam3Server::SendUpdatedServerDetails()
{
if ( !BIsActive() || SteamGameServer() == NULL )
return;
// Check if we are running with a special flag and not advertise to Steam
KeyValues* nextNextSubkey = g_pLaunchOptions->GetFirstSubKey()->GetNextKey()->GetNextKey();
if ( nextNextSubkey && !V_strcmp( nextNextSubkey->GetString(), "server_is_unavailable" ) )
return;
int nHumans;
int nMaxHumans;
int nBots;
sv.GetMasterServerPlayerCounts( nHumans, nMaxHumans, nBots );
SteamGameServer()->SetBotPlayerCount( nBots );
SteamGameServer()->SetMaxPlayerCount( nMaxHumans );
SteamGameServer()->SetPasswordProtected( sv.GetPassword() != NULL );
SteamGameServer()->SetRegion( sv_region.GetString() );
SteamGameServer()->SetServerName( sv.GetName() );
char const *pszMapName = NULL;
CHltvServerIterator hltv;
if ( hltv && hltv->IsTVRelay() )
{
pszMapName = hltv->GetMapName();
}
else
{
pszMapName = sv.GetMapName();
}
// Drop the workshop prefix and fixup our official maps for server browser
if ( char const *szStringAfterPrefix = StringAfterPrefix( pszMapName, "workshop" ) )
{
if ( ( szStringAfterPrefix[0] == '/' ) || ( szStringAfterPrefix[0] == '\\' ) )
{
pszMapName = szStringAfterPrefix;
if ( ( Q_strlen( szStringAfterPrefix ) > 11 ) &&
( ( szStringAfterPrefix[10] == '/' ) || ( szStringAfterPrefix[10] == '\\' ) ) )
{
bool bOfficialMap = false;
/** Removed for partner depot **/
if ( bOfficialMap )
{
size_t nOfficalLen = Q_strlen( pszMapName ) + 1;
char *pchOfficialName = ( char * ) stackalloc( nOfficalLen );
Q_snprintf( pchOfficialName, nOfficalLen, "//official/%s", szStringAfterPrefix + 11 );
pszMapName = pchOfficialName;
}
}
}
}
SteamGameServer()->SetMapName( pszMapName );
if ( hltv != NULL )
{
SteamGameServer()->SetSpectatorPort( NET_GetUDPPort( NS_HLTV + hltv->GetInstanceIndex() ) );
SteamGameServer()->SetSpectatorServerName( hltv->GetName() );
}
else
{
SteamGameServer()->SetSpectatorPort( 0 );
}
// Msg( "CSteam3Server::SendUpdatedServerDetails: nNumClients=%d, nMaxClients=%d, nFakeClients=%d:\n", nNumClients, nMaxClients, nFakeClients );
// for ( int i = 0 ; i < sv.GetClientCount() ; ++i )
// {
// IClient *c = sv.GetClient( i );
// Msg(" %d: %s, connected=%d, replay=%d, fake=%d\n", i, c->GetClientName(), c->IsConnected() ? 1 : 0, c->IsReplay() ? 1 : 0, c->IsFakeClient() ? 1 : 0 );
// }
if ( serverGameDLL && GetGSSteamID().IsValid() )
serverGameDLL->UpdateGCInformation();
}
bool CSteam3Server::IsMasterServerUpdaterSharingGameSocket()
{
return m_bMasterServerUpdaterSharingGameSocket;
}
//-----------------------------------------------------------------------------
// Purpose: Select Steam gameserver account to login to
//-----------------------------------------------------------------------------
void sv_setsteamaccount_f( const CCommand &args )
{
if ( Steam3Server( ).SteamGameServer( ) && Steam3Server( ).SteamGameServer( )->BLoggedOn( ) )
{
Warning( "Warning: Game server already logged into steam. You need to use the sv_setsteamaccount command earlier.\n" );
return;
}
if ( args.ArgC( ) != 2 )
{
Warning( "Usage: sv_setsteamaccount <login_token>\n" );
return;
}
Steam3Server( ).SetAccount( args[ 1 ] );
}
static ConCommand sv_setsteamaccount( "sv_setsteamaccount", sv_setsteamaccount_f, "token\nSet game server account token to use for logging in to a persistent game server account", 0 );