Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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"
#include "host.h"
#include "tier0/vcrmode.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"
#include "sys_dll.h"
#if defined( REPLAY_ENABLED )
#include "replayserver.h"
#endif
extern ConVar sv_lan;
extern ConVar sv_visiblemaxplayers;
extern ConVar sv_region;
extern ConVar tv_enable;
static void sv_setsteamblockingcheck_f( IConVar *pConVar, const char *pOldString, float flOldValue );
ConVar sv_steamblockingcheck( "sv_steamblockingcheck", "0", 0,
"Check each new player for Steam blocking compatibility, 1 = message only, 2 >= drop if any member of owning clan blocks,"
"3 >= drop if any player has blocked, 4 >= drop if player has blocked anyone on server", sv_setsteamblockingcheck_f );
#if defined( _X360 )
#include "xbox/xbox_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." );
static char s_szTempMsgBuf[16000];
static void MsgAndLog( const char *fmt, ... )
{
va_list ap;
va_start(ap, fmt);
V_vsprintf_safe( s_szTempMsgBuf, fmt, ap );
// Does Log always print to the console?
//if ( !engine->IsDedicatedServer() )
// Msg("%s", s_szTempMsgBuf );
Log("%s", s_szTempMsgBuf );
}
static void WarningAndLog( const char *fmt, ... )
{
va_list ap;
va_start(ap, fmt);
V_vsprintf_safe( s_szTempMsgBuf, fmt, ap );
// Does Log always print to the console?
Warning("%s", s_szTempMsgBuf );
Log("%s", s_szTempMsgBuf );
}
//-----------------------------------------------------------------------------
// 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_CallbackPlayerCompatibilityResponse( this, &CSteam3Server::OnComputeNewPlayerCompatibilityResponse ),
m_CallbackGSPolicyResponse( this, &CSteam3Server::OnGSPolicyResponse )
#endif
{
m_bHasActivePlayers = false;
m_bLogOnResult = false;
m_eServerMode = eServerModeInvalid;
m_eServerType = eServerTypeNormal;
m_bWantsSecure = false; // default to insecure currently, this may change
m_bInitialized = false;
m_bWantsPersistentAccountLogon = 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;
}
else if ( CommandLine()->FindParm( "-insecure" ) )
{
return eServerModeAuthentication;
}
else
{
return eServerModeAuthenticationAndSecure;
}
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CSteam3Server::~CSteam3Server()
{
Shutdown();
}
void CSteam3Server::Activate( EServerType serverType )
{
// we are active, check if sv_lan changed or we're trying to change server type
if ( GetCurrentServerMode() == m_eServerMode && m_eServerType == serverType )
{
// we are active and LANmode/servertype didnt change. done.
return;
}
if ( BIsActive() )
{
// shut down before we change server mode
Shutdown();
}
m_unIP = INADDR_ANY;
m_usPort = 26900;
if ( CommandLine()->FindParm( "-steamport" ) )
{
m_usPort = CommandLine()->ParmValue( "-steamport", 26900 );
}
ConVarRef ipname( "ip" );
if ( ipname.IsValid() )
{
netadr_t ipaddr;
NET_StringToAdr( ipname.GetString(), &ipaddr );
if ( !ipaddr.IsLoopback() && !ipaddr.IsLocalhost() )
{
m_unIP = ipaddr.GetIPHostByteOrder();
}
}
m_eServerMode = GetCurrentServerMode();
m_eServerType = serverType;
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 = 0;
if ( serverType == eServerTypeNormal )
{
usGamePort = NET_GetUDPPort( NS_SERVER );
}
uint16 usMasterServerUpdaterPort;
if ( sv_master_share_game_socket.GetBool() )
{
m_bMasterServerUpdaterSharingGameSocket = true;
usMasterServerUpdaterPort = MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE;
if ( serverType == eServerTypeTVRelay )
m_QueryPort = NET_GetUDPPort( NS_HLTV );
else
m_QueryPort = usGamePort;
}
else
{
m_bMasterServerUpdaterSharingGameSocket = false;
usMasterServerUpdaterPort = m_usPort;
m_QueryPort = m_usPort;
}
#ifndef _X360
switch ( m_eServerMode )
{
case eServerModeNoAuthentication:
MsgAndLog( "Initializing Steam libraries for LAN server\n" );
break;
case eServerModeAuthentication:
MsgAndLog( "Initializing Steam libraries for INSECURE Internet server. Authentication and VAC not requested.\n" );
break;
case eServerModeAuthenticationAndSecure:
MsgAndLog( "Initializing Steam libraries for secure Internet server\n" );
break;
default:
WarningAndLog( "Bogus eServermode %d!\n", m_eServerMode );
Assert( !"Bogus server mode?!" );
break;
}
SteamAPI_SetTryCatchCallbacks( false ); // We don't use exceptions, so tell steam not to use try/catch in callback handlers
if ( CommandLine()->FindParm("-hushsteam") || !SteamGameServer_InitSafe(
m_unIP,
m_usPort+1, // Steam lives on -steamport + 1, master server updater lives on -steamport.
usGamePort,
usMasterServerUpdaterPort,
m_eServerMode,
GetSteamInfIDVersionInfo().szVersionString ) )
{
steam_no_good:
#if !defined( NO_STEAM )
WarningAndLog( "*********************************************************\n" );
WarningAndLog( "*\tUnable to load Steam support library.*\n" );
WarningAndLog( "*\tThis server will operate in LAN mode only.*\n" );
WarningAndLog( "*********************************************************\n" );
#endif
m_eServerMode = eServerModeNoAuthentication;
sv_lan.SetValue( true );
return;
}
Init(); // Steam API context init
if ( SteamGameServer() == NULL )
{
Assert( false );
goto steam_no_good;
}
// 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.
if ( sv.IsDedicated() )
{
SteamAPI_SetBreakpadAppID( GetSteamInfIDVersionInfo().ServerAppID );
}
// Set some stuff that should NOT change while the server is
// running
SteamGameServer()->SetProduct( GetSteamInfIDVersionInfo().szProductString );
SteamGameServer()->SetGameDescription( serverGameDLL->GetGameDescription() );
SteamGameServer()->SetDedicatedServer( sv.IsDedicated() );
SteamGameServer()->SetModDir( gamedir );
// Use anonymous logon, or persistent?
if ( m_sAccountToken.IsEmpty() )
{
m_bWantsPersistentAccountLogon = false;
MsgAndLog( "No account token specified; logging into anonymous game server account. (Use sv_setsteamaccount to login to a persistent account.)\n" );
SteamGameServer()->LogOnAnonymous();
}
else
{
m_bWantsPersistentAccountLogon = true;
MsgAndLog( "Logging into Steam game server account\n" );
// TODO: Change this to use just the token when the SDK is updated
SteamGameServer()->LogOn( m_sAccountToken );
}
#endif
SendUpdatedServerDetails();
}
//-----------------------------------------------------------------------------
// Purpose: game server stopped, shutdown Steam game server session
//-----------------------------------------------------------------------------
void CSteam3Server::Shutdown()
{
if ( !BIsActive() )
return;
SteamGameServer_Shutdown();
m_bHasActivePlayers = false;
m_bLogOnResult = false;
m_SteamIDGS = k_steamIDNotInitYetGS;
m_eServerMode = eServerModeInvalid;
Clear(); // Steam API context shutdown
}
//-----------------------------------------------------------------------------
// 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.steamid == id2.steamid );
}
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()
{
return m_SteamIDGS;
}
#if !defined(NO_STEAM)
//-----------------------------------------------------------------------------
// Purpose: Called when secure policy is set
//-----------------------------------------------------------------------------
void CSteam3Server::OnGSPolicyResponse( GSPolicyResponse_t *pPolicyResponse )
{
if ( !BIsActive() )
return;
if ( SteamGameServer() && SteamGameServer()->BSecure() )
{
MsgAndLog( "VAC secure mode is activated.\n" );
}
else
{
MsgAndLog( "VAC secure mode disabled.\n" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSteam3Server::OnLogonSuccess( SteamServersConnected_t *pLogonSuccess )
{
if ( !BIsActive() )
return;
if ( !m_bLogOnResult )
{
m_bLogOnResult = true;
}
if ( !BLanOnly() )
{
MsgAndLog( "Connection to Steam servers successful.\n" );
if ( SteamGameServer() )
{
uint32 ip = SteamGameServer()->GetPublicIP();
MsgAndLog( " Public IP is %d.%d.%d.%d.\n", (ip >> 24) & 255, (ip >> 16) & 255, (ip >> 8) & 255, ip & 255 );
}
}
if ( SteamGameServer() )
{
m_SteamIDGS = SteamGameServer()->GetSteamID();
if ( m_SteamIDGS.BAnonGameServerAccount() )
{
MsgAndLog( "Assigned anonymous gameserver Steam ID %s.\n", m_SteamIDGS.Render() );
}
else if ( m_SteamIDGS.BPersistentGameServerAccount() )
{
MsgAndLog( "Assigned persistent gameserver Steam ID %s.\n", m_SteamIDGS.Render() );
}
else
{
WarningAndLog( "Assigned Steam ID %s, which is of an unexpected type!\n", m_SteamIDGS.Render() );
Assert( !"Unexpected steam ID type!" );
}
}
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();
}
//-----------------------------------------------------------------------------
// Purpose: callback on unable to connect to the steam3 backend
// Input : eResult -
//-----------------------------------------------------------------------------
void CSteam3Server::OnLogonFailure( SteamServerConnectFailure_t *pLogonFailure )
{
if ( !BIsActive() )
return;
//bool bRetrying = false;
if ( !m_bLogOnResult )
{
if ( pLogonFailure->m_eResult == k_EResultServiceUnavailable )
{
if ( !BLanOnly() )
{
MsgAndLog( "Connection to Steam servers successful (SU).\n" );
}
}
else
{
// we tried to be in secure mode but failed
// force into insecure mode
// eventually change this to set sv_lan as well
if ( !BLanOnly() )
{
WarningAndLog( "Could not establish connection to Steam servers. (Result = %d)\n", pLogonFailure->m_eResult );
// If this was a permanent failure, switch to anonymous
// TODO: Requires SDK update
/*if ( m_bWantsPersistentAccountLogon && ( pLogonFailure->m_eResult == k_EResultInvalidParam || pLogonFailure->m_eResult == k_EResultAccountNotFound ) )
{
WarningAndLog( "Invalid game server account token. Retrying Steam connection with anonymous logon\n" );
m_bWantsPersistentAccountLogon = false;
bRetrying = true;
SteamGameServer()->LogOnAnonymous();
}*/
}
}
}
m_bLogOnResult = true;
//m_bLogOnResult = !bRetrying;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : eResult -
//-----------------------------------------------------------------------------
void CSteam3Server::OnLoggedOff( SteamServersDisconnected_t *pLoggedOff )
{
if ( !BLanOnly() )
{
WarningAndLog( "Connection to Steam servers lost. (Result = %d)\n", pLoggedOff->m_eResult );
}
}
void CSteam3Server::OnComputeNewPlayerCompatibilityResponse( ComputeNewPlayerCompatibilityResult_t *pCompatibilityResult )
{
CBaseClient *client = ClientFindFromSteamID( pCompatibilityResult->m_SteamIDCandidate );
if ( !client )
return;
if ( sv_steamblockingcheck.GetInt() )
{
if ( sv_steamblockingcheck.GetInt() >= 2 )
{
if ( pCompatibilityResult->m_cClanPlayersThatDontLikeCandidate > 0 )
{
client->Disconnect( "Another player on this server ( member of owning clan ) does not want to play with this player." );
return;
}
}
if ( sv_steamblockingcheck.GetInt() >= 3 )
{
if ( pCompatibilityResult->m_cPlayersThatDontLikeCandidate > 0 )
{
client->Disconnect( "Another player on this server does not want to play with this player." );
return;
}
}
if ( sv_steamblockingcheck.GetInt() >= 4 )
{
if ( pCompatibilityResult->m_cPlayersThatCandidateDoesntLike > 0 )
{
client->Disconnect( "Existing player on this server is on this players block list." );
return;
}
}
if ( pCompatibilityResult->m_cClanPlayersThatDontLikeCandidate > 0 ||
pCompatibilityResult->m_cPlayersThatDontLikeCandidate > 0 ||
pCompatibilityResult->m_cPlayersThatCandidateDoesntLike > 0 )
{
MsgAndLog( "Player %s is blocked by %d players and %d clan members and has blocked %d players on server\n", client->GetClientName(),
pCompatibilityResult->m_cPlayersThatDontLikeCandidate,
pCompatibilityResult->m_cClanPlayersThatDontLikeCandidate,
pCompatibilityResult->m_cPlayersThatCandidateDoesntLike );
}
}
}
//-----------------------------------------------------------------------------
// 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(), client->GetClientChallenge(), "#GameUI_ServerRejectBanned" );
client->Disconnect( va( "STEAM UserID %s is banned", client->GetNetworkIDString() ) );
}
else if ( CheckForDuplicateSteamID( client ) )
{
client->Disconnect( "STEAM UserID %s is already\nin 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() );
}
}
if ( sv_steamblockingcheck.GetInt() >= 1 )
{
SteamGameServer()->ComputeNewPlayerCompatibility( pValidateAuthTicketResponse->m_SteamID );
}
client->SetFullyAuthenticated();
}
//-----------------------------------------------------------------------------
// Purpose: helper for the two places that deny a user connect
// Input : steamID - id to kick
// eDenyReason - reason
// pchOptionalText - some kicks also have a string with them
//-----------------------------------------------------------------------------
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( CLIENTNAME_TIMED_OUT, cl->GetClientName() );
return;
}
// Emit a more detailed diagnostic.
WarningAndLog( "STEAMAUTH: Client %s received failure code %d\n", cl->GetClientName(), (int)eAuthSessionResponse );
switch ( eAuthSessionResponse )
{
case k_EAuthSessionResponseUserNotConnectedToSteam:
if ( !BLanOnly() )
cl->Disconnect( INVALID_STEAM_LOGON_NOT_CONNECTED );
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:
if ( !BLanOnly() )
cl->Disconnect( INVALID_STEAM_LOGON_TICKET_CANCELED );
break;
case k_EAuthSessionResponseAuthTicketInvalidAlreadyUsed:
case k_EAuthSessionResponseAuthTicketInvalid:
if ( !BLanOnly() )
cl->Disconnect( INVALID_STEAM_TICKET );
break;
case k_EAuthSessionResponseVACCheckTimedOut:
cl->Disconnect( "An issue with your computer is blocking the VAC system. You cannot play on secure servers.\n\nhttps://support.steampowered.com/kb_article.php?ref=2117-ILZV-2837" );
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();
if (id.steamid == steamIDFind )
{
return cl;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: tell Steam that a new user connected
//-----------------------------------------------------------------------------
bool CSteam3Server::NotifyClientConnect( CBaseClient *client, uint32 unUserID, netadr_t & adr, const void *pvCookie, uint32 ucbCookie )
{
if ( !BIsActive() )
return true;
if ( !client || client->IsFakeClient() )
return false;
// Make sure their ticket is long enough
if ( ucbCookie <= sizeof(uint64) )
{
WarningAndLog("Client UserID %x connected with invalid ticket size %d\n", unUserID, ucbCookie );
return false;
}
// steamID is prepended to the ticket
CUtlBuffer buffer( pvCookie, ucbCookie, CUtlBuffer::READ_ONLY );
uint64 ulSteamID = buffer.GetInt64();
CSteamID steamID( ulSteamID );
if ( steamID.GetEUniverse() != SteamGameServer()->GetSteamID().GetEUniverse() )
{
WarningAndLog("Client %d %s connected to universe %d, but game server %s is running in universe %d\n", unUserID, steamID.Render(),
steamID.GetEUniverse(), SteamGameServer()->GetSteamID().Render(), SteamGameServer()->GetSteamID().GetEUniverse() );
return false;
}
if ( !steamID.IsValid() || !steamID.BIndividualAccount() )
{
WarningAndLog("Client %d connected from %s with invalid Steam ID %s\n", unUserID, adr.ToString(), steamID.Render() );
return false;
}
// 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:
WarningAndLog("S3: Client connected with invalid ticket: UserID: %x\n", unUserID );
return false;
case k_EBeginAuthSessionResultDuplicateRequest:
WarningAndLog("S3: Duplicate client connection: UserID: %x SteamID %x\n", unUserID, steamID.ConvertToUint64( ) );
return false;
case k_EBeginAuthSessionResultInvalidVersion:
WarningAndLog("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.
WarningAndLog("S3: Client connected with ticket for the wrong game: UserID: %x\n", unUserID );
return false;
case k_EBeginAuthSessionResultExpiredTicket:
WarningAndLog("S3: Client connected with expired ticket: UserID: %x\n", unUserID );
return false;
default:
WarningAndLog("S3: Client failed auth session for unknown reason. UserID: %x\n", unUserID );
return false;
}
// first checks ok, we know now the SteamID
client->SetSteamID( steamID );
SendUpdatedServerDetails();
return true;
}
bool CSteam3Server::NotifyLocalClientConnect( CBaseClient *client )
{
CSteamID steamID;
if ( SteamGameServer() )
{
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 )
{
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;
// 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;
SteamGameServer_RunCallbacks();
}
}
//-----------------------------------------------------------------------------
// 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;
// Fetch counts that include the dummy slots for SourceTV and reply.
int nNumClients = sv.GetNumClients();
int nMaxClients = sv.GetMaxClients();
int nFakeClients = sv.GetNumFakeClients();
// Now remove any dummy slots reserved for the Source TV or replay
// listeners. The fact that these are "players" should be a Source-specific
// implementation artifact, and this kludge --- I mean ELEGANT SOLUTION ---
// should not be propagated to the Steam layer. Steam should be able to report
// exactly what we give it to the master server, etc.
for ( int i = 0 ; i < sv.GetClientCount() ; ++i )
{
CBaseClient *cl = (CBaseClient *)sv.GetClient( i );
if ( !cl->IsConnected() )
continue;
bool bHideClient = false;
if ( cl->IsReplay() || cl->IsHLTV() )
{
Assert( cl->IsFakeClient() );
bHideClient = true;
}
if ( cl->IsFakeClient() && !cl->ShouldReportThisFakeClient() )
{
bHideClient = true;
}
if ( bHideClient )
{
--nNumClients;
--nMaxClients;
--nFakeClients;
// And make sure we don't have any local player authentication
// records within steam for this guy.
if ( cl->m_SteamID.IsValid() )
{
Assert( cl->m_SteamID.BAnonGameServerAccount() );
SteamGameServer()->SendUserDisconnect( cl->m_SteamID );
cl->m_SteamID = CSteamID();
}
}
}
// Apply convar to force reported max player count LAST
if ( sv_visiblemaxplayers.GetInt() > 0 && sv_visiblemaxplayers.GetInt() < nMaxClients )
nMaxClients = sv_visiblemaxplayers.GetInt();
SteamGameServer()->SetMaxPlayerCount( nMaxClients );
SteamGameServer()->SetBotPlayerCount( nFakeClients );
SteamGameServer()->SetPasswordProtected( sv.GetPassword() != NULL );
SteamGameServer()->SetRegion( sv_region.GetString() );
SteamGameServer()->SetServerName( sv.GetName() );
if ( hltv && hltv->IsTVRelay() )
{
// If we're a relay we can't use the local server data for these
SteamGameServer()->SetMapName( hltv->GetMapName() );
SteamGameServer()->SetMaxPlayerCount( hltv->GetMaxClients() );
SteamGameServer()->SetBotPlayerCount( 0 );
}
else
{
const char *pszMap = NULL;
if ( g_iServerGameDLLVersion >= 9 )
pszMap = serverGameDLL->GetServerBrowserMapOverride();
if ( pszMap == NULL || *pszMap == '\0' )
pszMap = sv.GetMapName();
SteamGameServer()->SetMapName( pszMap );
}
if ( hltv && hltv->IsActive() )
{
// This is also the case when we're a relay, in which case we never set a game port, so we'll only have a spectator port
SteamGameServer()->SetSpectatorPort( NET_GetUDPPort( NS_HLTV ) );
SteamGameServer()->SetSpectatorServerName( hltv->GetName() );
}
else
{
SteamGameServer()->SetSpectatorPort( 0 );
}
UpdateGroupSteamID( false );
// Form the game data to send
CUtlString sGameData;
// Start with whatever the game has
if ( g_iServerGameDLLVersion >= 9 )
sGameData = serverGameDLL->GetServerBrowserGameData();
// Add the value of our steam blocking flag
char rgchTag[32];
V_sprintf_safe( rgchTag, "steamblocking:%d", sv_steamblockingcheck.GetInt() );
if ( !sGameData.IsEmpty() )
{
sGameData.Append( "," );
}
sGameData.Append( rgchTag );
SteamGameServer()->SetGameData( sGameData );
// 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 );
// }
}
bool CSteam3Server::IsMasterServerUpdaterSharingGameSocket()
{
return m_bMasterServerUpdaterSharingGameSocket;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Heartbeat_f()
{
if( Steam3Server().SteamGameServer() )
{
Steam3Server().SteamGameServer()->ForceHeartbeat();
}
}
static ConCommand heartbeat( "heartbeat", Heartbeat_f, "Force heartbeat of master servers", 0 );
//-----------------------------------------------------------------------------
// 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 ( sv_lan.GetBool() )
{
Warning( "Warning: sv_setsteamaccount is not applicable in LAN mode.\n");
}
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 );
static void sv_setsteamgroup_f( IConVar *pConVar, const char *pOldString, float flOldValue );
ConVar sv_steamgroup( "sv_steamgroup", "", FCVAR_NOTIFY, "The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community.", sv_setsteamgroup_f );
void CSteam3Server::UpdateGroupSteamID( bool bForce )
{
if ( sv_steamgroup.GetInt() == 0 && !bForce )
return;
uint unAccountID = Q_atoi( sv_steamgroup.GetString() );
m_SteamIDGroupForBlocking.Set( unAccountID, m_SteamIDGS.GetEUniverse(), k_EAccountTypeClan );
if ( SteamGameServer() )
SteamGameServer()->AssociateWithClan( m_SteamIDGroupForBlocking );
}
static void sv_setsteamgroup_f( IConVar *pConVar, const char *pOldString, float flOldValue )
{
if ( sv_lan.GetBool() )
{
Warning( "Warning: sv_steamgroup is not applicable in LAN mode.\n");
}
Steam3Server().UpdateGroupSteamID( true );
}
static void sv_setsteamblockingcheck_f( IConVar *pConVar, const char *pOldString, float flOldValue )
{
if ( sv_lan.GetBool() )
{
Warning( "Warning: sv_steamblockingcheck is not applicable in LAN mode.\n");
}
}