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1069 lines
33 KiB
1069 lines
33 KiB
//========= 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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#ifdef _WIN32
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#if !defined( _X360 )
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#include "winlite.h"
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#include <winsock2.h> // INADDR_ANY defn
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#endif
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#elif POSIX
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#include <netinet/in.h>
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#endif
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#include "sv_steamauth.h"
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#include "sv_filter.h"
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#include "inetchannel.h"
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#include "netadr.h"
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#include "server.h"
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#include "proto_oob.h"
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#include "host.h"
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#include "tier0/vcrmode.h"
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#include "sv_plugin.h"
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#include "sv_log.h"
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#include "filesystem_engine.h"
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#include "filesystem_init.h"
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#include "tier0/icommandline.h"
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#include "steam/steam_gameserver.h"
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#include "hltvserver.h"
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#include "sys_dll.h"
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#if defined( REPLAY_ENABLED )
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#include "replayserver.h"
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#endif
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extern ConVar sv_lan;
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extern ConVar sv_visiblemaxplayers;
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extern ConVar sv_region;
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extern ConVar tv_enable;
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static void sv_setsteamblockingcheck_f( IConVar *pConVar, const char *pOldString, float flOldValue );
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ConVar sv_steamblockingcheck( "sv_steamblockingcheck", "0", 0,
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"Check each new player for Steam blocking compatibility, 1 = message only, 2 >= drop if any member of owning clan blocks,"
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"3 >= drop if any player has blocked, 4 >= drop if player has blocked anyone on server", sv_setsteamblockingcheck_f );
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#if defined( _X360 )
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#include "xbox/xbox_win32stubs.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#pragma warning( disable: 4355 ) // disables ' 'this' : used in base member initializer list'
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ConVar sv_master_share_game_socket( "sv_master_share_game_socket", "1", 0,
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"Use the game's socket to communicate to the master server. "
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"If this is 0, then it will create a socket on -steamport + 1 "
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"to communicate to the master server on." );
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static char s_szTempMsgBuf[16000];
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static void MsgAndLog( const char *fmt, ... )
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{
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va_list ap;
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va_start(ap, fmt);
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V_vsprintf_safe( s_szTempMsgBuf, fmt, ap );
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// Does Log always print to the console?
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//if ( !engine->IsDedicatedServer() )
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// Msg("%s", s_szTempMsgBuf );
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Log("%s", s_szTempMsgBuf );
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}
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static void WarningAndLog( const char *fmt, ... )
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{
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va_list ap;
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va_start(ap, fmt);
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V_vsprintf_safe( s_szTempMsgBuf, fmt, ap );
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// Does Log always print to the console?
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Warning("%s", s_szTempMsgBuf );
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Log("%s", s_szTempMsgBuf );
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}
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//-----------------------------------------------------------------------------
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// Purpose: singleton accessor
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//-----------------------------------------------------------------------------
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static CSteam3Server s_Steam3Server;
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CSteam3Server &Steam3Server()
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{
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return s_Steam3Server;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CSteam3Server::CSteam3Server()
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#if !defined(NO_STEAM)
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:
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m_CallbackLogonSuccess( this, &CSteam3Server::OnLogonSuccess ),
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m_CallbackLogonFailure( this, &CSteam3Server::OnLogonFailure ),
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m_CallbackLoggedOff( this, &CSteam3Server::OnLoggedOff ),
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m_CallbackValidateAuthTicketResponse( this, &CSteam3Server::OnValidateAuthTicketResponse ),
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m_CallbackPlayerCompatibilityResponse( this, &CSteam3Server::OnComputeNewPlayerCompatibilityResponse ),
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m_CallbackGSPolicyResponse( this, &CSteam3Server::OnGSPolicyResponse )
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#endif
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{
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m_bHasActivePlayers = false;
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m_bLogOnResult = false;
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m_eServerMode = eServerModeInvalid;
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m_eServerType = eServerTypeNormal;
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m_bWantsSecure = false; // default to insecure currently, this may change
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m_bInitialized = false;
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m_bWantsPersistentAccountLogon = false;
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m_bLogOnFinished = false;
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m_bMasterServerUpdaterSharingGameSocket = false;
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m_steamIDLanOnly.InstancedSet( 0,0, k_EUniversePublic, k_EAccountTypeInvalid );
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m_SteamIDGS.InstancedSet( 1, 0, k_EUniverseInvalid, k_EAccountTypeInvalid );
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m_QueryPort = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: detect current server mode based on cvars & settings
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//-----------------------------------------------------------------------------
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EServerMode CSteam3Server::GetCurrentServerMode()
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{
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if ( sv_lan.GetBool() )
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{
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return eServerModeNoAuthentication;
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}
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else if ( CommandLine()->FindParm( "-insecure" ) )
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{
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return eServerModeAuthentication;
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}
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else
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{
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return eServerModeAuthenticationAndSecure;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CSteam3Server::~CSteam3Server()
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{
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Shutdown();
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}
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void CSteam3Server::Activate( EServerType serverType )
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{
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// we are active, check if sv_lan changed or we're trying to change server type
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if ( GetCurrentServerMode() == m_eServerMode && m_eServerType == serverType )
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{
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// we are active and LANmode/servertype didnt change. done.
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return;
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}
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if ( BIsActive() )
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{
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// shut down before we change server mode
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Shutdown();
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}
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m_unIP = INADDR_ANY;
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m_usPort = 26900;
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if ( CommandLine()->FindParm( "-steamport" ) )
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{
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m_usPort = CommandLine()->ParmValue( "-steamport", 26900 );
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}
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ConVarRef ipname( "ip" );
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if ( ipname.IsValid() )
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{
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netadr_t ipaddr;
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NET_StringToAdr( ipname.GetString(), &ipaddr );
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if ( !ipaddr.IsLoopback() && !ipaddr.IsLocalhost() )
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{
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m_unIP = ipaddr.GetIPHostByteOrder();
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}
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}
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m_eServerMode = GetCurrentServerMode();
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m_eServerType = serverType;
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char gamedir[MAX_OSPATH];
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Q_FileBase( com_gamedir, gamedir, sizeof( gamedir ) );
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// 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.
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uint16 usGamePort = 0;
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if ( serverType == eServerTypeNormal )
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{
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usGamePort = NET_GetUDPPort( NS_SERVER );
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}
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uint16 usMasterServerUpdaterPort;
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if ( sv_master_share_game_socket.GetBool() )
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{
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m_bMasterServerUpdaterSharingGameSocket = true;
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usMasterServerUpdaterPort = MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE;
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if ( serverType == eServerTypeTVRelay )
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m_QueryPort = NET_GetUDPPort( NS_HLTV );
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else
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m_QueryPort = usGamePort;
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}
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else
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{
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m_bMasterServerUpdaterSharingGameSocket = false;
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usMasterServerUpdaterPort = m_usPort;
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m_QueryPort = m_usPort;
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}
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#ifndef _X360
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switch ( m_eServerMode )
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{
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case eServerModeNoAuthentication:
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MsgAndLog( "Initializing Steam libraries for LAN server\n" );
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break;
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case eServerModeAuthentication:
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MsgAndLog( "Initializing Steam libraries for INSECURE Internet server. Authentication and VAC not requested.\n" );
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break;
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case eServerModeAuthenticationAndSecure:
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MsgAndLog( "Initializing Steam libraries for secure Internet server\n" );
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break;
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default:
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WarningAndLog( "Bogus eServermode %d!\n", m_eServerMode );
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Assert( !"Bogus server mode?!" );
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break;
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}
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SteamAPI_SetTryCatchCallbacks( false ); // We don't use exceptions, so tell steam not to use try/catch in callback handlers
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if ( CommandLine()->FindParm("-hushsteam") || !SteamGameServer_InitSafe(
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m_unIP,
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m_usPort+1, // Steam lives on -steamport + 1, master server updater lives on -steamport.
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usGamePort,
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usMasterServerUpdaterPort,
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m_eServerMode,
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GetSteamInfIDVersionInfo().szVersionString ) )
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{
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steam_no_good:
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#if !defined( NO_STEAM )
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WarningAndLog( "*********************************************************\n" );
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WarningAndLog( "*\tUnable to load Steam support library.*\n" );
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WarningAndLog( "*\tThis server will operate in LAN mode only.*\n" );
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WarningAndLog( "*********************************************************\n" );
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#endif
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m_eServerMode = eServerModeNoAuthentication;
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sv_lan.SetValue( true );
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return;
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}
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Init(); // Steam API context init
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if ( SteamGameServer() == NULL )
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{
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Assert( false );
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goto steam_no_good;
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}
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// Note that SteamGameServer_InitSafe() calls SteamAPI_SetBreakpadAppID() for you, which is what we don't want if we wish
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// to report crashes under a different AppId. Reset it back to our crashing one now.
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if ( sv.IsDedicated() )
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{
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SteamAPI_SetBreakpadAppID( GetSteamInfIDVersionInfo().ServerAppID );
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}
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// Set some stuff that should NOT change while the server is
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// running
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SteamGameServer()->SetProduct( GetSteamInfIDVersionInfo().szProductString );
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SteamGameServer()->SetGameDescription( serverGameDLL->GetGameDescription() );
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SteamGameServer()->SetDedicatedServer( sv.IsDedicated() );
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SteamGameServer()->SetModDir( gamedir );
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// Use anonymous logon, or persistent?
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if ( m_sAccountToken.IsEmpty() )
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{
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m_bWantsPersistentAccountLogon = false;
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MsgAndLog( "No account token specified; logging into anonymous game server account. (Use sv_setsteamaccount to login to a persistent account.)\n" );
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SteamGameServer()->LogOnAnonymous();
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}
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else
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{
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m_bWantsPersistentAccountLogon = true;
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MsgAndLog( "Logging into Steam game server account\n" );
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// TODO: Change this to use just the token when the SDK is updated
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SteamGameServer()->LogOn( m_sAccountToken );
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}
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#endif
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SendUpdatedServerDetails();
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}
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//-----------------------------------------------------------------------------
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// Purpose: game server stopped, shutdown Steam game server session
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//-----------------------------------------------------------------------------
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void CSteam3Server::Shutdown()
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{
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if ( !BIsActive() )
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return;
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SteamGameServer_Shutdown();
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m_bHasActivePlayers = false;
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m_bLogOnResult = false;
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m_SteamIDGS = k_steamIDNotInitYetGS;
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m_eServerMode = eServerModeInvalid;
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Clear(); // Steam API context shutdown
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the userid's are the same
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//-----------------------------------------------------------------------------
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bool CSteam3Server::CompareUserID( const USERID_t & id1, const USERID_t & id2 )
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{
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if ( id1.idtype != id2.idtype )
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return false;
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switch ( id1.idtype )
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{
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case IDTYPE_STEAM:
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case IDTYPE_VALVE:
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{
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return (id1.steamid == id2.steamid );
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}
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default:
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break;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if this userid is already on this server
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//-----------------------------------------------------------------------------
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bool CSteam3Server::CheckForDuplicateSteamID( const CBaseClient *client )
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{
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// in LAN mode we allow reuse of SteamIDs
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if ( BLanOnly() )
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return false;
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// Compare connecting client's ID to other IDs on the server
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for ( int i=0 ; i< sv.GetClientCount() ; i++ )
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{
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const IClient *cl = sv.GetClient( i );
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// Not connected, no SteamID yet
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if ( !cl->IsConnected() || cl->IsFakeClient() )
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continue;
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if ( cl->GetNetworkID().idtype != IDTYPE_STEAM )
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continue;
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// don't compare this client against himself in the list
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if ( client == cl )
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continue;
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if ( !CompareUserID( client->GetNetworkID(), cl->GetNetworkID() ) )
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continue;
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// SteamID is reused
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when secure policy is set
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//-----------------------------------------------------------------------------
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const CSteamID &CSteam3Server::GetGSSteamID()
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{
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return m_SteamIDGS;
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}
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#if !defined(NO_STEAM)
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//-----------------------------------------------------------------------------
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// Purpose: Called when secure policy is set
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//-----------------------------------------------------------------------------
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void CSteam3Server::OnGSPolicyResponse( GSPolicyResponse_t *pPolicyResponse )
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{
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if ( !BIsActive() )
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return;
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if ( SteamGameServer() && SteamGameServer()->BSecure() )
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{
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MsgAndLog( "VAC secure mode is activated.\n" );
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}
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else
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{
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MsgAndLog( "VAC secure mode disabled.\n" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSteam3Server::OnLogonSuccess( SteamServersConnected_t *pLogonSuccess )
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{
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if ( !BIsActive() )
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return;
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if ( !m_bLogOnResult )
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{
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m_bLogOnResult = true;
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}
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if ( !BLanOnly() )
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{
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MsgAndLog( "Connection to Steam servers successful.\n" );
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if ( SteamGameServer() )
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{
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uint32 ip = SteamGameServer()->GetPublicIP();
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MsgAndLog( " Public IP is %d.%d.%d.%d.\n", (ip >> 24) & 255, (ip >> 16) & 255, (ip >> 8) & 255, ip & 255 );
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}
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}
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if ( SteamGameServer() )
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{
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m_SteamIDGS = SteamGameServer()->GetSteamID();
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if ( m_SteamIDGS.BAnonGameServerAccount() )
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{
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MsgAndLog( "Assigned anonymous gameserver Steam ID %s.\n", m_SteamIDGS.Render() );
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}
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else if ( m_SteamIDGS.BPersistentGameServerAccount() )
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{
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MsgAndLog( "Assigned persistent gameserver Steam ID %s.\n", m_SteamIDGS.Render() );
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}
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else
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{
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WarningAndLog( "Assigned Steam ID %s, which is of an unexpected type!\n", m_SteamIDGS.Render() );
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Assert( !"Unexpected steam ID type!" );
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}
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}
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else
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{
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m_SteamIDGS = k_steamIDNotInitYetGS;
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}
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// send updated server details
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// OnLogonSuccess() gets called each time we logon, so if we get dropped this gets called
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// again and we get need to retell the AM our details
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SendUpdatedServerDetails();
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}
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//-----------------------------------------------------------------------------
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// Purpose: callback on unable to connect to the steam3 backend
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// Input : eResult -
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//-----------------------------------------------------------------------------
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void CSteam3Server::OnLogonFailure( SteamServerConnectFailure_t *pLogonFailure )
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{
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if ( !BIsActive() )
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return;
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//bool bRetrying = false;
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if ( !m_bLogOnResult )
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{
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if ( pLogonFailure->m_eResult == k_EResultServiceUnavailable )
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{
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if ( !BLanOnly() )
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{
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MsgAndLog( "Connection to Steam servers successful (SU).\n" );
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}
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}
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else
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{
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// we tried to be in secure mode but failed
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// force into insecure mode
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// eventually change this to set sv_lan as well
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if ( !BLanOnly() )
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{
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WarningAndLog( "Could not establish connection to Steam servers. (Result = %d)\n", pLogonFailure->m_eResult );
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// If this was a permanent failure, switch to anonymous
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// TODO: Requires SDK update
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/*if ( m_bWantsPersistentAccountLogon && ( pLogonFailure->m_eResult == k_EResultInvalidParam || pLogonFailure->m_eResult == k_EResultAccountNotFound ) )
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{
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WarningAndLog( "Invalid game server account token. Retrying Steam connection with anonymous logon\n" );
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m_bWantsPersistentAccountLogon = false;
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bRetrying = true;
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SteamGameServer()->LogOnAnonymous();
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}*/
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}
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}
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}
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m_bLogOnResult = true;
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//m_bLogOnResult = !bRetrying;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : eResult -
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//-----------------------------------------------------------------------------
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void CSteam3Server::OnLoggedOff( SteamServersDisconnected_t *pLoggedOff )
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{
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if ( !BLanOnly() )
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{
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WarningAndLog( "Connection to Steam servers lost. (Result = %d)\n", pLoggedOff->m_eResult );
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}
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}
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void CSteam3Server::OnComputeNewPlayerCompatibilityResponse( ComputeNewPlayerCompatibilityResult_t *pCompatibilityResult )
|
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{
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CBaseClient *client = ClientFindFromSteamID( pCompatibilityResult->m_SteamIDCandidate );
|
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if ( !client )
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return;
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if ( sv_steamblockingcheck.GetInt() )
|
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{
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if ( sv_steamblockingcheck.GetInt() >= 2 )
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{
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if ( pCompatibilityResult->m_cClanPlayersThatDontLikeCandidate > 0 )
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{
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client->Disconnect( "Another player on this server ( member of owning clan ) does not want to play with this player." );
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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 );
|
|
|
|
|
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static void sv_setsteamgroup_f( IConVar *pConVar, const char *pOldString, float flOldValue );
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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 );
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void CSteam3Server::UpdateGroupSteamID( bool bForce )
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{
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if ( sv_steamgroup.GetInt() == 0 && !bForce )
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return;
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uint unAccountID = Q_atoi( sv_steamgroup.GetString() );
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m_SteamIDGroupForBlocking.Set( unAccountID, m_SteamIDGS.GetEUniverse(), k_EAccountTypeClan );
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if ( SteamGameServer() )
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SteamGameServer()->AssociateWithClan( m_SteamIDGroupForBlocking );
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}
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static void sv_setsteamgroup_f( IConVar *pConVar, const char *pOldString, float flOldValue )
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{
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if ( sv_lan.GetBool() )
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{
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Warning( "Warning: sv_steamgroup is not applicable in LAN mode.\n");
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}
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Steam3Server().UpdateGroupSteamID( true );
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}
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static void sv_setsteamblockingcheck_f( IConVar *pConVar, const char *pOldString, float flOldValue )
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{
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if ( sv_lan.GetBool() )
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{
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Warning( "Warning: sv_steamblockingcheck is not applicable in LAN mode.\n");
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}
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}
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