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