/* Copyright (C) 2019 Mr Goldberg This file is part of the Goldberg Emulator The Goldberg Emulator is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. The Goldberg Emulator is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with the Goldberg Emulator; if not, see . */ #ifndef __INCLUDED_STEAM_MASTERSERVER_UPDATER_H__ #define __INCLUDED_STEAM_MASTERSERVER_UPDATER_H__ #include "base.h" class Steam_Masterserver_Updater : public ISteamMasterServerUpdater { class Settings *settings{}; class Networking *network{}; class SteamCallResults *callback_results{}; class SteamCallBacks *callbacks{}; class RunEveryRunCB *run_every_runcb{}; static void steam_callback(void *object, Common_Message *msg); static void steam_run_every_runcb(void *object); void RunCallbacks(); void Callback(Common_Message *msg); public: Steam_Masterserver_Updater(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb); ~Steam_Masterserver_Updater(); // Call this as often as you like to tell the master server updater whether or not // you want it to be active (default: off). void SetActive( bool bActive ); // You usually don't need to modify this. // Pass -1 to use the default value for iHeartbeatInterval. // Some mods change this. void SetHeartbeatInterval( int iHeartbeatInterval ); // These are in GameSocketShare mode, where instead of ISteamMasterServerUpdater creating its own // socket to talk to the master server on, it lets the game use its socket to forward messages // back and forth. This prevents us from requiring server ops to open up yet another port // in their firewalls. // // the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001 // These are used when you've elected to multiplex the game server's UDP socket // rather than having the master server updater use its own sockets. // // Source games use this to simplify the job of the server admins, so they // don't have to open up more ports on their firewalls. // Call this when a packet that starts with 0xFFFFFFFF comes in. That means // it's for us. bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ); // AFTER calling HandleIncomingPacket for any packets that came in that frame, call this. // This gets a packet that the master server updater needs to send out on UDP. // It returns the length of the packet it wants to send, or 0 if there are no more packets to send. // Call this each frame until it returns 0. int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ); // Functions to set various fields that are used to respond to queries. // Call this to set basic data that is passed to the server browser. void SetBasicServerData( unsigned short nProtocolVersion, bool bDedicatedServer, const char *pRegionName, const char *pProductName, unsigned short nMaxReportedClients, bool bPasswordProtected, const char *pGameDescription ); // Call this to clear the whole list of key/values that are sent in rules queries. void ClearAllKeyValues(); // Call this to add/update a key/value pair. void SetKeyValue( const char *pKey, const char *pValue ); // You can call this upon shutdown to clear out data stored for this game server and // to tell the master servers that this server is going away. void NotifyShutdown(); // Returns true if the master server has requested a restart. // Only returns true once per request. bool WasRestartRequested(); // Force it to request a heartbeat from the master servers. void ForceHeartbeat(); // Manually edit and query the master server list. // It will provide name resolution and use the default master server port if none is provided. bool AddMasterServer( const char *pServerAddress ); bool RemoveMasterServer( const char *pServerAddress ); int GetNumMasterServers(); // Returns the # of bytes written to pOut. int GetMasterServerAddress( int iServer, char *pOut, int outBufferSize ); }; #endif // __INCLUDED_STEAM_MASTERSERVER_UPDATER_H__