2020-04-22 16:56:21 +00:00
//========= 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 ( " * \t Unable to load Steam support library.* \n " ) ;
WarningAndLog ( " * \t This 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 \n in use on this server " , client - > GetNetworkIDString ( ) ) ;
}
else
{
char msg [ 512 ] ;
sprintf ( msg , " \" %s<%i><%s><> \" STEAM USERID validated \n " , client - > GetClientName ( ) , client - > GetUserID ( ) , client - > GetNetworkIDString ( ) ) ;
DevMsg ( " %s " , msg ) ;
g_Log . Printf ( " %s " , msg ) ;
g_pServerPluginHandler - > NetworkIDValidated ( client - > GetClientName ( ) , client - > GetNetworkIDString ( ) ) ;
// Tell IServerGameClients if its version is high enough.
if ( g_iServerGameClientsVersion > = 4 )
{
serverGameClients - > NetworkIDValidated ( client - > GetClientName ( ) , client - > GetNetworkIDString ( ) ) ;
}
}
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. \n Please 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 \n https://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 ( ) ;
}
}
2023-01-28 02:29:26 +00:00
//static ConCommand heartbeat( "heartbeat", Heartbeat_f, "Force heartbeat of master servers", 0 );
2020-04-22 16:56:21 +00:00
//-----------------------------------------------------------------------------
// 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 \n Set 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 " ) ;
}
}