/* 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 . */ #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; public: static void steam_callback(void *object, Common_Message *msg) { PRINT_DEBUG("steam_masterserverupdater_callback\n"); Steam_Masterserver_Updater *steam_masterserverupdater = (Steam_Masterserver_Updater *)object; steam_masterserverupdater->Callback(msg); } static void steam_run_every_runcb(void *object) { PRINT_DEBUG("steam_masterserverupdater_run_every_runcb\n"); Steam_Masterserver_Updater *steam_masterserverupdater = (Steam_Masterserver_Updater *)object; steam_masterserverupdater->RunCallbacks(); } Steam_Masterserver_Updater(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb) { this->settings = settings; this->network = network; this->run_every_runcb = run_every_runcb; this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Masterserver_Updater::steam_callback, this); this->run_every_runcb->add(&Steam_Masterserver_Updater::steam_run_every_runcb, this); this->callback_results = callback_results; this->callbacks = callbacks; } ~Steam_Masterserver_Updater() { //TODO rm network callbacks this->run_every_runcb->remove(&Steam_Masterserver_Updater::steam_run_every_runcb, this); } // 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 ) { PRINT_DEBUG("Steam_Masterserver_Updater::SetActive\n"); } // 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 ) { PRINT_DEBUG("Steam_Masterserver_Updater::SetHeartbeatInterval\n"); } // 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 ) { PRINT_DEBUG("Steam_Masterserver_Updater::HandleIncomingPacket\n"); return true; } // 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 ) { PRINT_DEBUG("Steam_Masterserver_Updater::GetNextOutgoingPacket\n"); return 0; } // 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 ) { PRINT_DEBUG("Steam_Masterserver_Updater::SetBasicServerData\n"); } // Call this to clear the whole list of key/values that are sent in rules queries. void ClearAllKeyValues() { PRINT_DEBUG("Steam_Masterserver_Updater::ClearAllKeyValues\n"); } // Call this to add/update a key/value pair. void SetKeyValue( const char *pKey, const char *pValue ) { PRINT_DEBUG("Steam_Masterserver_Updater::SetKeyValue\n"); } // 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() { PRINT_DEBUG("Steam_Masterserver_Updater::NotifyShutdown\n"); } // Returns true if the master server has requested a restart. // Only returns true once per request. bool WasRestartRequested() { PRINT_DEBUG("Steam_Masterserver_Updater::WasRestartRequested\n"); return false; } // Force it to request a heartbeat from the master servers. void ForceHeartbeat() { PRINT_DEBUG("Steam_Masterserver_Updater::ForceHeartbeat\n"); } // 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 ) { PRINT_DEBUG("Steam_Masterserver_Updater::AddMasterServer\n"); return true; } bool RemoveMasterServer( const char *pServerAddress ) { PRINT_DEBUG("Steam_Masterserver_Updater::RemoveMasterServer\n"); return true; } int GetNumMasterServers() { PRINT_DEBUG("Steam_Masterserver_Updater::GetNumMasterServers\n"); return 0; } // Returns the # of bytes written to pOut. int GetMasterServerAddress( int iServer, char *pOut, int outBufferSize ) { PRINT_DEBUG("Steam_Masterserver_Updater::GetMasterServerAddress\n"); return 0; } void RunCallbacks() { } void Callback(Common_Message *msg) { if (msg->has_low_level()) { if (msg->low_level().type() == Low_Level::CONNECT) { } if (msg->low_level().type() == Low_Level::DISCONNECT) { } } } };