using System.Linq; namespace Barotrauma.Steam { partial class SteamManager { #region Server private static void InitializeProjectSpecific() { isInitialized = true; } public static bool CreateServer(Networking.GameServer server, bool isPublic) { isInitialized = true; Steamworks.SteamServerInit options = new Steamworks.SteamServerInit("Barotrauma", "Barotrauma") { GamePort = (ushort)server.Port, QueryPort = isPublic ? (ushort)server.QueryPort : (ushort)0, Mode = isPublic ? Steamworks.InitServerMode.Authentication : Steamworks.InitServerMode.NoAuthentication, IpAddress = server.ServerSettings.ListenIPAddress }; //options.QueryShareGamePort(); Steamworks.SteamServer.Init(AppID, options, false); if (!Steamworks.SteamServer.IsValid) { Steamworks.SteamServer.Shutdown(); DebugConsole.ThrowError("Initializing Steam server failed."); return false; } RefreshServerDetails(server); server.ServerPeer.InitializeSteamServerCallbacks(); Steamworks.SteamServer.LogOnAnonymous(); return true; } public static bool RefreshServerDetails(Networking.GameServer server) { if (!isInitialized || !Steamworks.SteamServer.IsValid) { return false; } var contentPackages = GameMain.Config.AllEnabledPackages.Where(cp => cp.HasMultiplayerIncompatibleContent); // These server state variables may be changed at any time. Note that there is no longer a mechanism // to send the player count. The player count is maintained by steam and you should use the player // creation/authentication functions to maintain your player count. Steamworks.SteamServer.ServerName = server.ServerName; Steamworks.SteamServer.MaxPlayers = server.ServerSettings.MaxPlayers; Steamworks.SteamServer.Passworded = server.ServerSettings.HasPassword; Steamworks.SteamServer.MapName = GameMain.NetLobbyScreen?.SelectedSub?.DisplayName ?? ""; Steamworks.SteamServer.SetKey("haspassword", server.ServerSettings.HasPassword.ToString()); Steamworks.SteamServer.SetKey("message", GameMain.Server.ServerSettings.ServerMessageText); Steamworks.SteamServer.SetKey("version", GameMain.Version.ToString()); Steamworks.SteamServer.SetKey("playercount", GameMain.Server.ConnectedClients.Count.ToString()); Steamworks.SteamServer.SetKey("contentpackage", string.Join(",", contentPackages.Select(cp => cp.Name))); Steamworks.SteamServer.SetKey("contentpackagehash", string.Join(",", contentPackages.Select(cp => cp.MD5hash.Hash))); Steamworks.SteamServer.SetKey("contentpackageid", string.Join(",", contentPackages.Select(cp => cp.SteamWorkshopId))); Steamworks.SteamServer.SetKey("usingwhitelist", (server.ServerSettings.Whitelist != null && server.ServerSettings.Whitelist.Enabled).ToString()); Steamworks.SteamServer.SetKey("modeselectionmode", server.ServerSettings.ModeSelectionMode.ToString()); Steamworks.SteamServer.SetKey("subselectionmode", server.ServerSettings.SubSelectionMode.ToString()); Steamworks.SteamServer.SetKey("voicechatenabled", server.ServerSettings.VoiceChatEnabled.ToString()); Steamworks.SteamServer.SetKey("allowspectating", server.ServerSettings.AllowSpectating.ToString()); Steamworks.SteamServer.SetKey("allowrespawn", server.ServerSettings.AllowRespawn.ToString()); Steamworks.SteamServer.SetKey("traitors", server.ServerSettings.TraitorsEnabled.ToString()); Steamworks.SteamServer.SetKey("gamestarted", server.GameStarted.ToString()); Steamworks.SteamServer.SetKey("gamemode", server.ServerSettings.GameModeIdentifier); Steamworks.SteamServer.SetKey("playstyle", server.ServerSettings.PlayStyle.ToString()); Steamworks.SteamServer.DedicatedServer = true; return true; } public static Steamworks.BeginAuthResult StartAuthSession(byte[] authTicketData, ulong clientSteamID) { if (!isInitialized || !Steamworks.SteamServer.IsValid) return Steamworks.BeginAuthResult.ServerNotConnectedToSteam; DebugConsole.Log("SteamManager authenticating Steam client " + clientSteamID); Steamworks.BeginAuthResult startResult = Steamworks.SteamServer.BeginAuthSession(authTicketData, clientSteamID); if (startResult != Steamworks.BeginAuthResult.OK) { DebugConsole.Log("Authentication failed: failed to start auth session (" + startResult.ToString() + ")"); } return startResult; } public static void StopAuthSession(ulong clientSteamID) { if (!isInitialized || !Steamworks.SteamServer.IsValid) return; DebugConsole.Log("SteamManager ending auth session with Steam client " + clientSteamID); Steamworks.SteamServer.EndSession(clientSteamID); } public static bool CloseServer() { if (!isInitialized || !Steamworks.SteamServer.IsValid) return false; Steamworks.SteamServer.Shutdown(); return true; } #endregion } }