Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/Source/Networking/SteamManager.cs
Joonas Rikkonen 044fd3344b 2f107db...5202af9
2019-03-18 21:42:26 +02:00

104 lines
4.4 KiB
C#

using Facepunch.Steamworks;
using System.Linq;
namespace Barotrauma.Steam
{
partial class SteamManager
{
#region Server
public static bool CreateServer(Networking.GameServer server, bool isPublic)
{
Instance.isInitialized = true;
ServerInit options = new ServerInit("Barotrauma", "Barotrauma")
{
GamePort = (ushort)server.Port,
QueryPort = (ushort)server.QueryPort
};
//options.QueryShareGamePort();
instance.server = new Server(AppID, options, isPublic);
if (!instance.server.IsValid)
{
instance.server.Dispose();
instance.server = null;
DebugConsole.ThrowError("Initializing Steam server failed.");
return false;
}
RefreshServerDetails(server);
instance.server.Auth.OnAuthChange = server.OnAuthChange;
Instance.server.LogOnAnonymous();
return true;
}
public static bool RefreshServerDetails(Networking.GameServer server)
{
if (instance == null || !instance.isInitialized)
{
return false;
}
// 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.
instance.server.ServerName = server.Name;
instance.server.MaxPlayers = server.ServerSettings.MaxPlayers;
instance.server.Passworded = server.ServerSettings.HasPassword;
Instance.server.SetKey("message", GameMain.Server.ServerSettings.ServerMessageText);
Instance.server.SetKey("version", GameMain.Version.ToString());
Instance.server.SetKey("contentpackage", string.Join(",", GameMain.Config.SelectedContentPackages.Select(cp => cp.Name)));
Instance.server.SetKey("contentpackagehash", string.Join(",", GameMain.Config.SelectedContentPackages.Select(cp => cp.MD5hash.Hash)));
Instance.server.SetKey("contentpackageurl", string.Join(",", GameMain.Config.SelectedContentPackages.Select(cp => cp.SteamWorkshopUrl ?? "")));
Instance.server.SetKey("usingwhitelist", (server.ServerSettings.Whitelist != null && server.ServerSettings.Whitelist.Enabled).ToString());
Instance.server.SetKey("modeselectionmode", server.ServerSettings.ModeSelectionMode.ToString());
Instance.server.SetKey("subselectionmode", server.ServerSettings.SubSelectionMode.ToString());
Instance.server.SetKey("allowspectating", server.ServerSettings.AllowSpectating.ToString());
Instance.server.SetKey("allowrespawn", server.ServerSettings.AllowRespawn.ToString());
Instance.server.SetKey("traitors", server.ServerSettings.TraitorsEnabled.ToString());
Instance.server.SetKey("gamestarted", server.GameStarted.ToString());
Instance.server.SetKey("gamemode", server.ServerSettings.GameModeIdentifier);
instance.server.DedicatedServer = true;
return true;
}
public static bool StartAuthSession(byte[] authTicketData, ulong clientSteamID)
{
if (instance == null || !instance.isInitialized || instance.server == null) return false;
DebugConsole.Log("SteamManager authenticating Steam client " + clientSteamID);
if (!instance.server.Auth.StartSession(authTicketData, clientSteamID))
{
DebugConsole.Log("Authentication failed");
return false;
}
return true;
}
public static void StopAuthSession(ulong clientSteamID)
{
if (instance == null || !instance.isInitialized || instance.server == null) return;
DebugConsole.Log("SteamManager ending auth session with Steam client " + clientSteamID);
instance.server.Auth.EndSession(clientSteamID);
}
public static bool CloseServer()
{
if (instance == null || !instance.isInitialized || instance.server == null) return false;
instance.server.Dispose();
instance.server = null;
return true;
}
#endregion
}
}