Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/Networking/SteamManager.cs
Juan Pablo Arce 0002ad2c50 v0.10.5.1
2020-09-22 11:31:56 -03:00

113 lines
5.4 KiB
C#

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
};
//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
}
}