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