Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/Steam/SteamManager.cs
2023-05-10 15:07:17 +03:00

119 lines
5.7 KiB
C#

using System.Linq;
using Barotrauma.Networking;
namespace Barotrauma.Steam
{
partial class SteamManager
{
private static void InitializeProjectSpecific() { }
private static bool IsInitializedProjectSpecific
=> Steamworks.SteamServer.IsValid;
public static bool CreateServer(Networking.GameServer server, bool isPublic)
{
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 = ContentPackageManager.EnabledPackages.All.Where(cp => cp.HasMultiplayerSyncedContent);
// 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?.Value ?? "";
Steamworks.SteamServer.SetKey("haspassword", server.ServerSettings.HasPassword.ToString());
Steamworks.SteamServer.SetKey("message", server.ServerSettings.ServerMessageText);
Steamworks.SteamServer.SetKey("version", GameMain.Version.ToString());
Steamworks.SteamServer.SetKey("playercount", server.ConnectedClients.Count.ToString());
int index = 0;
foreach (var contentPackage in contentPackages)
{
string ugcIdStr = contentPackage.UgcId.TryUnwrap(out var ugcId) ? ugcId.StringRepresentation : string.Empty;
Steamworks.SteamServer.SetKey(
$"contentpackage{index}",
contentPackage.Name+","+ contentPackage.Hash.StringRepresentation + "," + ugcIdStr);
index++;
}
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("friendlyfireenabled", server.ServerSettings.AllowFriendlyFire.ToString());
Steamworks.SteamServer.SetKey("karmaenabled", server.ServerSettings.KarmaEnabled.ToString());
Steamworks.SteamServer.SetKey("gamestarted", server.GameStarted.ToString());
Steamworks.SteamServer.SetKey("gamemode", server.ServerSettings.GameModeIdentifier.Value);
Steamworks.SteamServer.SetKey("playstyle", server.ServerSettings.PlayStyle.ToString());
Steamworks.SteamServer.SetKey("language", server.ServerSettings.Language.ToString());
Steamworks.SteamServer.DedicatedServer = true;
return true;
}
public static Steamworks.BeginAuthResult StartAuthSession(byte[] authTicketData, SteamId 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.Value);
if (startResult != Steamworks.BeginAuthResult.OK)
{
DebugConsole.Log("Authentication failed: failed to start auth session (" + startResult.ToString() + ")");
}
return startResult;
}
public static void StopAuthSession(SteamId clientSteamId)
{
if (!IsInitialized || !Steamworks.SteamServer.IsValid) return;
DebugConsole.Log("SteamManager ending auth session with Steam client " + clientSteamId);
Steamworks.SteamServer.EndSession(clientSteamId.Value);
}
public static bool CloseServer()
{
if (!IsInitialized || !Steamworks.SteamServer.IsValid) return false;
Steamworks.SteamServer.Shutdown();
return true;
}
}
}