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use super::*;
use crate::networking_types::NetworkingIdentity;
#[cfg(test)]
use serial_test::serial;
use std::net::Ipv4Addr;
/// The main entry point into the steam client for servers.
///
/// This provides access to all of the steamworks api that
/// servers can use.
#[derive(Clone)]
pub struct Server {
inner: Arc<Inner<ServerManager>>,
server: *mut sys::ISteamGameServer,
}
unsafe impl Send for Server {}
unsafe impl Sync for Server {}
/// Used to set the mode that a gameserver will run in
pub enum ServerMode {
/// Don't authenticate user logins.
///
/// The server will not appear on the server list
NoAuthentication,
/// Authenticate users
///
/// The server will appear on the server list and
/// VAC will not be run on clients.
Authentication,
/// Authenticate users and use anti-cheat.
///
/// The server will appear on the server list and
/// VAC will be run on clients.
AuthenticationAndSecure,
}
impl Server {
fn steam_game_server_init_ex(
un_ip: std::ffi::c_uint,
us_game_port: std::ffi::c_ushort,
us_query_port: std::ffi::c_ushort,
e_server_mode: EServerMode,
pch_version_string: *const c_char,
p_out_err_msg: *mut SteamErrMsg,
) -> ESteamAPIInitResult {
let versions: Vec<&[u8]> = vec![
sys::STEAMUTILS_INTERFACE_VERSION,
sys::STEAMNETWORKINGUTILS_INTERFACE_VERSION,
sys::STEAMGAMESERVER_INTERFACE_VERSION,
sys::STEAMGAMESERVERSTATS_INTERFACE_VERSION,
sys::STEAMHTTP_INTERFACE_VERSION,
sys::STEAMINVENTORY_INTERFACE_VERSION,
sys::STEAMNETWORKING_INTERFACE_VERSION,
sys::STEAMNETWORKINGMESSAGES_INTERFACE_VERSION,
sys::STEAMNETWORKINGSOCKETS_INTERFACE_VERSION,
sys::STEAMUGC_INTERFACE_VERSION,
b"\0",
];
let merged_versions: Vec<u8> = versions.into_iter().flatten().cloned().collect();
let merged_versions_ptr = merged_versions.as_ptr() as *const ::std::os::raw::c_char;
return unsafe {
sys::SteamInternal_GameServer_Init_V2(
un_ip,
us_game_port,
us_query_port,
e_server_mode,
pch_version_string,
merged_versions_ptr,
p_out_err_msg,
)
};
}
/// Attempts to initialize the steamworks api and returns
/// a server to access the rest of the api.
///
/// This should only ever have one instance per a program.
///
/// Currently the steamworks api doesn't support IPv6.
///
/// # Errors
///
/// This can fail if:
/// * The steam client isn't running
/// * The app ID of the game couldn't be determined.
///
/// If the game isn't being run through steam this can be provided by
/// placing a `steam_appid.txt` with the ID inside in the current
/// working directory
/// * The game isn't running on the same user/level as the steam client
/// * The user doesn't own a license for the game.
/// * The app ID isn't completely set up.
pub fn init(
ip: Ipv4Addr,
game_port: u16,
query_port: u16,
server_mode: ServerMode,
version: &str,
) -> SIResult<(Server, SingleClient<ServerManager>)> {
unsafe {
let version = CString::new(version).unwrap();
// let internal_check_interface_versions =
let raw_ip: u32 = ip.into();
let server_mode = match server_mode {
ServerMode::NoAuthentication => sys::EServerMode::eServerModeNoAuthentication,
ServerMode::Authentication => sys::EServerMode::eServerModeAuthentication,
ServerMode::AuthenticationAndSecure => {
sys::EServerMode::eServerModeAuthenticationAndSecure
}
};
let mut err_msg: sys::SteamErrMsg = [0; 1024];
let result = Self::steam_game_server_init_ex(
raw_ip,
game_port,
query_port,
server_mode,
version.as_ptr(),
&mut err_msg,
);
if result != sys::ESteamAPIInitResult::k_ESteamAPIInitResult_OK {
return Err(SteamAPIInitError::from_result_and_message(result, err_msg));
}
sys::SteamAPI_ManualDispatch_Init();
let server_raw = sys::SteamAPI_SteamGameServer_v015();
let server = Arc::new(Inner {
_manager: ServerManager { _priv: () },
callbacks: Mutex::new(Callbacks {
callbacks: HashMap::new(),
call_results: HashMap::new(),
}),
networking_sockets_data: Mutex::new(NetworkingSocketsData {
sockets: Default::default(),
independent_connections: Default::default(),
connection_callback: Default::default(),
}),
});
Ok((
Server {
inner: server.clone(),
server: server_raw,
},
SingleClient {
inner: server,
_not_sync: PhantomData,
},
))
}
}
/// Registers the passed function as a callback for the
/// given type.
///
/// The callback will be run on the thread that `run_callbacks`
/// is called when the event arrives.
pub fn register_callback<C, F>(&self, f: F) -> CallbackHandle<ServerManager>
where
C: Callback,
F: FnMut(C) + 'static + Send,
{
unsafe { register_callback(&self.inner, f) }
}
/// Returns the steam id of the current server
pub fn steam_id(&self) -> SteamId {
unsafe { SteamId(sys::SteamAPI_ISteamGameServer_GetSteamID(self.server)) }
}
/// Retrieve an authentication session ticket that can be sent
/// to an entity that wishes to verify you.
///
/// This ticket should not be reused.
///
/// When creating ticket for use by the web API you should wait
/// for the `AuthSessionTicketResponse` event before trying to
/// use the ticket.
///
/// When the multiplayer session terminates you must call
/// `cancel_authentication_ticket`
pub fn authentication_session_ticket_with_steam_id(
&self,
steam_id: SteamId,
) -> (AuthTicket, Vec<u8>) {
self.authentication_session_ticket(NetworkingIdentity::new_steam_id(steam_id))
}
pub fn authentication_session_ticket(
&self,
network_identity: NetworkingIdentity,
) -> (AuthTicket, Vec<u8>) {
unsafe {
let mut ticket = vec![0; 1024];
let mut ticket_len = 0;
let auth_ticket = sys::SteamAPI_ISteamGameServer_GetAuthSessionTicket(
self.server,
ticket.as_mut_ptr() as *mut _,
1024,
&mut ticket_len,
network_identity.as_ptr(),
);
ticket.truncate(ticket_len as usize);
(AuthTicket(auth_ticket), ticket)
}
}
/// Cancels an authentication session ticket received from
/// `authentication_session_ticket`.
///
/// This should be called when you are no longer playing with
/// the specified entity.
pub fn cancel_authentication_ticket(&self, ticket: AuthTicket) {
unsafe {
sys::SteamAPI_ISteamGameServer_CancelAuthTicket(self.server, ticket.0);
}
}
/// Authenticate the ticket from the steam ID to make sure it is
/// valid and not reused.
///
/// A `ValidateAuthTicketResponse` callback will be fired if
/// the entity goes offline or cancels the ticket.
///
/// When the multiplayer session terminates you must call
/// `end_authentication_session`
pub fn begin_authentication_session(
&self,
user: SteamId,
ticket: &[u8],
) -> Result<(), AuthSessionError> {
unsafe {
let res = sys::SteamAPI_ISteamGameServer_BeginAuthSession(
self.server,
ticket.as_ptr() as *const _,
ticket.len() as _,
user.0,
);
Err(match res {
sys::EBeginAuthSessionResult::k_EBeginAuthSessionResultOK => return Ok(()),
sys::EBeginAuthSessionResult::k_EBeginAuthSessionResultInvalidTicket => {
AuthSessionError::InvalidTicket
}
sys::EBeginAuthSessionResult::k_EBeginAuthSessionResultDuplicateRequest => {
AuthSessionError::DuplicateRequest
}
sys::EBeginAuthSessionResult::k_EBeginAuthSessionResultInvalidVersion => {
AuthSessionError::InvalidVersion
}
sys::EBeginAuthSessionResult::k_EBeginAuthSessionResultGameMismatch => {
AuthSessionError::GameMismatch
}
sys::EBeginAuthSessionResult::k_EBeginAuthSessionResultExpiredTicket => {
AuthSessionError::ExpiredTicket
}
_ => unreachable!(),
})
}
}
/// Ends an authentication session that was started with
/// `begin_authentication_session`.
///
/// This should be called when you are no longer playing with
/// the specified entity.
pub fn end_authentication_session(&self, user: SteamId) {
unsafe {
sys::SteamAPI_ISteamGameServer_EndAuthSession(self.server, user.0);
}
}
/// Sets the game product identifier. This is currently used by the master server for version
/// checking purposes. Converting the games app ID to a string for this is recommended.
///
/// This is required for all game servers and can only be set before calling
/// log_on() or log_on_anonymous().
pub fn set_product(&self, product: &str) {
let product = CString::new(product).unwrap();
unsafe {
sys::SteamAPI_ISteamGameServer_SetProduct(self.server, product.as_ptr() as *const _);
}
}
/// Sets the game description. Setting this to the full name of your game is recommended.
///
/// This is required for all game servers and can only be set before calling
/// log_on() or log_on_anonymous().
pub fn set_game_description(&self, desc: &str) {
let desc = CString::new(desc).unwrap();
unsafe {
sys::SteamAPI_ISteamGameServer_SetGameDescription(self.server, desc.as_ptr());
}
}
/// Sets whether this server is dedicated or a listen server.
pub fn set_dedicated_server(&self, dedicated: bool) {
unsafe {
sys::SteamAPI_ISteamGameServer_SetDedicatedServer(self.server, dedicated);
}
}
/// Login to a generic anonymous account
pub fn log_on_anonymous(&self) {
unsafe {
sys::SteamAPI_ISteamGameServer_LogOnAnonymous(self.server);
}
}
/// If active, updates the master server with this server's presence so players can find it via
/// the steam matchmaking/server browser interfaces.
pub fn enable_heartbeats(&self, active: bool) {
unsafe {
sys::SteamAPI_ISteamGameServer_SetAdvertiseServerActive(self.server, active);
}
}
/// If your game is a "mod," pass the string that identifies it. The default is an empty
/// string, meaning this application is the original game, not a mod.
pub fn set_mod_dir(&self, mod_dir: &str) {
let mod_dir = CString::new(mod_dir).unwrap();
unsafe {
sys::SteamAPI_ISteamGameServer_SetModDir(self.server, mod_dir.as_ptr());
}
}
/// Set name of map to report in the server browser
pub fn set_map_name(&self, map_name: &str) {
let map_name = CString::new(map_name).unwrap();
unsafe {
sys::SteamAPI_ISteamGameServer_SetMapName(self.server, map_name.as_ptr());
}
}
/// Set the name of server as it will appear in the server browser
pub fn set_server_name(&self, server_name: &str) {
let server_name = CString::new(server_name).unwrap();
unsafe {
sys::SteamAPI_ISteamGameServer_SetMapName(self.server, server_name.as_ptr());
}
}
/// Sets the maximum number of players allowed on the server at once.
///
/// This value may be changed at any time.
pub fn set_max_players(&self, count: i32) {
unsafe {
sys::SteamAPI_ISteamGameServer_SetMaxPlayerCount(self.server, count);
}
}
/// Returns an accessor to the steam UGC interface (steam workshop)
///
/// **For this to work properly, you need to call `UGC::init_for_game_server()`!**
pub fn ugc(&self) -> UGC<ServerManager> {
unsafe {
let ugc = sys::SteamAPI_SteamGameServerUGC_v018();
debug_assert!(!ugc.is_null());
UGC {
ugc,
inner: self.inner.clone(),
}
}
}
/* TODO: Buggy currently?
/// Returns an accessor to the steam apps interface
pub fn apps(&self) -> Apps<ServerManager> {
unsafe {
let apps = sys::steam_rust_get_server_apps();
debug_assert!(!apps.is_null());
Apps {
apps: apps,
_inner: self.inner.clone(),
}
}
}
*/
}
#[test]
#[serial]
fn test() {
let (server, single) = Server::init(
[127, 0, 0, 1].into(),
23334,
23335,
ServerMode::Authentication,
"0.0.1",
)
.unwrap();
println!("{:?}", server.steam_id());
server.set_product("steamworks-rs test");
server.set_game_description("basic server test");
server.set_dedicated_server(true);
server.log_on_anonymous();
println!("{:?}", server.steam_id());
let _cb = server.register_callback(|v: AuthSessionTicketResponse| {
println!("Got auth ticket response: {:?}", v.result)
});
let _cb = server.register_callback(|v: ValidateAuthTicketResponse| {
println!("Got validate auth ticket response: {:?}", v)
});
let id = server.steam_id();
let (auth, ticket) = server.authentication_session_ticket_with_steam_id(id);
println!("{:?}", server.begin_authentication_session(id, &ticket));
for _ in 0..20 {
single.run_callbacks();
::std::thread::sleep(::std::time::Duration::from_millis(50));
}
println!("END");
server.cancel_authentication_ticket(auth);
for _ in 0..20 {
single.run_callbacks();
::std::thread::sleep(::std::time::Duration::from_millis(50));
}
server.end_authentication_session(id);
}
/// Manages keeping the steam api active for servers
pub struct ServerManager {
_priv: (),
}
unsafe impl Manager for ServerManager {
unsafe fn get_pipe() -> sys::HSteamPipe {
sys::SteamGameServer_GetHSteamPipe()
}
}
impl Drop for ServerManager {
fn drop(&mut self) {
unsafe {
sys::SteamGameServer_Shutdown();
}
}
}