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//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
//
// Purpose: Main class for the space war game server
//
// $NoKeywords: $
//=============================================================================
#include "stdafx.h"
#include "SpaceWarServer.h"
#include "SpaceWarClient.h"
#include "stdlib.h"
#include "time.h"
#include <math.h>
//-----------------------------------------------------------------------------
// Purpose: Constructor -- note the syntax for setting up Steam API callback handlers
//-----------------------------------------------------------------------------
CSpaceWarServer::CSpaceWarServer( IGameEngine *pGameEngine )
{
m_bConnectedToSteam = false;
const char *pchGameDir = "spacewar";
uint32 unIP = INADDR_ANY;
uint16 usMasterServerUpdaterPort = SPACEWAR_MASTER_SERVER_UPDATER_PORT;
#ifdef USE_GS_AUTH_API
EServerMode eMode = eServerModeAuthenticationAndSecure;
#else
// Don't let Steam do authentication
EServerMode eMode = eServerModeNoAuthentication;
#endif
// Initialize the SteamGameServer interface, we tell it some info about us, and we request support
// for both Authentication (making sure users own games) and secure mode, VAC running in our game
// and kicking users who are VAC banned
// !FIXME! We need a way to pass the dedicated server flag here!
SteamErrMsg errMsg = { 0 };
if ( SteamGameServer_InitEx( unIP, SPACEWAR_SERVER_PORT, usMasterServerUpdaterPort, eMode, SPACEWAR_SERVER_VERSION, &errMsg ) != k_ESteamAPIInitResult_OK )
{
OutputDebugString( "SteamGameServer_Init call failed: " );
OutputDebugString( errMsg );
OutputDebugString( "\n" );
}
if ( SteamGameServer() )
{
// Set the "game dir".
// This is currently required for all games. However, soon we will be
// using the AppID for most purposes, and this string will only be needed
// for mods. it may not be changed after the server has logged on
SteamGameServer()->SetModDir( pchGameDir );
// These fields are currently required, but will go away soon.
// See their documentation for more info
SteamGameServer()->SetProduct( "SteamworksExample" );
SteamGameServer()->SetGameDescription( "Steamworks Example" );
// We don't support specators in our game.
// .... but if we did:
//SteamGameServer()->SetSpectatorPort( ... );
//SteamGameServer()->SetSpectatorServerName( ... );
// Initiate Anonymous logon.
// Coming soon: Logging into authenticated, persistent game server account
SteamGameServer()->LogOnAnonymous();
// Initialize the peer to peer connection process. This is not required, but we do it
// because we cannot accept connections until this initialization completes, and so we
// want to start it as soon as possible.
SteamNetworkingUtils()->InitRelayNetworkAccess();
// We want to actively update the master server with our presence so players can
// find us via the steam matchmaking/server browser interfaces
#ifdef USE_GS_AUTH_API
SteamGameServer()->SetAdvertiseServerActive( true );
#endif
}
else
{
OutputDebugString( "SteamGameServer() interface is invalid\n" );
}
m_uPlayerCount = 0;
m_pGameEngine = pGameEngine;
m_eGameState = k_EServerWaitingForPlayers;
for( uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
m_rguPlayerScores[i] = 0;
m_rgpShips[i] = NULL;
}
// No one has won
m_uPlayerWhoWonGame = 0;
m_ulStateTransitionTime = m_pGameEngine->GetGameTickCount();
m_ulLastServerUpdateTick = 0;
// zero the client connection data
memset( &m_rgClientData, 0, sizeof( m_rgClientData ) );
memset( &m_rgPendingClientData, 0, sizeof( m_rgPendingClientData ) );
// Seed random num generator
srand( (uint32)time( NULL ) );
// Initialize sun
m_pSun = new CSun( pGameEngine );
// Initialize ships
ResetPlayerShips();
// create the listen socket for listening for players connecting
m_hListenSocket = SteamGameServerNetworkingSockets()->CreateListenSocketP2P(0, 0, nullptr);
// create the poll group
m_hNetPollGroup = SteamGameServerNetworkingSockets()->CreatePollGroup();
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CSpaceWarServer::~CSpaceWarServer()
{
delete m_pSun;
for( uint32 i=0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
if ( m_rgpShips[i] )
{
// Tell this client we are exiting
MsgServerExiting_t msg;
BSendDataToClient( i, (char*)&msg, sizeof(msg) );
delete m_rgpShips[i];
m_rgpShips[i] = NULL;
}
}
SteamGameServerNetworkingSockets()->CloseListenSocket(m_hListenSocket);
SteamGameServerNetworkingSockets()->DestroyPollGroup(m_hNetPollGroup);
// Disconnect from the steam servers
SteamGameServer()->LogOff();
// release our reference to the steam client library
SteamGameServer_Shutdown();
}
//-----------------------------------------------------------------------------
// Purpose: Handle any connection status change
//-----------------------------------------------------------------------------
void CSpaceWarServer::OnNetConnectionStatusChanged(SteamNetConnectionStatusChangedCallback_t* pCallback)
{
/// Connection handle
HSteamNetConnection hConn = pCallback->m_hConn;
/// Full connection info
SteamNetConnectionInfo_t info = pCallback->m_info;
/// Previous state. (Current state is in m_info.m_eState)
ESteamNetworkingConnectionState eOldState = pCallback->m_eOldState;
// Parse information to know what was changed
// Check if a client has connected
if (info.m_hListenSocket &&
eOldState == k_ESteamNetworkingConnectionState_None &&
info.m_eState == k_ESteamNetworkingConnectionState_Connecting)
{
// Connection from a new client
// Search for an available slot
for (uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i)
{
if (!m_rgClientData[i].m_bActive && !m_rgPendingClientData[i].m_hConn)
{
// Found one. "Accept" the connection.
EResult res = SteamGameServerNetworkingSockets()->AcceptConnection( hConn );
if ( res != k_EResultOK )
{
char msg[ 256 ];
sprintf( msg, "AcceptConnection returned %d", res );
OutputDebugString( msg );
SteamGameServerNetworkingSockets()->CloseConnection( hConn, k_ESteamNetConnectionEnd_AppException_Generic, "Failed to accept connection", false );
return;
}
m_rgPendingClientData[i].m_hConn = hConn;
// add the user to the poll group
SteamGameServerNetworkingSockets()->SetConnectionPollGroup(hConn, m_hNetPollGroup);
// Send them the server info as a reliable message
MsgServerSendInfo_t msg;
msg.SetSteamIDServer(SteamGameServer()->GetSteamID().ConvertToUint64());
#ifdef USE_GS_AUTH_API
// You can only make use of VAC when using the Steam authentication system
msg.SetSecure(SteamGameServer()->BSecure());
#endif
msg.SetServerName(m_sServerName.c_str());
SteamGameServerNetworkingSockets()->SendMessageToConnection( hConn, &msg, sizeof(MsgServerSendInfo_t), k_nSteamNetworkingSend_Reliable, nullptr );
return;
}
}
// No empty slots. Server full!
OutputDebugString("Rejecting connection; server full");
SteamGameServerNetworkingSockets()->CloseConnection( hConn, k_ESteamNetConnectionEnd_AppException_Generic, "Server full!", false );
}
// Check if a client has disconnected
else if ((eOldState == k_ESteamNetworkingConnectionState_Connecting || eOldState == k_ESteamNetworkingConnectionState_Connected) &&
info.m_eState == k_ESteamNetworkingConnectionState_ClosedByPeer)
{
// Handle disconnecting a client
for (uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i)
{
// If there is no ship, skip
if (!m_rgClientData[i].m_bActive)
continue;
if (m_rgClientData[i].m_SteamIDUser == info.m_identityRemote.GetSteamID())//pCallback->m_steamIDRemote)
{
OutputDebugString("Disconnected dropped user\n");
RemovePlayerFromServer(i, k_EDRClientDisconnect);
break;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Handle sending data to a client at a given index
//-----------------------------------------------------------------------------
bool CSpaceWarServer::BSendDataToClient( uint32 uShipIndex, char *pData, uint32 nSizeOfData )
{
// Validate index
if ( uShipIndex >= MAX_PLAYERS_PER_SERVER )
return false;
int64 messageOut;
if (!SteamGameServerNetworkingSockets()->SendMessageToConnection(m_rgClientData[uShipIndex].m_hConn, pData, nSizeOfData, k_nSteamNetworkingSend_Unreliable, &messageOut))
{
OutputDebugString("Failed sending data to a client\n");
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handle sending data to a pending client at a given index
//-----------------------------------------------------------------------------
bool CSpaceWarServer::BSendDataToPendingClient( uint32 uShipIndex, char *pData, uint32 nSizeOfData )
{
// Validate index
if ( uShipIndex >= MAX_PLAYERS_PER_SERVER )
return false;
int64 messageOut;
if (!SteamGameServerNetworkingSockets()->SendMessageToConnection(m_rgPendingClientData[uShipIndex].m_hConn, pData, nSizeOfData, k_nSteamNetworkingSend_Unreliable, &messageOut))
{
OutputDebugString("Failed sending data to a client\n");
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handle a new client connecting
//-----------------------------------------------------------------------------
void CSpaceWarServer::OnClientBeginAuthentication(CSteamID steamIDClient, HSteamNetConnection connectionID, void* pToken, uint32 uTokenLen)
{
// First, check this isn't a duplicate and we already have a user logged on from the same steamid
for (uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i)
{
if (m_rgClientData[i].m_hConn == connectionID)
{
// We already logged them on... (should maybe tell them again incase they don't know?)
return;
}
}
// Second, do we have room?
uint32 nPendingOrActivePlayerCount = 0;
for (uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i)
{
if (m_rgPendingClientData[i].m_bActive)
++nPendingOrActivePlayerCount;
if (m_rgClientData[i].m_bActive)
++nPendingOrActivePlayerCount;
}
// We are full (or will be if the pending players auth), deny new login
if ( nPendingOrActivePlayerCount >= MAX_PLAYERS_PER_SERVER )
{
SteamGameServerNetworkingSockets()->CloseConnection(connectionID, k_EDRServerFull, "Server full", false);
}
// If we get here there is room, add the player as pending
for (uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i)
{
if (!m_rgPendingClientData[i].m_bActive)
{
m_rgPendingClientData[i].m_ulTickCountLastData = m_pGameEngine->GetGameTickCount();
#ifdef USE_GS_AUTH_API
// authenticate the user with the Steam back-end servers
EBeginAuthSessionResult res = SteamGameServer()->BeginAuthSession(pToken, uTokenLen, steamIDClient);
if (res != k_EBeginAuthSessionResultOK)
{
SteamGameServerNetworkingSockets()->CloseConnection(connectionID, k_EDRServerReject, "BeginAuthSession failed", false);
break;
}
m_rgPendingClientData[i].m_SteamIDUser = steamIDClient;
m_rgPendingClientData[i].m_bActive = true;
m_rgPendingClientData[i].m_hConn = connectionID;
break;
#else
m_rgPendingClientData[i].m_bActive = true;
// we need to tell the server our Steam id in the non-auth case, so we stashed it in the login message, pull it back out
m_rgPendingClientData[i].m_SteamIDUser = *(CSteamID*)pToken;
m_rgPendingClientData[i].m_connection = connectionID;
// You would typically do your own authentication method here and later call OnAuthCompleted
// In this sample we just automatically auth anyone who connects
OnAuthCompleted(true, i);
break;
#endif
}
}
}
//-----------------------------------------------------------------------------
// Purpose: A new client that connected has had their authentication processed
//-----------------------------------------------------------------------------
void CSpaceWarServer::OnAuthCompleted( bool bAuthSuccessful, uint32 iPendingAuthIndex )
{
if ( !m_rgPendingClientData[iPendingAuthIndex].m_bActive )
{
OutputDebugString( "Got auth completed callback for client who is not pending\n" );
return;
}
if ( !bAuthSuccessful )
{
#ifdef USE_GS_AUTH_API
// Tell the GS the user is leaving the server
SteamGameServer()->EndAuthSession( m_rgPendingClientData[iPendingAuthIndex].m_SteamIDUser );
#endif
// Send a deny for the client, and zero out the pending data
MsgServerFailAuthentication_t msg;
int64 outMessage;
SteamGameServerNetworkingSockets()->SendMessageToConnection(m_rgPendingClientData[iPendingAuthIndex].m_hConn, &msg, sizeof(msg), k_nSteamNetworkingSend_Reliable, &outMessage);
m_rgPendingClientData[iPendingAuthIndex] = ClientConnectionData_t();
return;
}
bool bAddedOk = false;
for( uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
if ( !m_rgClientData[i].m_bActive )
{
// copy over the data from the pending array
memcpy( &m_rgClientData[i], &m_rgPendingClientData[iPendingAuthIndex], sizeof( ClientConnectionData_t ) );
m_rgPendingClientData[iPendingAuthIndex] = ClientConnectionData_t();
m_rgClientData[i].m_ulTickCountLastData = m_pGameEngine->GetGameTickCount();
// Add a new ship, make it dead immediately
AddPlayerShip( i );
m_rgpShips[i]->SetDisabled( true );
MsgServerPassAuthentication_t msg;
msg.SetPlayerPosition( i );
BSendDataToClient( i, (char*)&msg, sizeof( msg ) );
bAddedOk = true;
break;
}
}
// If we just successfully added the player, check if they are #2 so we can restart the round
if ( bAddedOk )
{
uint32 uPlayers = 0;
for( uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
if ( m_rgClientData[i].m_bActive )
++uPlayers;
}
// If we just got the second player, immediately reset round as a draw. This will prevent
// the existing player getting a win, and it will cause a new round to start right off
// so that the one player can't just float around not letting the new one get into the game.
if ( uPlayers == 2 )
{
if ( m_eGameState != k_EServerWaitingForPlayers )
SetGameState( k_EServerDraw );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Used to reset scores (at start of a new game usually)
//-----------------------------------------------------------------------------
void CSpaceWarServer::ResetScores()
{
for( uint32 i=0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
m_rguPlayerScores[i] = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose: Add a new player ship at given position
//-----------------------------------------------------------------------------
void CSpaceWarServer::AddPlayerShip( uint32 uShipPosition )
{
if ( uShipPosition >= MAX_PLAYERS_PER_SERVER )
{
OutputDebugString( "Trying to add ship at invalid positon\n" );
return;
}
if ( m_rgpShips[uShipPosition] )
{
OutputDebugString( "Trying to add a ship where one already exists\n" );
return;
}
float flHeight = (float)m_pGameEngine->GetViewportHeight();
float flWidth = (float)m_pGameEngine->GetViewportWidth();
float flXOffset = flWidth*0.12f;
float flYOffset = flHeight*0.12f;
float flAngle = (float)atan( flHeight/flWidth ) + PI_VALUE/2.0f;
switch( uShipPosition )
{
case 0:
m_rgpShips[uShipPosition] = new CShip( m_pGameEngine, true, flXOffset, flYOffset, g_rgPlayerColors[uShipPosition] );
m_rgpShips[uShipPosition]->SetInitialRotation( flAngle );
break;
case 1:
m_rgpShips[uShipPosition] = new CShip( m_pGameEngine, true, flWidth-flXOffset, flYOffset, g_rgPlayerColors[uShipPosition] );
m_rgpShips[uShipPosition]->SetInitialRotation( -1.0f*flAngle );
break;
case 2:
m_rgpShips[uShipPosition] = new CShip( m_pGameEngine, true, flXOffset, flHeight-flYOffset, g_rgPlayerColors[uShipPosition] );
m_rgpShips[uShipPosition]->SetInitialRotation( PI_VALUE-flAngle );
break;
case 3:
m_rgpShips[uShipPosition] = new CShip( m_pGameEngine, true, flWidth-flXOffset, flHeight-flYOffset, g_rgPlayerColors[uShipPosition] );
m_rgpShips[uShipPosition]->SetInitialRotation( -1.0f*(PI_VALUE-flAngle) );
break;
default:
OutputDebugString( "AddPlayerShip() code needs updating for more than 4 players\n" );
}
if ( m_rgpShips[uShipPosition] )
{
// Setup key bindings... don't even really need these on server?
m_rgpShips[uShipPosition]->SetVKBindingLeft( 0x41 ); // A key
m_rgpShips[uShipPosition]->SetVKBindingRight( 0x44 ); // D key
m_rgpShips[uShipPosition]->SetVKBindingForwardThrusters( 0x57 ); // W key
m_rgpShips[uShipPosition]->SetVKBindingReverseThrusters( 0x53 ); // S key
m_rgpShips[uShipPosition]->SetVKBindingFire( VK_SPACE );
}
}
//-----------------------------------------------------------------------------
// Purpose: Removes a player at the given position
//-----------------------------------------------------------------------------
void CSpaceWarServer::RemovePlayerFromServer( uint32 uShipPosition, EDisconnectReason reason)
{
if ( uShipPosition >= MAX_PLAYERS_PER_SERVER )
{
OutputDebugString( "Trying to remove ship at invalid position\n" );
return;
}
if ( !m_rgpShips[uShipPosition] )
{
OutputDebugString( "Trying to remove a ship that does not exist\n" );
return;
}
OutputDebugString( "Removing a ship\n" );
delete m_rgpShips[uShipPosition];
m_rgpShips[uShipPosition] = NULL;
m_rguPlayerScores[uShipPosition] = 0;
// close the hNet connection
SteamGameServerNetworkingSockets()->CloseConnection( m_rgClientData[uShipPosition].m_hConn, reason, nullptr, false);
#ifdef USE_GS_AUTH_API
// Tell the GS the user is leaving the server
SteamGameServer()->EndAuthSession( m_rgClientData[uShipPosition].m_SteamIDUser );
#endif
m_rgClientData[uShipPosition] = ClientConnectionData_t();
}
//-----------------------------------------------------------------------------
// Purpose: Used to reset player ship positions for a new round
//-----------------------------------------------------------------------------
void CSpaceWarServer::ResetPlayerShips()
{
// Delete any currently active ships, but immediately recreate
// (which causes all ship state/position to reset)
for( uint32 i=0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
if ( m_rgpShips[i] )
{
delete m_rgpShips[i];
m_rgpShips[i] = NULL;
AddPlayerShip( i );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Used to transition game state
//-----------------------------------------------------------------------------
void CSpaceWarServer::SetGameState( EServerGameState eState )
{
if ( m_eGameState == eState )
return;
// If we were in waiting for players and are now going active clear old scores
if ( m_eGameState == k_EServerWaitingForPlayers && eState == k_EServerActive )
{
ResetScores();
ResetPlayerShips();
}
m_ulStateTransitionTime = m_pGameEngine->GetGameTickCount();
m_eGameState = eState;
}
//-----------------------------------------------------------------------------
// Purpose: Receives incoming network data
//-----------------------------------------------------------------------------
void CSpaceWarServer::ReceiveNetworkData()
{
SteamNetworkingMessage_t* msgs[128];
int numMessages = SteamGameServerNetworkingSockets()->ReceiveMessagesOnPollGroup(m_hNetPollGroup, msgs, 128);
for (int idxMsg = 0; idxMsg < numMessages; idxMsg++)
{
SteamNetworkingMessage_t* message = msgs[idxMsg];
CSteamID steamIDRemote = message->m_identityPeer.GetSteamID();
HSteamNetConnection connection = message->m_conn;
if (message->GetSize() < sizeof(DWORD))
{
OutputDebugString("Got garbage on server socket, too short\n");
message->Release();
message = nullptr;
continue;
}
EMessage eMsg = (EMessage)LittleDWord(*(DWORD*)message->GetData());
switch (eMsg)
{
case k_EMsgClientBeginAuthentication:
{
if (message->GetSize() != sizeof(MsgClientBeginAuthentication_t))
{
OutputDebugString("Bad connection attempt msg\n");
message->Release();
message = nullptr;
continue;
}
MsgClientBeginAuthentication_t* pMsg = (MsgClientBeginAuthentication_t*)message->GetData();
#ifdef USE_GS_AUTH_API
OnClientBeginAuthentication(steamIDRemote, connection, (void*)pMsg->GetTokenPtr(), pMsg->GetTokenLen());
#else
OnClientBeginAuthentication(connection, 0);
#endif
}
break;
case k_EMsgClientSendLocalUpdate:
{
if (message->GetSize() != sizeof(MsgClientSendLocalUpdate_t))
{
OutputDebugString("Bad client update msg\n");
message->Release();
message = nullptr;
continue;
}
// Find the connection that should exist for this users address
bool bFound = false;
for (uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i)
{
if (m_rgClientData[i].m_hConn == connection)
{
bFound = true;
MsgClientSendLocalUpdate_t* pMsg = (MsgClientSendLocalUpdate_t*)message->GetData();
OnReceiveClientUpdateData(i, pMsg->AccessUpdateData());
break;
}
}
if (!bFound)
OutputDebugString("Got a client data update, but couldn't find a matching client\n");
}
break;
case k_EMsgVoiceChatData:
{
// Received voice chat messages, broadcast to all other players
MsgVoiceChatData_t *pMsg = (MsgVoiceChatData_t *)message->GetData();
pMsg->SetSteamID( message->m_identityPeer.GetSteamID() ); // Make sure sender steam ID is set.
SendMessageToAll( connection, pMsg, message->GetSize() );
break;
}
case k_EMsgP2PSendingTicket:
{
// Received a P2P auth ticket, forward it to the intended recipient
MsgP2PSendingTicket_t msgP2PSendingTicket;
memcpy(&msgP2PSendingTicket, message->GetData(), sizeof(MsgP2PSendingTicket_t));
CSteamID toSteamID = msgP2PSendingTicket.GetSteamID();
HSteamNetConnection toHConn = 0;
for (int j = 0; j < MAX_PLAYERS_PER_SERVER; j++)
{
if ( toSteamID == m_rgClientData[j].m_SteamIDUser )
{
// Mutate the message, replacing the destination SteamID with the sender's SteamID
msgP2PSendingTicket.SetSteamID( message->m_identityPeer.GetSteamID64() );
SteamNetworkingSockets()->SendMessageToConnection( m_rgClientData[j].m_hConn, &msgP2PSendingTicket, sizeof(msgP2PSendingTicket), k_nSteamNetworkingSend_Reliable, nullptr );
break;
}
}
if (toHConn == 0)
{
OutputDebugString("msgP2PSendingTicket received with no valid target to send to.");
}
}
break;
default:
char rgch[128];
sprintf_safe(rgch, "Invalid message %x\n", eMsg);
rgch[sizeof(rgch) - 1] = 0;
OutputDebugString(rgch);
}
message->Release();
message = nullptr;
}
}
//-----------------------------------------------------------------------------
// Purpose: Main frame function, updates the state of the world and performs rendering
//-----------------------------------------------------------------------------
void CSpaceWarServer::RunFrame()
{
// Run any Steam Game Server API callbacks
SteamGameServer_RunCallbacks();
// Update our server details
SendUpdatedServerDetailsToSteam();
// Timeout stale player connections, also update player count data
uint32 uPlayerCount = 0;
for( uint32 i=0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
// If there is no ship, skip
if ( !m_rgClientData[i].m_bActive )
continue;
if ( m_pGameEngine->GetGameTickCount() - m_rgClientData[i].m_ulTickCountLastData > SERVER_TIMEOUT_MILLISECONDS )
{
OutputDebugString( "Timing out player connection\n" );
RemovePlayerFromServer( i, k_EDRClientKicked );
}
else
{
++uPlayerCount;
}
}
m_uPlayerCount = uPlayerCount;
switch ( m_eGameState )
{
case k_EServerWaitingForPlayers:
// Wait a few seconds (so everyone can join if a lobby just started this server)
if ( m_pGameEngine->GetGameTickCount() - m_ulStateTransitionTime >= MILLISECONDS_BETWEEN_ROUNDS )
{
// Just keep waiting until at least one ship is active
for( uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
if ( m_rgClientData[i].m_bActive )
{
// Transition to active
OutputDebugString( "Server going active after waiting for players\n" );
SetGameState( k_EServerActive );
}
}
}
break;
case k_EServerDraw:
case k_EServerWinner:
// Update all the entities...
m_pSun->RunFrame();
for( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
{
if ( m_rgpShips[i] )
m_rgpShips[i]->RunFrame();
}
// NOTE: no collision detection, because the round is really over, objects are now invulnerable
// After 5 seconds start the next round
if ( m_pGameEngine->GetGameTickCount() - m_ulStateTransitionTime >= MILLISECONDS_BETWEEN_ROUNDS )
{
ResetPlayerShips();
SetGameState( k_EServerActive );
}
break;
case k_EServerActive:
// Update all the entities...
m_pSun->RunFrame();
for( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
{
if ( m_rgpShips[i] )
m_rgpShips[i]->RunFrame();
}
// Check for collisions which could lead to a winner this round
CheckForCollisions();
break;
case k_EServerExiting:
break;
default:
OutputDebugString( "Unhandled game state in CSpaceWarServer::RunFrame\n" );
}
// Send client updates (will internal limit itself to the tick rate desired)
SendUpdateDataToAllClients();
}
//-----------------------------------------------------------------------------
// Purpose: Sends updates to all connected clients
//-----------------------------------------------------------------------------
void CSpaceWarServer::SendUpdateDataToAllClients()
{
// Limit the rate at which we update, even if our internal frame rate is higher
if ( m_pGameEngine->GetGameTickCount() - m_ulLastServerUpdateTick < 1000.0f/SERVER_UPDATE_SEND_RATE )
return;
m_ulLastServerUpdateTick = m_pGameEngine->GetGameTickCount();
MsgServerUpdateWorld_t msg;
msg.AccessUpdateData()->SetServerGameState( m_eGameState );
for( int i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
{
msg.AccessUpdateData()->SetPlayerActive( i, m_rgClientData[i].m_bActive );
msg.AccessUpdateData()->SetPlayerScore( i, m_rguPlayerScores[i] );
msg.AccessUpdateData()->SetPlayerSteamID( i, m_rgClientData[i].m_SteamIDUser.ConvertToUint64() );
if ( m_rgpShips[i] )
{
m_rgpShips[i]->BuildServerUpdate( msg.AccessUpdateData()->AccessShipUpdateData( i ) );
}
}
msg.AccessUpdateData()->SetPlayerWhoWon( m_uPlayerWhoWonGame );
for( int i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
{
if ( !m_rgClientData[i].m_bActive )
continue;
BSendDataToClient( i, (char*)&msg, sizeof( msg ) );
}
}
void CSpaceWarServer::SendMessageToAll( HSteamNetConnection hConnIgnore, const void* pubData, uint32 cubData)
{
for (int i = 0; i < MAX_PLAYERS_PER_SERVER; i++)
{
if ( m_rgClientData[i].m_hConn != k_HSteamNetConnection_Invalid && m_rgClientData[i].m_hConn != hConnIgnore )
{
SteamNetworkingSockets()->SendMessageToConnection(m_rgClientData[i].m_hConn, pubData, cubData, k_nSteamNetworkingSend_UnreliableNoDelay, nullptr );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Receives update data from clients
//-----------------------------------------------------------------------------
void CSpaceWarServer::OnReceiveClientUpdateData( uint32 uShipIndex, ClientSpaceWarUpdateData_t *pUpdateData )
{
if ( m_rgClientData[uShipIndex].m_bActive && m_rgpShips[uShipIndex] )
{
m_rgClientData[uShipIndex].m_ulTickCountLastData = m_pGameEngine->GetGameTickCount();
m_rgpShips[uShipIndex]->OnReceiveClientUpdate( pUpdateData );
}
}
//-----------------------------------------------------------------------------
// Purpose: Checks various game objects for collisions and updates state
// appropriately if they have occurred
//-----------------------------------------------------------------------------
void CSpaceWarServer::CheckForCollisions()
{
// Make the ships check their photons for ones that have hit the sun and remove
// them before we go and check for them hitting the opponent
for ( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
{
if ( m_rgpShips[i] )
m_rgpShips[i]->DestroyPhotonsColldingWith( m_pSun );
}
// Array to track who exploded, can't set the ship exploding within the loop below,
// or it will prevent that ship from colliding with later ships in the sequence
bool rgbExplodingShips[MAX_PLAYERS_PER_SERVER];
memset( rgbExplodingShips, 0, sizeof( rgbExplodingShips ) );
// Check each ship for colliding with the sun or another ships photons
for ( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
{
// If the pointer is invalid skip the ship
if ( !m_rgpShips[i] )
continue;
if ( m_rgpShips[i]->BCollidesWith( m_pSun ) )
{
{
MsgServerPlayerHitSun_t msg;
msg.SetSteamID( m_rgClientData[ i ].m_SteamIDUser );
BSendDataToClient( i, ( char * )&msg, sizeof( msg ) );
}
rgbExplodingShips[i] |= 1;
}
for( uint32 j=0; j<MAX_PLAYERS_PER_SERVER; ++j )
{
// Don't check against your own photons, or NULL pointers!
if ( j == i || !m_rgpShips[j] )
continue;
rgbExplodingShips[i] |= m_rgpShips[i]->BCollidesWith( m_rgpShips[j] );
if ( m_rgpShips[j]->BCheckForPhotonsCollidingWith( m_rgpShips[i] ) )
{
if ( m_rgpShips[i]->GetShieldStrength() > 200 )
{
// Shield protects from the hit
m_rgpShips[i]->SetShieldStrength( 0 );
m_rgpShips[j]->DestroyPhotonsColldingWith( m_rgpShips[i] );
}
else
{
rgbExplodingShips[i] |= 1;
}
}
}
}
for ( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
{
if ( rgbExplodingShips[i] && m_rgpShips[i] )
m_rgpShips[i]->SetExploding( true );
}
// Count how many ships are active, and how many are exploding
uint32 uActiveShips = 0;
uint32 uShipsExploding = 0;
uint32 uLastShipFoundAlive = 0;
for ( uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
if ( m_rgpShips[i] )
{
// Disabled ships don't count at all
if ( m_rgpShips[i]->BIsDisabled() )
continue;
++uActiveShips;
if ( m_rgpShips[i]->BIsExploding() )
++uShipsExploding;
else
uLastShipFoundAlive = i;
}
}
// If exploding == active, then its a draw, everyone is dead
if ( uActiveShips == uShipsExploding )
{
SetGameState( k_EServerDraw );
}
else if ( uActiveShips > 1 && uActiveShips - uShipsExploding == 1 )
{
// If only one ship is alive they win
m_uPlayerWhoWonGame = uLastShipFoundAlive;
m_rguPlayerScores[uLastShipFoundAlive]++;
SetGameState( k_EServerWinner );
}
}
//-----------------------------------------------------------------------------
// Purpose: Take any action we need to on Steam notifying us we are now logged in
//-----------------------------------------------------------------------------
void CSpaceWarServer::OnSteamServersConnected( SteamServersConnected_t *pLogonSuccess )
{
OutputDebugString( "SpaceWarServer connected to Steam successfully\n" );
m_bConnectedToSteam = true;
// log on is not finished until OnPolicyResponse() is called
// Tell Steam about our server details
SendUpdatedServerDetailsToSteam();
}
//-----------------------------------------------------------------------------
// Purpose: Callback from Steam when logon is fully completed and VAC secure policy is set
//-----------------------------------------------------------------------------
void CSpaceWarServer::OnPolicyResponse( GSPolicyResponse_t *pPolicyResponse )
{
#ifdef USE_GS_AUTH_API
// Check if we were able to go VAC secure or not
if ( SteamGameServer()->BSecure() )
{
OutputDebugString( "SpaceWarServer is VAC Secure!\n" );
}
else
{
OutputDebugString( "SpaceWarServer is not VAC Secure!\n" );
}
char rgch[128];
sprintf_safe( rgch, "Game server SteamID: %llu\n", SteamGameServer()->GetSteamID().ConvertToUint64() );
rgch[ sizeof(rgch) - 1 ] = 0;
OutputDebugString( rgch );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Called when we were previously logged into steam but get logged out
//-----------------------------------------------------------------------------
void CSpaceWarServer::OnSteamServersDisconnected( SteamServersDisconnected_t *pLoggedOff )
{
m_bConnectedToSteam = false;
OutputDebugString( "SpaceWarServer got logged out of Steam\n" );
}
//-----------------------------------------------------------------------------
// Purpose: Called when an attempt to login to Steam fails
//-----------------------------------------------------------------------------
void CSpaceWarServer::OnSteamServersConnectFailure( SteamServerConnectFailure_t *pConnectFailure )
{
m_bConnectedToSteam = false;
OutputDebugString( "SpaceWarServer failed to connect to Steam\n" );
}
//-----------------------------------------------------------------------------
// Purpose: Called once we are connected to Steam to tell it about our details
//-----------------------------------------------------------------------------
void CSpaceWarServer::SendUpdatedServerDetailsToSteam()
{
// Tell the Steam authentication servers about our game
char rgchServerName[128];
if ( SpaceWarClient() )
{
// If a client is running (should always be since we don't support a dedicated server)
// then we'll form the name based off of it
sprintf_safe( rgchServerName, "%s's game", SpaceWarClient()->GetLocalPlayerName() );
}
else
{
sprintf_safe( rgchServerName, "%s", "Spacewar!" );
}
m_sServerName = rgchServerName;
//
// Set state variables, relevant to any master server updates or client pings
//
// These server state variables may be changed at any time. Note that there is no lnoger 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.
SteamGameServer()->SetMaxPlayerCount( 4 );
SteamGameServer()->SetPasswordProtected( false );
SteamGameServer()->SetServerName( m_sServerName.c_str() );
SteamGameServer()->SetBotPlayerCount( 0 ); // optional, defaults to zero
SteamGameServer()->SetMapName( "MilkyWay" );
#ifdef USE_GS_AUTH_API
// Update all the players names/scores
for( uint32 i=0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
if ( m_rgClientData[i].m_bActive && m_rgpShips[i] )
{
SteamGameServer()->BUpdateUserData( m_rgClientData[i].m_SteamIDUser, m_rgpShips[i]->GetPlayerName(), m_rguPlayerScores[i] );
}
}
#endif
// game type is a special string you can use for your game to differentiate different game play types occurring on the same maps
// When users search for this parameter they do a sub-string search of this string
// (i.e if you report "abc" and a client requests "ab" they return your server)
//SteamGameServer()->SetGameType( "dm" );
// update any rule values we publish
//SteamMasterServerUpdater()->SetKeyValue( "rule1_setting", "value" );
//SteamMasterServerUpdater()->SetKeyValue( "rule2_setting", "value2" );
}
//-----------------------------------------------------------------------------
// Purpose: Tells us Steam3 (VAC and newer license checking) has accepted the user connection
//-----------------------------------------------------------------------------
void CSpaceWarServer::OnValidateAuthTicketResponse( ValidateAuthTicketResponse_t *pResponse )
{
if ( pResponse->m_eAuthSessionResponse == k_EAuthSessionResponseOK )
{
// This is the final approval, and means we should let the client play (find the pending auth by steamid)
for ( uint32 i = 0; i<MAX_PLAYERS_PER_SERVER; ++i )
{
if ( !m_rgPendingClientData[i].m_bActive )
continue;
else if ( m_rgPendingClientData[i].m_SteamIDUser == pResponse->m_SteamID )
{
OutputDebugString( "Auth completed for a client\n" );
OnAuthCompleted( true, i );
return;
}
}
}
else
{
// Looks like we shouldn't let this user play, kick them
for ( uint32 i = 0; i<MAX_PLAYERS_PER_SERVER; ++i )
{
if ( !m_rgPendingClientData[i].m_bActive )
continue;
else if ( m_rgPendingClientData[i].m_SteamIDUser == pResponse->m_SteamID )
{
OutputDebugString( "Auth failed for a client\n" );
OnAuthCompleted( false, i );
return;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the SteamID of the game server
//-----------------------------------------------------------------------------
CSteamID CSpaceWarServer::GetSteamID()
{
#ifdef USE_GS_AUTH_API
return SteamGameServer()->GetSteamID();
#else
// this is a placeholder steam id to use when not making use of Steam auth or matchmaking
return k_steamIDNonSteamGS;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Kicks a player off the server
//-----------------------------------------------------------------------------
void CSpaceWarServer::KickPlayerOffServer( CSteamID steamID )
{
uint32 uPlayerCount = 0;
for( uint32 i=0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
// If there is no ship, skip
if ( !m_rgClientData[i].m_bActive )
continue;
if ( m_rgClientData[i].m_SteamIDUser == steamID )
{
OutputDebugString( "Kicking player\n" );
RemovePlayerFromServer( i, k_EDRClientKicked);
// send him a kick message
MsgServerFailAuthentication_t msg;
int64 outMessage;
SteamGameServerNetworkingSockets()->SendMessageToConnection(m_rgClientData[i].m_hConn, &msg, sizeof(msg), k_nSteamNetworkingSend_Reliable, &outMessage);
}
else
{
++uPlayerCount;
}
}
m_uPlayerCount = uPlayerCount;
}