Files
SteamworksSDK/SteamworksExample/SpaceWarServer.cpp
T
Riley Labrecque 3aa76d12fa v1.32
2016-07-07 05:56:28 -06:00

1068 lines
34 KiB
C++

//========= Copyright © 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>
#ifdef _PS3
// From main.cpp
extern SteamPS3Params_t g_SteamPS3Params;
#endif
//-----------------------------------------------------------------------------
// Purpose: Constructor -- note the syntax for setting up Steam API callback handlers
//-----------------------------------------------------------------------------
CSpaceWarServer::CSpaceWarServer( IGameEngine *pGameEngine )
:
m_CallbackSteamServersConnected( this, &CSpaceWarServer::OnSteamServersConnected ),
m_CallbackSteamServersDisconnected( this, &CSpaceWarServer::OnSteamServersDisconnected ),
m_CallbackSteamServersConnectFailure( this, &CSpaceWarServer::OnSteamServersConnectFailure ),
m_CallbackPolicyResponse( this, &CSpaceWarServer::OnPolicyResponse ),
m_CallbackGSAuthTicketResponse( this, &CSpaceWarServer::OnValidateAuthTicketResponse ),
m_CallbackP2PSessionConnectFail( this, &CSpaceWarServer::OnP2PSessionConnectFail ),
m_CallbackP2PSessionRequest( this, &CSpaceWarServer::OnP2PSessionRequest )
{
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!
#ifdef _PS3
if ( !SteamGameServer_Init( &g_SteamPS3Params, unIP, SPACEWAR_AUTHENTICATION_PORT, SPACEWAR_SERVER_PORT, usMasterServerUpdaterPort, eMode, SPACEWAR_SERVER_VERSION ) )
#else
if ( !SteamGameServer_Init( unIP, SPACEWAR_AUTHENTICATION_PORT, SPACEWAR_SERVER_PORT, usMasterServerUpdaterPort, eMode, SPACEWAR_SERVER_VERSION ) )
#endif
{
OutputDebugString( "SteamGameServer_Init call failed\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();
// 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()->EnableHeartbeats( 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();
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CSpaceWarServer::~CSpaceWarServer()
{
#ifdef USE_GS_AUTH_API
// Notify Steam master server we are going offline
SteamGameServer()->EnableHeartbeats( false );
#endif
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;
}
}
// Disconnect from the steam servers
SteamGameServer()->LogOff();
// release our reference to the steam client library
SteamGameServer_Shutdown();
}
//-----------------------------------------------------------------------------
// Purpose: Handle clients connecting
//-----------------------------------------------------------------------------
void CSpaceWarServer::OnP2PSessionRequest( P2PSessionRequest_t *pCallback )
{
// we'll accept a connection from anyone
SteamGameServerNetworking()->AcceptP2PSessionWithUser( pCallback->m_steamIDRemote );
}
//-----------------------------------------------------------------------------
// Purpose: Handle clients disconnecting
//-----------------------------------------------------------------------------
void CSpaceWarServer::OnP2PSessionConnectFail( P2PSessionConnectFail_t *pCallback )
{
// socket has closed, kick the user associated with it
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 == pCallback->m_steamIDRemote )
{
OutputDebugString( "Disconnected dropped user\n" );
RemovePlayerFromServer( i );
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;
if ( !SteamGameServerNetworking()->SendP2PPacket( m_rgClientData[uShipIndex].m_SteamIDUser, pData, nSizeOfData, k_EP2PSendUnreliable ) )
{
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;
if ( !SteamGameServerNetworking()->SendP2PPacket( m_rgPendingClientData[uShipIndex].m_SteamIDUser, pData, nSizeOfData, k_EP2PSendReliable ) )
{
OutputDebugString( "Failed sending data to a pending client\n" );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handle a new client connecting
//-----------------------------------------------------------------------------
void CSpaceWarServer::OnClientBeginAuthentication( CSteamID steamIDClient, 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_SteamIDUser == steamIDClient )
{
// 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 )
{
MsgServerFailAuthentication_t msg;
SteamGameServerNetworking()->SendP2PPacket( steamIDClient, &msg, sizeof( msg ), k_EP2PSendReliable );
}
// 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
if ( k_EBeginAuthSessionResultOK != SteamGameServer()->BeginAuthSession( pToken, uTokenLen, steamIDClient ) )
{
MsgServerFailAuthentication_t msg;
SteamGameServerNetworking()->SendP2PPacket( steamIDClient, &msg, sizeof( msg ), k_EP2PSendReliable );
break;
}
m_rgPendingClientData[i].m_SteamIDUser = steamIDClient;
m_rgPendingClientData[i].m_bActive = true;
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;
// 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;
SteamGameServerNetworking()->SendP2PPacket( m_rgPendingClientData[iPendingAuthIndex].m_SteamIDUser, &msg, sizeof( msg ), k_EP2PSendReliable );
memset( &m_rgPendingClientData[iPendingAuthIndex], 0, sizeof( 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 ) );
memset( &m_rgPendingClientData[iPendingAuthIndex], 0, sizeof( 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 = 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 )
{
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;
#ifdef USE_GS_AUTH_API
// Tell the GS the user is leaving the server
SteamGameServer()->EndAuthSession( m_rgClientData[uShipPosition].m_SteamIDUser );
#endif
memset( &m_rgClientData[uShipPosition], 0, sizeof( 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()
{
char *pchRecvBuf = NULL;
uint32 cubMsgSize;
CSteamID steamIDRemote;
while ( SteamGameServerNetworking()->IsP2PPacketAvailable( &cubMsgSize ) )
{
// free any previous receive buffer
if ( pchRecvBuf )
free( pchRecvBuf );
// alloc a new receive buffer of the right size
pchRecvBuf = (char *)malloc( cubMsgSize );
// see if there is any data waiting on the socket
if ( !SteamGameServerNetworking()->ReadP2PPacket( pchRecvBuf, cubMsgSize, &cubMsgSize, &steamIDRemote ) )
break;
if ( cubMsgSize < sizeof( DWORD ) )
{
OutputDebugString( "Got garbage on server socket, too short\n" );
continue;
}
EMessage eMsg = (EMessage)LittleDWord( *(DWORD*)pchRecvBuf );
switch ( eMsg )
{
case k_EMsgClientInitiateConnection:
{
// We always let clients do this without even checking for room on the server since we reserve that for
// the authentication phase of the connection which comes next
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() );
SteamGameServerNetworking()->SendP2PPacket( steamIDRemote, &msg, sizeof( MsgServerSendInfo_t ), k_EP2PSendReliable );
}
break;
case k_EMsgClientBeginAuthentication:
{
if ( cubMsgSize != sizeof( MsgClientBeginAuthentication_t ) )
{
OutputDebugString( "Bad connection attempt msg\n" );
continue;
}
MsgClientBeginAuthentication_t *pMsg = (MsgClientBeginAuthentication_t*)pchRecvBuf;
#ifdef USE_GS_AUTH_API
OnClientBeginAuthentication( steamIDRemote, (void*)pMsg->GetTokenPtr(), pMsg->GetTokenLen() );
#else
OnClientBeginAuthentication( steamIDRemote, 0 );
#endif
}
break;
case k_EMsgClientSendLocalUpdate:
{
if ( cubMsgSize != sizeof( MsgClientSendLocalUpdate_t ) )
{
OutputDebugString( "Bad client update msg\n" );
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_SteamIDUser == steamIDRemote )
{
bFound = true;
MsgClientSendLocalUpdate_t *pMsg = (MsgClientSendLocalUpdate_t*)pchRecvBuf;
OnReceiveClientUpdateData( i, pMsg->AccessUpdateData() );
break;
}
}
if ( !bFound )
OutputDebugString( "Got a client data update, but couldn't find a matching client\n" );
}
break;
case k_EMsgClientPing:
{
// send back a response
MsgServerPingResponse_t msg;
SteamGameServerNetworking()->SendP2PPacket( steamIDRemote, &msg, sizeof( msg ), k_EP2PSendUnreliable );
}
break;
case k_EMsgClientLeavingServer:
{
if ( cubMsgSize != sizeof( MsgClientLeavingServer_t ) )
{
OutputDebugString( "Bad leaving server msg\n" );
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_SteamIDUser == steamIDRemote )
{
bFound = true;
RemovePlayerFromServer( i );
break;
}
// Also check for pending connections that may match
if ( m_rgPendingClientData[i].m_SteamIDUser == steamIDRemote )
{
#ifdef USE_GS_AUTH_API
// Tell the GS the user is leaving the server
SteamGameServer()->SendUserDisconnect( m_rgPendingClientData[i].m_SteamIDUser );
#endif
// Clear our data on the user
memset( &m_rgPendingClientData[i], 0 , sizeof( ClientConnectionData_t ) );
break;
}
}
if ( !bFound )
OutputDebugString( "Got a client leaving server msg, but couldn't find a matching client\n" );
}
default:
char rgch[128];
sprintf_safe( rgch, "Invalid message %x\n", eMsg );
rgch[ sizeof(rgch) - 1 ] = 0;
OutputDebugString( rgch );
}
}
if ( pchRecvBuf )
free( pchRecvBuf );
}
//-----------------------------------------------------------------------------
// 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 );
}
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 ) );
}
}
//-----------------------------------------------------------------------------
// 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 ) )
{
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 );
// send him a kick message
MsgServerFailAuthentication_t msg;
SteamGameServerNetworking()->SendP2PPacket( steamID, &msg, sizeof( msg ), k_EP2PSendReliable );
}
else
{
++uPlayerCount;
}
}
m_uPlayerCount = uPlayerCount;
}