1119 lines
37 KiB
C++
1119 lines
37 KiB
C++
//========= Copyright � 1996-2008, Valve LLC, All rights reserved. ============
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//
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// Purpose: Main class for the space war game server
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//
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// $NoKeywords: $
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//=============================================================================
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#include "stdafx.h"
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#include "SpaceWarServer.h"
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#include "SpaceWarClient.h"
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#include "stdlib.h"
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#include "time.h"
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#include <math.h>
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//-----------------------------------------------------------------------------
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// Purpose: Constructor -- note the syntax for setting up Steam API callback handlers
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//-----------------------------------------------------------------------------
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CSpaceWarServer::CSpaceWarServer( IGameEngine *pGameEngine )
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{
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m_bConnectedToSteam = false;
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const char *pchGameDir = "spacewar";
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uint32 unIP = INADDR_ANY;
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uint16 usMasterServerUpdaterPort = SPACEWAR_MASTER_SERVER_UPDATER_PORT;
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#ifdef USE_GS_AUTH_API
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EServerMode eMode = eServerModeAuthenticationAndSecure;
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#else
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// Don't let Steam do authentication
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EServerMode eMode = eServerModeNoAuthentication;
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#endif
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// Initialize the SteamGameServer interface, we tell it some info about us, and we request support
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// for both Authentication (making sure users own games) and secure mode, VAC running in our game
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// and kicking users who are VAC banned
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// !FIXME! We need a way to pass the dedicated server flag here!
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SteamErrMsg errMsg = { 0 };
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if ( SteamGameServer_InitEx( unIP, SPACEWAR_SERVER_PORT, usMasterServerUpdaterPort, eMode, SPACEWAR_SERVER_VERSION, &errMsg ) != k_ESteamAPIInitResult_OK )
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{
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OutputDebugString( "SteamGameServer_Init call failed: " );
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OutputDebugString( errMsg );
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OutputDebugString( "\n" );
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}
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if ( SteamGameServer() )
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{
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// Set the "game dir".
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// This is currently required for all games. However, soon we will be
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// using the AppID for most purposes, and this string will only be needed
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// for mods. it may not be changed after the server has logged on
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SteamGameServer()->SetModDir( pchGameDir );
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// These fields are currently required, but will go away soon.
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// See their documentation for more info
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SteamGameServer()->SetProduct( "SteamworksExample" );
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SteamGameServer()->SetGameDescription( "Steamworks Example" );
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// We don't support specators in our game.
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// .... but if we did:
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//SteamGameServer()->SetSpectatorPort( ... );
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//SteamGameServer()->SetSpectatorServerName( ... );
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// Initiate Anonymous logon.
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// Coming soon: Logging into authenticated, persistent game server account
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SteamGameServer()->LogOnAnonymous();
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// Initialize the peer to peer connection process. This is not required, but we do it
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// because we cannot accept connections until this initialization completes, and so we
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// want to start it as soon as possible.
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SteamNetworkingUtils()->InitRelayNetworkAccess();
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// We want to actively update the master server with our presence so players can
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// find us via the steam matchmaking/server browser interfaces
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#ifdef USE_GS_AUTH_API
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SteamGameServer()->SetAdvertiseServerActive( true );
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#endif
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}
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else
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{
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OutputDebugString( "SteamGameServer() interface is invalid\n" );
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}
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m_uPlayerCount = 0;
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m_pGameEngine = pGameEngine;
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m_eGameState = k_EServerWaitingForPlayers;
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for( uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i )
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{
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m_rguPlayerScores[i] = 0;
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m_rgpShips[i] = NULL;
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}
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// No one has won
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m_uPlayerWhoWonGame = 0;
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m_ulStateTransitionTime = m_pGameEngine->GetGameTickCount();
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m_ulLastServerUpdateTick = 0;
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// zero the client connection data
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memset( &m_rgClientData, 0, sizeof( m_rgClientData ) );
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memset( &m_rgPendingClientData, 0, sizeof( m_rgPendingClientData ) );
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// Seed random num generator
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srand( (uint32)time( NULL ) );
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// Initialize sun
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m_pSun = new CSun( pGameEngine );
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// Initialize ships
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ResetPlayerShips();
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// create the listen socket for listening for players connecting
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m_hListenSocket = SteamGameServerNetworkingSockets()->CreateListenSocketP2P(0, 0, nullptr);
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// create the poll group
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m_hNetPollGroup = SteamGameServerNetworkingSockets()->CreatePollGroup();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CSpaceWarServer::~CSpaceWarServer()
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{
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delete m_pSun;
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for( uint32 i=0; i < MAX_PLAYERS_PER_SERVER; ++i )
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{
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if ( m_rgpShips[i] )
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{
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// Tell this client we are exiting
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MsgServerExiting_t msg;
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BSendDataToClient( i, (char*)&msg, sizeof(msg) );
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delete m_rgpShips[i];
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m_rgpShips[i] = NULL;
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}
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}
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SteamGameServerNetworkingSockets()->CloseListenSocket(m_hListenSocket);
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SteamGameServerNetworkingSockets()->DestroyPollGroup(m_hNetPollGroup);
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// Disconnect from the steam servers
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SteamGameServer()->LogOff();
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// release our reference to the steam client library
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SteamGameServer_Shutdown();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle any connection status change
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//-----------------------------------------------------------------------------
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void CSpaceWarServer::OnNetConnectionStatusChanged(SteamNetConnectionStatusChangedCallback_t* pCallback)
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{
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/// Connection handle
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HSteamNetConnection hConn = pCallback->m_hConn;
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/// Full connection info
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SteamNetConnectionInfo_t info = pCallback->m_info;
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/// Previous state. (Current state is in m_info.m_eState)
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ESteamNetworkingConnectionState eOldState = pCallback->m_eOldState;
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// Parse information to know what was changed
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// Check if a client has connected
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if (info.m_hListenSocket &&
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eOldState == k_ESteamNetworkingConnectionState_None &&
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info.m_eState == k_ESteamNetworkingConnectionState_Connecting)
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{
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// Connection from a new client
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// Search for an available slot
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for (uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i)
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{
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if (!m_rgClientData[i].m_bActive && !m_rgPendingClientData[i].m_hConn)
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{
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// Found one. "Accept" the connection.
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EResult res = SteamGameServerNetworkingSockets()->AcceptConnection( hConn );
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if ( res != k_EResultOK )
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{
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char msg[ 256 ];
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sprintf( msg, "AcceptConnection returned %d", res );
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OutputDebugString( msg );
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SteamGameServerNetworkingSockets()->CloseConnection( hConn, k_ESteamNetConnectionEnd_AppException_Generic, "Failed to accept connection", false );
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return;
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}
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m_rgPendingClientData[i].m_hConn = hConn;
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// add the user to the poll group
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SteamGameServerNetworkingSockets()->SetConnectionPollGroup(hConn, m_hNetPollGroup);
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// Send them the server info as a reliable message
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MsgServerSendInfo_t msg;
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msg.SetSteamIDServer(SteamGameServer()->GetSteamID().ConvertToUint64());
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#ifdef USE_GS_AUTH_API
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// You can only make use of VAC when using the Steam authentication system
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msg.SetSecure(SteamGameServer()->BSecure());
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#endif
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msg.SetServerName(m_sServerName.c_str());
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SteamGameServerNetworkingSockets()->SendMessageToConnection( hConn, &msg, sizeof(MsgServerSendInfo_t), k_nSteamNetworkingSend_Reliable, nullptr );
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return;
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}
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}
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// No empty slots. Server full!
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OutputDebugString("Rejecting connection; server full");
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SteamGameServerNetworkingSockets()->CloseConnection( hConn, k_ESteamNetConnectionEnd_AppException_Generic, "Server full!", false );
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}
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// Check if a client has disconnected
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else if ((eOldState == k_ESteamNetworkingConnectionState_Connecting || eOldState == k_ESteamNetworkingConnectionState_Connected) &&
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info.m_eState == k_ESteamNetworkingConnectionState_ClosedByPeer)
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{
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// Handle disconnecting a client
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for (uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i)
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{
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// If there is no ship, skip
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if (!m_rgClientData[i].m_bActive)
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continue;
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if (m_rgClientData[i].m_SteamIDUser == info.m_identityRemote.GetSteamID())//pCallback->m_steamIDRemote)
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{
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OutputDebugString("Disconnected dropped user\n");
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RemovePlayerFromServer(i, k_EDRClientDisconnect);
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break;
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle sending data to a client at a given index
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//-----------------------------------------------------------------------------
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bool CSpaceWarServer::BSendDataToClient( uint32 uShipIndex, char *pData, uint32 nSizeOfData )
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{
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// Validate index
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if ( uShipIndex >= MAX_PLAYERS_PER_SERVER )
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return false;
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int64 messageOut;
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if (!SteamGameServerNetworkingSockets()->SendMessageToConnection(m_rgClientData[uShipIndex].m_hConn, pData, nSizeOfData, k_nSteamNetworkingSend_Unreliable, &messageOut))
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{
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OutputDebugString("Failed sending data to a client\n");
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle sending data to a pending client at a given index
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//-----------------------------------------------------------------------------
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bool CSpaceWarServer::BSendDataToPendingClient( uint32 uShipIndex, char *pData, uint32 nSizeOfData )
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{
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// Validate index
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if ( uShipIndex >= MAX_PLAYERS_PER_SERVER )
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return false;
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int64 messageOut;
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if (!SteamGameServerNetworkingSockets()->SendMessageToConnection(m_rgPendingClientData[uShipIndex].m_hConn, pData, nSizeOfData, k_nSteamNetworkingSend_Unreliable, &messageOut))
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{
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OutputDebugString("Failed sending data to a client\n");
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle a new client connecting
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//-----------------------------------------------------------------------------
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void CSpaceWarServer::OnClientBeginAuthentication(CSteamID steamIDClient, HSteamNetConnection connectionID, void* pToken, uint32 uTokenLen)
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{
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// First, check this isn't a duplicate and we already have a user logged on from the same steamid
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for (uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i)
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{
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if (m_rgClientData[i].m_hConn == connectionID)
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{
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// We already logged them on... (should maybe tell them again incase they don't know?)
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return;
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}
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}
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// Second, do we have room?
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uint32 nPendingOrActivePlayerCount = 0;
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for (uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i)
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{
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if (m_rgPendingClientData[i].m_bActive)
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++nPendingOrActivePlayerCount;
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if (m_rgClientData[i].m_bActive)
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++nPendingOrActivePlayerCount;
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}
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// We are full (or will be if the pending players auth), deny new login
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if ( nPendingOrActivePlayerCount >= MAX_PLAYERS_PER_SERVER )
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{
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SteamGameServerNetworkingSockets()->CloseConnection(connectionID, k_EDRServerFull, "Server full", false);
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}
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// If we get here there is room, add the player as pending
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for (uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i)
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{
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if (!m_rgPendingClientData[i].m_bActive)
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{
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m_rgPendingClientData[i].m_ulTickCountLastData = m_pGameEngine->GetGameTickCount();
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#ifdef USE_GS_AUTH_API
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// authenticate the user with the Steam back-end servers
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EBeginAuthSessionResult res = SteamGameServer()->BeginAuthSession(pToken, uTokenLen, steamIDClient);
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if (res != k_EBeginAuthSessionResultOK)
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{
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SteamGameServerNetworkingSockets()->CloseConnection(connectionID, k_EDRServerReject, "BeginAuthSession failed", false);
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break;
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}
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m_rgPendingClientData[i].m_SteamIDUser = steamIDClient;
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m_rgPendingClientData[i].m_bActive = true;
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m_rgPendingClientData[i].m_hConn = connectionID;
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break;
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#else
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m_rgPendingClientData[i].m_bActive = true;
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// 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
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m_rgPendingClientData[i].m_SteamIDUser = *(CSteamID*)pToken;
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m_rgPendingClientData[i].m_connection = connectionID;
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// You would typically do your own authentication method here and later call OnAuthCompleted
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// In this sample we just automatically auth anyone who connects
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OnAuthCompleted(true, i);
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break;
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#endif
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: A new client that connected has had their authentication processed
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//-----------------------------------------------------------------------------
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void CSpaceWarServer::OnAuthCompleted( bool bAuthSuccessful, uint32 iPendingAuthIndex )
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{
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if ( !m_rgPendingClientData[iPendingAuthIndex].m_bActive )
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{
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OutputDebugString( "Got auth completed callback for client who is not pending\n" );
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return;
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}
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if ( !bAuthSuccessful )
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{
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#ifdef USE_GS_AUTH_API
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// Tell the GS the user is leaving the server
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SteamGameServer()->EndAuthSession( m_rgPendingClientData[iPendingAuthIndex].m_SteamIDUser );
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#endif
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// Send a deny for the client, and zero out the pending data
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MsgServerFailAuthentication_t msg;
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int64 outMessage;
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SteamGameServerNetworkingSockets()->SendMessageToConnection(m_rgPendingClientData[iPendingAuthIndex].m_hConn, &msg, sizeof(msg), k_nSteamNetworkingSend_Reliable, &outMessage);
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m_rgPendingClientData[iPendingAuthIndex] = ClientConnectionData_t();
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return;
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}
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bool bAddedOk = false;
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for( uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i )
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{
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if ( !m_rgClientData[i].m_bActive )
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{
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// copy over the data from the pending array
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memcpy( &m_rgClientData[i], &m_rgPendingClientData[iPendingAuthIndex], sizeof( ClientConnectionData_t ) );
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m_rgPendingClientData[iPendingAuthIndex] = ClientConnectionData_t();
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m_rgClientData[i].m_ulTickCountLastData = m_pGameEngine->GetGameTickCount();
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// Add a new ship, make it dead immediately
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AddPlayerShip( i );
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m_rgpShips[i]->SetDisabled( true );
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MsgServerPassAuthentication_t msg;
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msg.SetPlayerPosition( i );
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BSendDataToClient( i, (char*)&msg, sizeof( msg ) );
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bAddedOk = true;
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break;
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}
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}
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// If we just successfully added the player, check if they are #2 so we can restart the round
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if ( bAddedOk )
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{
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uint32 uPlayers = 0;
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for( uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i )
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{
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if ( m_rgClientData[i].m_bActive )
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++uPlayers;
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}
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// If we just got the second player, immediately reset round as a draw. This will prevent
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// the existing player getting a win, and it will cause a new round to start right off
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// so that the one player can't just float around not letting the new one get into the game.
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if ( uPlayers == 2 )
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{
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if ( m_eGameState != k_EServerWaitingForPlayers )
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SetGameState( k_EServerDraw );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Used to reset scores (at start of a new game usually)
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//-----------------------------------------------------------------------------
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void CSpaceWarServer::ResetScores()
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{
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for( uint32 i=0; i < MAX_PLAYERS_PER_SERVER; ++i )
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{
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m_rguPlayerScores[i] = 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a new player ship at given position
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//-----------------------------------------------------------------------------
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void CSpaceWarServer::AddPlayerShip( uint32 uShipPosition )
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{
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if ( uShipPosition >= MAX_PLAYERS_PER_SERVER )
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{
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OutputDebugString( "Trying to add ship at invalid positon\n" );
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return;
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}
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if ( m_rgpShips[uShipPosition] )
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{
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OutputDebugString( "Trying to add a ship where one already exists\n" );
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return;
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}
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float flHeight = (float)m_pGameEngine->GetViewportHeight();
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float flWidth = (float)m_pGameEngine->GetViewportWidth();
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float flXOffset = flWidth*0.12f;
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float flYOffset = flHeight*0.12f;
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float flAngle = (float)atan( flHeight/flWidth ) + PI_VALUE/2.0f;
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switch( uShipPosition )
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{
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case 0:
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m_rgpShips[uShipPosition] = new CShip( m_pGameEngine, true, flXOffset, flYOffset, g_rgPlayerColors[uShipPosition] );
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m_rgpShips[uShipPosition]->SetInitialRotation( flAngle );
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break;
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case 1:
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m_rgpShips[uShipPosition] = new CShip( m_pGameEngine, true, flWidth-flXOffset, flYOffset, g_rgPlayerColors[uShipPosition] );
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m_rgpShips[uShipPosition]->SetInitialRotation( -1.0f*flAngle );
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break;
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case 2:
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m_rgpShips[uShipPosition] = new CShip( m_pGameEngine, true, flXOffset, flHeight-flYOffset, g_rgPlayerColors[uShipPosition] );
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m_rgpShips[uShipPosition]->SetInitialRotation( PI_VALUE-flAngle );
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break;
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case 3:
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m_rgpShips[uShipPosition] = new CShip( m_pGameEngine, true, flWidth-flXOffset, flHeight-flYOffset, g_rgPlayerColors[uShipPosition] );
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m_rgpShips[uShipPosition]->SetInitialRotation( -1.0f*(PI_VALUE-flAngle) );
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break;
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default:
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OutputDebugString( "AddPlayerShip() code needs updating for more than 4 players\n" );
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}
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if ( m_rgpShips[uShipPosition] )
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{
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// Setup key bindings... don't even really need these on server?
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m_rgpShips[uShipPosition]->SetVKBindingLeft( 0x41 ); // A key
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m_rgpShips[uShipPosition]->SetVKBindingRight( 0x44 ); // D key
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m_rgpShips[uShipPosition]->SetVKBindingForwardThrusters( 0x57 ); // W key
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m_rgpShips[uShipPosition]->SetVKBindingReverseThrusters( 0x53 ); // S key
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m_rgpShips[uShipPosition]->SetVKBindingFire( VK_SPACE );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Removes a player at the given position
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//-----------------------------------------------------------------------------
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void CSpaceWarServer::RemovePlayerFromServer( uint32 uShipPosition, EDisconnectReason reason)
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{
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|
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;
|
|
}
|