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Server config: - Written in sections, in reading order: server, access, maps, players, anti_cheat, network, votes. A config from an older version, flat and under older names, is read as it is and written back this way on first start; only settings that are really new are reported as new. - Renamed: no_bail, noclip, boosts, parties, voice_chat to allow_*; global_bans to use_global_bans; welcome to welcome_message; speed_check to speed_hack; score_check to modified_scoring; score_allow to allowed_scoring_mods; map_pool and map_rotation_minutes to maps.pool and maps.rotation_minutes. Console and admin commands are unchanged. - Bans are kept in data/bans.json beside the config. A config that holds them has them moved there; a bans file that cannot be read stops the server from starting. - Reserved slots are one list, "reserved_players_slots": a slot is kept for each listed player who is not on. "reserved_slots" and the "reserved slots <n>" command are gone; admins may take a kept slot but none is kept for them. - "tps" is no longer in the file: dedicated servers run at 20. - "bone_scale_limit" is 1 by default: resized body parts are off unless a server allows them. - New: "pack_ms" (10), how long Steam may hold a message to pack it with others; "finger_distance" (25); "steam_debug", which logs what Steam's networking says, for connection faults.
43 lines
1.5 KiB
C++
43 lines
1.5 KiB
C++
#pragma once
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#include <cstdint>
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#include <filesystem>
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#include <string>
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namespace dingosdk::server {
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// What the server browser shows. Players behind a NAT often cannot query the
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// server directly, so everything a browser row needs also rides in the game
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// tags that Steam's master list returns (see server_tags).
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struct Advertisement {
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std::string name, map;
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unsigned players{}, max_players{};
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bool password{}, listed{true};
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std::uint64_t secret{};
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std::uint16_t direct_port{}; // players may connect straight to this UDP port; 0: relays only
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};
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std::string server_tags(const Advertisement &);
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// A Steam game server for Skate's app. Signed in anonymously its SteamID is new each
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// start, so invite codes last only while the server runs; signed in with a game server
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// login token it is the token's account, with the same SteamID every start.
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class SteamServer {
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public:
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~SteamServer();
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// Loads steam_api64.dll from `folder`, next to the Steam client files it needs.
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// `token`: a game server login token, or empty to sign in anonymously.
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bool start(const std::filesystem::path &folder, std::uint16_t port, std::uint16_t query_port, const std::string &token,
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std::string &error);
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void run_callbacks();
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bool logged_on();
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std::uint64_t steam_id();
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std::string public_ip();
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void advertise(const Advertisement &);
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void stop();
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void *module() const { return module_; }
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private:
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void *module_{}, *server_{};
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bool started_{};
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std::string tags_;
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};
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} // namespace dingosdk::server
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