mirror of
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Add support for isteamgameserver 005-011
This commit is contained in:
parent
2b1368ccac
commit
68b8e0241a
60
dll/dll.cpp
60
dll/dll.cpp
@ -482,9 +482,33 @@ S_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser()
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return SERVER_HSTEAMUSER;
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}
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S_API bool S_CALLTYPE SteamGameServer_InitSafe(uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
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//See: SteamGameServer_Init
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//S_API bool S_CALLTYPE SteamGameServer_InitSafe(uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
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S_API bool S_CALLTYPE SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 )
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{
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return SteamInternal_GameServer_Init( unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString );
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const char *pchVersionString;
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EServerMode serverMode;
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uint16 usQueryPort;
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SteamGameServerClient();
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bool logon_anon = false;
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if (strcmp(old_gameserver, "SteamGameServer010") == 0 || strstr(old_gameserver, "SteamGameServer00") == old_gameserver) {
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PRINT_DEBUG("Old game server init safe\n");
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pchVersionString = (char *)unknown3;
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memcpy(&serverMode, &unknown1, sizeof(serverMode));
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memcpy(&usQueryPort, (char *)&eServerMode, sizeof(usQueryPort));
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logon_anon = true;
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} else {
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pchVersionString = (char *)unknown1;
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serverMode = eServerMode;
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usQueryPort = unknown;
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}
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bool ret = SteamInternal_GameServer_Init( unIP, usSteamPort, usGamePort, usQueryPort, serverMode, pchVersionString );
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if (logon_anon) {
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get_steam_client()->steam_gameserver->LogOnAnonymous();
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}
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return ret;
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}
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S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
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@ -495,9 +519,37 @@ S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort,
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return get_steam_client()->steam_gameserver->InitGameServer(unIP, usGamePort, usQueryPort, eServerMode, 0, pchVersionString);
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}
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S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
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//SteamGameServer004 and before:
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//S_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, int nGameAppId, const char *pchGameDir, const char *pchVersionString );
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//SteamGameServer010 and before:
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//S_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString );
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//SteamGameServer011 and later:
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//S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 )
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{
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return SteamInternal_GameServer_Init( unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString );
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const char *pchVersionString;
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EServerMode serverMode;
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uint16 usQueryPort;
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SteamGameServerClient();
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bool logon_anon = false;
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if (strcmp(old_gameserver, "SteamGameServer010") == 0 || strstr(old_gameserver, "SteamGameServer00") == old_gameserver) {
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PRINT_DEBUG("Old game server init\n");
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pchVersionString = (char *)unknown3;
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memcpy(&serverMode, &unknown1, sizeof(serverMode));
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memcpy(&usQueryPort, (char *)&eServerMode, sizeof(usQueryPort));
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logon_anon = true;
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} else {
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pchVersionString = (char *)unknown1;
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serverMode = eServerMode;
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usQueryPort = unknown;
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}
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bool ret = SteamInternal_GameServer_Init( unIP, usSteamPort, usGamePort, usQueryPort, serverMode, pchVersionString );
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if (logon_anon) {
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get_steam_client()->steam_gameserver->LogOnAnonymous();
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}
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return ret;
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}
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S_API void SteamGameServer_Shutdown()
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@ -477,6 +477,26 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte
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PRINT_DEBUG("GetISteamGameServer %s\n", pchVersion);
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if (!hSteamPipe || !hSteamUser) return NULL;
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if (!server_init) return NULL;
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if (strcmp(pchVersion, "SteamGameServer005") == 0) {
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return (ISteamGameServer *)(void *)(ISteamGameServer005 *)steam_gameserver;
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} else if (strcmp(pchVersion, "SteamGameServer006") == 0) {
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return (ISteamGameServer *)(void *)(ISteamGameServer008 *)steam_gameserver;
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} else if (strcmp(pchVersion, "SteamGameServer007") == 0) {
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return (ISteamGameServer *)(void *)(ISteamGameServer008 *)steam_gameserver;
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} else if (strcmp(pchVersion, "SteamGameServer008") == 0) {
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return (ISteamGameServer *)(void *)(ISteamGameServer008 *)steam_gameserver;
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} else if (strcmp(pchVersion, "SteamGameServer009") == 0) {
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return (ISteamGameServer *)(void *)(ISteamGameServer009 *)steam_gameserver;
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} else if (strcmp(pchVersion, "SteamGameServer010") == 0) {
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return (ISteamGameServer *)(void *)(ISteamGameServer010 *)steam_gameserver;
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} else if (strcmp(pchVersion, "SteamGameServer011") == 0) {
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return (ISteamGameServer *)(void *)(ISteamGameServer011 *)steam_gameserver;
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} else if (strcmp(pchVersion, STEAMGAMESERVER_INTERFACE_VERSION) == 0) {
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return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver;
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} else {
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return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver;
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}
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return steam_gameserver;
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}
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@ -55,6 +55,7 @@ bool Steam_GameServer::InitGameServer( uint32 unIP, uint16 usGamePort, uint16 us
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server_data.set_query_port(usQueryPort);
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server_data.set_offline(false);
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if (!settings->get_local_game_id().AppID()) settings->set_game_id(CGameID(nGameAppId));
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//TODO: flags should be k_unServerFlag
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flags = unFlags;
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policy_response_called = false;
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call_servers_connected = false;
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@ -123,6 +124,14 @@ void Steam_GameServer::LogOn( const char *pszToken )
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logged_in = true;
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}
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void Steam_GameServer::LogOn(
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const char *pszAccountName,
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const char *pszPassword
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)
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{
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PRINT_DEBUG("LogOn %s %s\n", pszAccountName, pszPassword);
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LogOn(pszAccountName);
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}
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/// Login to a generic, anonymous account.
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///
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@ -136,6 +145,11 @@ void Steam_GameServer::LogOnAnonymous()
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logged_in = true;
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}
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void Steam_GameServer::LogOn()
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{
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PRINT_DEBUG("LogOn\n");
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LogOnAnonymous();
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}
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/// Begin process of logging game server out of steam
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void Steam_GameServer::LogOff()
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@ -370,6 +384,78 @@ bool Steam_GameServer::BUpdateUserData( CSteamID steamIDUser, const char *pchPla
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return true;
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}
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// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
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//
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// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
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//
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// Input: nGameAppID - The Steam assigned AppID for the game
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// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
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// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
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// unGamePort - The port which the server is listening for client connections on
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// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
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// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
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// pchGameDir - A unique string identifier for your game
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// pchVersion - The current version of the server as a string like 1.0.0.0
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// bLanMode - Is this a LAN only server?
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//
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// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
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// and stop calling it in SteamGameServer_Init()?
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bool Steam_GameServer::BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
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uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode )
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{
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PRINT_DEBUG("BSetServerType\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_ip(unGameIP);
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server_data.set_port(unGamePort);
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server_data.set_query_port(usQueryPort);
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server_data.set_spectator_port(unSpectatorPort);
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std::string version(pchVersion);
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version.erase(std::remove(version.begin(), version.end(), ' '), version.end());
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version.erase(std::remove(version.begin(), version.end(), '.'), version.end());
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server_data.set_version(stoi(version));
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//TODO?
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return true;
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}
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// Updates server status values which shows up in the server browser and matchmaking APIs
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void Steam_GameServer::UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
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const char *pchServerName, const char *pSpectatorServerName,
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const char *pchMapName )
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{
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PRINT_DEBUG("UpdateServerStatus\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_num_players(cPlayers);
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server_data.set_max_player_count(cPlayersMax);
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server_data.set_bot_player_count(cBotPlayers);
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server_data.set_server_name(pchServerName);
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server_data.set_spectator_server_name(pSpectatorServerName);
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server_data.set_map_name(pchMapName);
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}
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// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
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void Steam_GameServer::UpdateSpectatorPort( uint16 unSpectatorPort )
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{
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PRINT_DEBUG("UpdateSpectatorPort\n");
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SetSpectatorPort(unSpectatorPort);
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}
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// Sets a string defining the "gametype" for this server, this is optional, but if it is set
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// it allows users to filter in the matchmaking/server-browser interfaces based on the value
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void Steam_GameServer::SetGameType( const char *pchGameType )
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{
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PRINT_DEBUG("SetGameType\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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}
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// Ask if a user has a specific achievement for this game, will get a callback on reply
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bool Steam_GameServer::BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName )
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{
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PRINT_DEBUG("BGetUserAchievementStatus\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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// New auth system APIs - do not mix with the old auth system APIs.
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// ----------------------------------------------------------------
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@ -28,7 +28,13 @@ struct Gameserver_Outgoing_Packet {
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uint16 port;
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};
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class Steam_GameServer : public ISteamGameServer
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class Steam_GameServer :
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public ISteamGameServer005,
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public ISteamGameServer008,
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public ISteamGameServer009,
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public ISteamGameServer010,
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public ISteamGameServer011,
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public ISteamGameServer
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{
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class Settings *settings;
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class Networking *network;
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@ -88,6 +94,11 @@ public:
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/// @see SteamServerConnectFailure_t
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/// @see SteamServersDisconnected_t
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void LogOn( const char *pszToken );
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void LogOn(
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const char *pszAccountName,
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const char *pszPassword
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);
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void LogOn();
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/// Login to a generic, anonymous account.
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///
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@ -195,6 +206,40 @@ public:
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// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
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bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore );
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// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
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//
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// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
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//
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// Input: nGameAppID - The Steam assigned AppID for the game
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// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
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// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
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// unGamePort - The port which the server is listening for client connections on
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// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
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// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
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// pchGameDir - A unique string identifier for your game
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// pchVersion - The current version of the server as a string like 1.0.0.0
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// bLanMode - Is this a LAN only server?
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//
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// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
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// and stop calling it in SteamGameServer_Init()?
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bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
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uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
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// Updates server status values which shows up in the server browser and matchmaking APIs
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void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
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const char *pchServerName, const char *pSpectatorServerName,
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const char *pchMapName );
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// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
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void UpdateSpectatorPort( uint16 unSpectatorPort );
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// Sets a string defining the "gametype" for this server, this is optional, but if it is set
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// it allows users to filter in the matchmaking/server-browser interfaces based on the value
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void SetGameType( const char *pchGameType );
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// Ask if a user has a specific achievement for this game, will get a callback on reply
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bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName );
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// New auth system APIs - do not mix with the old auth system APIs.
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// ----------------------------------------------------------------
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84
sdk_includes/isteamgameserver005.h
Normal file
84
sdk_includes/isteamgameserver005.h
Normal file
@ -0,0 +1,84 @@
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#ifndef ISTEAMGAMESERVER005_H
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#define ISTEAMGAMESERVER005_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamGameServer005
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{
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public:
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// connection functions
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virtual void LogOn() = 0;
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virtual void LogOff() = 0;
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// status functions
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virtual bool BLoggedOn() = 0;
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virtual bool BSecure() = 0;
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virtual CSteamID GetSteamID() = 0;
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// Handles receiving a new connection from a Steam user. This call will ask the Steam
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// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
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// are off-line, then it will validate the cached ticket itself which will validate app ownership
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// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
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// and must then be sent up to the game server for authentication.
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//
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// Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
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// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
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// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
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virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
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// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
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//
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// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
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// when this user leaves the server just like you would for a real user.
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virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
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// Should be called whenever a user leaves our game server, this lets Steam internally
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// track which users are currently on which servers for the purposes of preventing a single
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// account being logged into multiple servers, showing who is currently on a server, etc.
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virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
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// Update the data to be displayed in the server browser and matchmaking interfaces for a user
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// currently connected to the server. For regular users you must call this after you receive a
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// GSUserValidationSuccess callback.
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//
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// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
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virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
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// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
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//
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// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
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//
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// Input: nGameAppID - The Steam assigned AppID for the game
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// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
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// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
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// unGamePort - The port which the server is listening for client connections on
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// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
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// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
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// pchGameDir - A unique string identifier for your game
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// pchVersion - The current version of the server as a string like 1.0.0.0
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// bLanMode - Is this a LAN only server?
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//
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// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
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// and stop calling it in SteamGameServer_Init()?
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virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
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uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
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// Updates server status values which shows up in the server browser and matchmaking APIs
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virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
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const char *pchServerName, const char *pSpectatorServerName,
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const char *pchMapName ) = 0;
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// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
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virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
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// Sets a string defining the "gametype" for this server, this is optional, but if it is set
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// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
virtual void SetGameType( const char *pchGameType ) = 0;
|
||||
|
||||
// Ask if a user has a specific achievement for this game, will get a callback on reply
|
||||
virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
|
||||
};
|
||||
|
||||
#endif // ISTEAMGAMESERVER005_H
|
96
sdk_includes/isteamgameserver008.h
Normal file
96
sdk_includes/isteamgameserver008.h
Normal file
@ -0,0 +1,96 @@
|
||||
|
||||
#ifndef ISTEAMGAMESERVER008_H
|
||||
#define ISTEAMGAMESERVER008_H
|
||||
#ifdef STEAM_WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
//same as 007 and 006
|
||||
class ISteamGameServer008
|
||||
{
|
||||
public:
|
||||
// connection functions
|
||||
virtual void LogOn() = 0;
|
||||
virtual void LogOff() = 0;
|
||||
|
||||
// status functions
|
||||
virtual bool BLoggedOn() = 0;
|
||||
virtual bool BSecure() = 0;
|
||||
virtual CSteamID GetSteamID() = 0;
|
||||
|
||||
// Handles receiving a new connection from a Steam user. This call will ask the Steam
|
||||
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
|
||||
// are off-line, then it will validate the cached ticket itself which will validate app ownership
|
||||
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
|
||||
// and must then be sent up to the game server for authentication.
|
||||
//
|
||||
// Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
|
||||
// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
|
||||
// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
|
||||
virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
|
||||
|
||||
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
|
||||
//
|
||||
// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
|
||||
// when this user leaves the server just like you would for a real user.
|
||||
virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
|
||||
|
||||
// Should be called whenever a user leaves our game server, this lets Steam internally
|
||||
// track which users are currently on which servers for the purposes of preventing a single
|
||||
// account being logged into multiple servers, showing who is currently on a server, etc.
|
||||
virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
|
||||
|
||||
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
|
||||
// currently connected to the server. For regular users you must call this after you receive a
|
||||
// GSUserValidationSuccess callback.
|
||||
//
|
||||
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
|
||||
virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
|
||||
|
||||
// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
|
||||
//
|
||||
// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
|
||||
//
|
||||
// Input: nGameAppID - The Steam assigned AppID for the game
|
||||
// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
|
||||
// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
|
||||
// unGamePort - The port which the server is listening for client connections on
|
||||
// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
|
||||
// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
|
||||
// pchGameDir - A unique string identifier for your game
|
||||
// pchVersion - The current version of the server as a string like 1.0.0.0
|
||||
// bLanMode - Is this a LAN only server?
|
||||
//
|
||||
// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
|
||||
// and stop calling it in SteamGameServer_Init()?
|
||||
virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
|
||||
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
|
||||
|
||||
// Updates server status values which shows up in the server browser and matchmaking APIs
|
||||
virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
|
||||
const char *pchServerName, const char *pSpectatorServerName,
|
||||
const char *pchMapName ) = 0;
|
||||
|
||||
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
|
||||
virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
|
||||
|
||||
// Sets a string defining the "gametype" for this server, this is optional, but if it is set
|
||||
// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
virtual void SetGameType( const char *pchGameType ) = 0;
|
||||
|
||||
// Ask if a user has a specific achievement for this game, will get a callback on reply
|
||||
virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
|
||||
|
||||
// Ask for the gameplay stats for the server. Results returned in a callback
|
||||
virtual void GetGameplayStats( ) = 0;
|
||||
|
||||
// Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
|
||||
// returns false if we're not connected to the steam servers and thus cannot ask
|
||||
virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0;
|
||||
|
||||
// Returns the public IP of the server according to Steam, useful when the server is
|
||||
// behind NAT and you want to advertise its IP in a lobby for other clients to directly
|
||||
// connect to
|
||||
virtual uint32 GetPublicIP() = 0;
|
||||
};
|
||||
|
||||
#endif // ISTEAMGAMESERVER008_H
|
106
sdk_includes/isteamgameserver009.h
Normal file
106
sdk_includes/isteamgameserver009.h
Normal file
@ -0,0 +1,106 @@
|
||||
|
||||
#ifndef ISTEAMGAMESERVER009_H
|
||||
#define ISTEAMGAMESERVER009_H
|
||||
#ifdef STEAM_WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
class ISteamGameServer009
|
||||
{
|
||||
public:
|
||||
// connection functions
|
||||
virtual void LogOn() = 0;
|
||||
virtual void LogOff() = 0;
|
||||
|
||||
// status functions
|
||||
virtual bool BLoggedOn() = 0;
|
||||
virtual bool BSecure() = 0;
|
||||
virtual CSteamID GetSteamID() = 0;
|
||||
|
||||
// Handles receiving a new connection from a Steam user. This call will ask the Steam
|
||||
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
|
||||
// are off-line, then it will validate the cached ticket itself which will validate app ownership
|
||||
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
|
||||
// and must then be sent up to the game server for authentication.
|
||||
//
|
||||
// Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
|
||||
// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
|
||||
// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
|
||||
virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
|
||||
|
||||
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
|
||||
//
|
||||
// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
|
||||
// when this user leaves the server just like you would for a real user.
|
||||
virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
|
||||
|
||||
// Should be called whenever a user leaves our game server, this lets Steam internally
|
||||
// track which users are currently on which servers for the purposes of preventing a single
|
||||
// account being logged into multiple servers, showing who is currently on a server, etc.
|
||||
virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
|
||||
|
||||
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
|
||||
// currently connected to the server. For regular users you must call this after you receive a
|
||||
// GSUserValidationSuccess callback.
|
||||
//
|
||||
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
|
||||
virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
|
||||
|
||||
// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
|
||||
//
|
||||
// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
|
||||
//
|
||||
// Input: nGameAppID - The Steam assigned AppID for the game
|
||||
// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
|
||||
// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
|
||||
// unGamePort - The port which the server is listening for client connections on
|
||||
// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
|
||||
// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
|
||||
// pchGameDir - A unique string identifier for your game
|
||||
// pchVersion - The current version of the server as a string like 1.0.0.0
|
||||
// bLanMode - Is this a LAN only server?
|
||||
//
|
||||
// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
|
||||
// and stop calling it in SteamGameServer_Init()?
|
||||
virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
|
||||
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
|
||||
|
||||
// Updates server status values which shows up in the server browser and matchmaking APIs
|
||||
virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
|
||||
const char *pchServerName, const char *pSpectatorServerName,
|
||||
const char *pchMapName ) = 0;
|
||||
|
||||
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
|
||||
virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
|
||||
|
||||
// Sets a string defining the "gametype" for this server, this is optional, but if it is set
|
||||
// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
virtual void SetGameType( const char *pchGameType ) = 0;
|
||||
|
||||
// Ask if a user has a specific achievement for this game, will get a callback on reply
|
||||
virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
|
||||
|
||||
// Ask for the gameplay stats for the server. Results returned in a callback
|
||||
virtual void GetGameplayStats( ) = 0;
|
||||
|
||||
// Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
|
||||
// returns false if we're not connected to the steam servers and thus cannot ask
|
||||
virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0;
|
||||
|
||||
// Returns the public IP of the server according to Steam, useful when the server is
|
||||
// behind NAT and you want to advertise its IP in a lobby for other clients to directly
|
||||
// connect to
|
||||
virtual uint32 GetPublicIP() = 0;
|
||||
|
||||
// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
|
||||
// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
// don't set this unless it actually changes, its only uploaded to the master once (when
|
||||
// acknowledged)
|
||||
virtual void SetGameData( const char *pchGameData) = 0;
|
||||
|
||||
// After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function
|
||||
// to determine if the user owns downloadable content specified by the provided AppID.
|
||||
virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
|
||||
};
|
||||
|
||||
#endif // ISTEAMGAMESERVER009_H
|
124
sdk_includes/isteamgameserver010.h
Normal file
124
sdk_includes/isteamgameserver010.h
Normal file
@ -0,0 +1,124 @@
|
||||
|
||||
#ifndef ISTEAMGAMESERVER010_H
|
||||
#define ISTEAMGAMESERVER010_H
|
||||
#ifdef STEAM_WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
class ISteamGameServer010
|
||||
{
|
||||
public:
|
||||
// connection functions
|
||||
virtual void LogOn() = 0;
|
||||
virtual void LogOff() = 0;
|
||||
|
||||
// status functions
|
||||
virtual bool BLoggedOn() = 0;
|
||||
virtual bool BSecure() = 0;
|
||||
virtual CSteamID GetSteamID() = 0;
|
||||
|
||||
// Handles receiving a new connection from a Steam user. This call will ask the Steam
|
||||
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
|
||||
// are off-line, then it will validate the cached ticket itself which will validate app ownership
|
||||
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
|
||||
// and must then be sent up to the game server for authentication.
|
||||
//
|
||||
// Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
|
||||
// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
|
||||
// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
|
||||
virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
|
||||
|
||||
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
|
||||
//
|
||||
// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
|
||||
// when this user leaves the server just like you would for a real user.
|
||||
virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
|
||||
|
||||
// Should be called whenever a user leaves our game server, this lets Steam internally
|
||||
// track which users are currently on which servers for the purposes of preventing a single
|
||||
// account being logged into multiple servers, showing who is currently on a server, etc.
|
||||
virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
|
||||
|
||||
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
|
||||
// currently connected to the server. For regular users you must call this after you receive a
|
||||
// GSUserValidationSuccess callback.
|
||||
//
|
||||
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
|
||||
virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
|
||||
|
||||
// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
|
||||
//
|
||||
// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
|
||||
//
|
||||
// Input: nGameAppID - The Steam assigned AppID for the game
|
||||
// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
|
||||
// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
|
||||
// unGamePort - The port which the server is listening for client connections on
|
||||
// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
|
||||
// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
|
||||
// pchGameDir - A unique string identifier for your game
|
||||
// pchVersion - The current version of the server as a string like 1.0.0.0
|
||||
// bLanMode - Is this a LAN only server?
|
||||
//
|
||||
// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
|
||||
// and stop calling it in SteamGameServer_Init()?
|
||||
virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
|
||||
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
|
||||
|
||||
// Updates server status values which shows up in the server browser and matchmaking APIs
|
||||
virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
|
||||
const char *pchServerName, const char *pSpectatorServerName,
|
||||
const char *pchMapName ) = 0;
|
||||
|
||||
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
|
||||
virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
|
||||
|
||||
// Sets a string defining the "gametags" for this server, this is optional, but if it is set
|
||||
// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
virtual void SetGameTags( const char *pchGameTags ) = 0;
|
||||
|
||||
// Ask for the gameplay stats for the server. Results returned in a callback
|
||||
virtual void GetGameplayStats( ) = 0;
|
||||
|
||||
// Gets the reputation score for the game server. This API also checks if the server or some
|
||||
// other server on the same IP is banned from the Steam master servers.
|
||||
virtual SteamAPICall_t GetServerReputation( ) = 0;
|
||||
|
||||
// Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
|
||||
// returns false if we're not connected to the steam servers and thus cannot ask
|
||||
virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0;
|
||||
|
||||
// Returns the public IP of the server according to Steam, useful when the server is
|
||||
// behind NAT and you want to advertise its IP in a lobby for other clients to directly
|
||||
// connect to
|
||||
virtual uint32 GetPublicIP() = 0;
|
||||
|
||||
// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
|
||||
// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
// don't set this unless it actually changes, its only uploaded to the master once (when
|
||||
// acknowledged)
|
||||
virtual void SetGameData( const char *pchGameData) = 0;
|
||||
|
||||
// After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function
|
||||
// to determine if the user owns downloadable content specified by the provided AppID.
|
||||
virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
|
||||
|
||||
// New auth system APIs - do not mix with the old auth system APIs.
|
||||
// ----------------------------------------------------------------
|
||||
|
||||
// Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
|
||||
// pcbTicket retrieves the length of the actual ticket.
|
||||
virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
|
||||
|
||||
// Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused
|
||||
// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
|
||||
virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0;
|
||||
|
||||
// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
|
||||
virtual void EndAuthSession( CSteamID steamID ) = 0;
|
||||
|
||||
// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
|
||||
virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0;
|
||||
};
|
||||
|
||||
#endif // ISTEAMGAMESERVER010_H
|
240
sdk_includes/isteamgameserver011.h
Normal file
240
sdk_includes/isteamgameserver011.h
Normal file
@ -0,0 +1,240 @@
|
||||
|
||||
#ifndef ISTEAMGAMESERVER011_H
|
||||
#define ISTEAMGAMESERVER011_H
|
||||
#ifdef STEAM_WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
class ISteamGameServer011
|
||||
{
|
||||
public:
|
||||
|
||||
//
|
||||
// Basic server data. These properties, if set, must be set before before calling LogOn. They
|
||||
// may not be changed after logged in.
|
||||
//
|
||||
|
||||
/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
|
||||
virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0;
|
||||
|
||||
/// Game product identifier. This is currently used by the master server for version checking purposes.
|
||||
/// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
|
||||
virtual void SetProduct( const char *pszProduct ) = 0;
|
||||
|
||||
/// Description of the game. This is a required field and is displayed in the steam server browser....for now.
|
||||
/// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
|
||||
virtual void SetGameDescription( const char *pszGameDescription ) = 0;
|
||||
|
||||
/// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
|
||||
/// this application is the original game, not a mod.
|
||||
///
|
||||
/// @see k_cbMaxGameServerGameDir
|
||||
virtual void SetModDir( const char *pszModDir ) = 0;
|
||||
|
||||
/// Is this is a dedicated server? The default value is false.
|
||||
virtual void SetDedicatedServer( bool bDedicated ) = 0;
|
||||
|
||||
//
|
||||
// Login
|
||||
//
|
||||
|
||||
/// Begin process to login to a persistent game server account
|
||||
///
|
||||
/// You need to register for callbacks to determine the result of this operation.
|
||||
/// @see SteamServersConnected_t
|
||||
/// @see SteamServerConnectFailure_t
|
||||
/// @see SteamServersDisconnected_t
|
||||
virtual void LogOn(
|
||||
const char *pszAccountName,
|
||||
const char *pszPassword
|
||||
) = 0;
|
||||
|
||||
/// Login to a generic, anonymous account.
|
||||
///
|
||||
/// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,
|
||||
/// but this is no longer the case.
|
||||
virtual void LogOnAnonymous() = 0;
|
||||
|
||||
/// Begin process of logging game server out of steam
|
||||
virtual void LogOff() = 0;
|
||||
|
||||
// status functions
|
||||
virtual bool BLoggedOn() = 0;
|
||||
virtual bool BSecure() = 0;
|
||||
virtual CSteamID GetSteamID() = 0;
|
||||
|
||||
/// Returns true if the master server has requested a restart.
|
||||
/// Only returns true once per request.
|
||||
virtual bool WasRestartRequested() = 0;
|
||||
|
||||
//
|
||||
// Server state. These properties may be changed at any time.
|
||||
//
|
||||
|
||||
/// Max player count that will be reported to server browser and client queries
|
||||
virtual void SetMaxPlayerCount( int cPlayersMax ) = 0;
|
||||
|
||||
/// Number of bots. Default value is zero
|
||||
virtual void SetBotPlayerCount( int cBotplayers ) = 0;
|
||||
|
||||
/// Set the name of server as it will appear in the server browser
|
||||
///
|
||||
/// @see k_cbMaxGameServerName
|
||||
virtual void SetServerName( const char *pszServerName ) = 0;
|
||||
|
||||
/// Set name of map to report in the server browser
|
||||
///
|
||||
/// @see k_cbMaxGameServerName
|
||||
virtual void SetMapName( const char *pszMapName ) = 0;
|
||||
|
||||
/// Let people know if your server will require a password
|
||||
virtual void SetPasswordProtected( bool bPasswordProtected ) = 0;
|
||||
|
||||
/// Spectator server. The default value is zero, meaning the service
|
||||
/// is not used.
|
||||
virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0;
|
||||
|
||||
/// Name of the spectator server. (Only used if spectator port is nonzero.)
|
||||
///
|
||||
/// @see k_cbMaxGameServerMapName
|
||||
virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0;
|
||||
|
||||
/// Call this to clear the whole list of key/values that are sent in rules queries.
|
||||
virtual void ClearAllKeyValues() = 0;
|
||||
|
||||
/// Call this to add/update a key/value pair.
|
||||
virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0;
|
||||
|
||||
/// Sets a string defining the "gametags" for this server, this is optional, but if it is set
|
||||
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
///
|
||||
/// @see k_cbMaxGameServerTags
|
||||
virtual void SetGameTags( const char *pchGameTags ) = 0;
|
||||
|
||||
/// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
|
||||
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
/// don't set this unless it actually changes, its only uploaded to the master once (when
|
||||
/// acknowledged)
|
||||
///
|
||||
/// @see k_cbMaxGameServerGameData
|
||||
virtual void SetGameData( const char *pchGameData ) = 0;
|
||||
|
||||
/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
|
||||
virtual void SetRegion( const char *pszRegion ) = 0;
|
||||
|
||||
//
|
||||
// Player list management / authentication
|
||||
//
|
||||
|
||||
// Handles receiving a new connection from a Steam user. This call will ask the Steam
|
||||
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
|
||||
// are off-line, then it will validate the cached ticket itself which will validate app ownership
|
||||
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
|
||||
// and must then be sent up to the game server for authentication.
|
||||
//
|
||||
// Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
|
||||
// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
|
||||
// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
|
||||
virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
|
||||
|
||||
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
|
||||
//
|
||||
// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
|
||||
// when this user leaves the server just like you would for a real user.
|
||||
virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
|
||||
|
||||
// Should be called whenever a user leaves our game server, this lets Steam internally
|
||||
// track which users are currently on which servers for the purposes of preventing a single
|
||||
// account being logged into multiple servers, showing who is currently on a server, etc.
|
||||
virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
|
||||
|
||||
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
|
||||
// currently connected to the server. For regular users you must call this after you receive a
|
||||
// GSUserValidationSuccess callback.
|
||||
//
|
||||
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
|
||||
virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
|
||||
|
||||
// New auth system APIs - do not mix with the old auth system APIs.
|
||||
// ----------------------------------------------------------------
|
||||
|
||||
// Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
|
||||
// pcbTicket retrieves the length of the actual ticket.
|
||||
virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
|
||||
|
||||
// Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused
|
||||
// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
|
||||
virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0;
|
||||
|
||||
// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
|
||||
virtual void EndAuthSession( CSteamID steamID ) = 0;
|
||||
|
||||
// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
|
||||
virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0;
|
||||
|
||||
// After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function
|
||||
// to determine if the user owns downloadable content specified by the provided AppID.
|
||||
virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
|
||||
|
||||
// Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
|
||||
// returns false if we're not connected to the steam servers and thus cannot ask
|
||||
virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0;
|
||||
|
||||
|
||||
// these two functions s are deprecated, and will not return results
|
||||
// they will be removed in a future version of the SDK
|
||||
virtual void GetGameplayStats( ) = 0;
|
||||
virtual SteamAPICall_t GetServerReputation( ) = 0;
|
||||
|
||||
// Returns the public IP of the server according to Steam, useful when the server is
|
||||
// behind NAT and you want to advertise its IP in a lobby for other clients to directly
|
||||
// connect to
|
||||
virtual uint32 GetPublicIP() = 0;
|
||||
|
||||
// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
|
||||
// socket to talk to the master server on, it lets the game use its socket to forward messages
|
||||
// back and forth. This prevents us from requiring server ops to open up yet another port
|
||||
// in their firewalls.
|
||||
//
|
||||
// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
|
||||
|
||||
// These are used when you've elected to multiplex the game server's UDP socket
|
||||
// rather than having the master server updater use its own sockets.
|
||||
//
|
||||
// Source games use this to simplify the job of the server admins, so they
|
||||
// don't have to open up more ports on their firewalls.
|
||||
|
||||
// Call this when a packet that starts with 0xFFFFFFFF comes in. That means
|
||||
// it's for us.
|
||||
virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
|
||||
|
||||
// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
|
||||
// This gets a packet that the master server updater needs to send out on UDP.
|
||||
// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
|
||||
// Call this each frame until it returns 0.
|
||||
virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
|
||||
|
||||
//
|
||||
// Control heartbeats / advertisement with master server
|
||||
//
|
||||
|
||||
// Call this as often as you like to tell the master server updater whether or not
|
||||
// you want it to be active (default: off).
|
||||
virtual void EnableHeartbeats( bool bActive ) = 0;
|
||||
|
||||
// You usually don't need to modify this.
|
||||
// Pass -1 to use the default value for iHeartbeatInterval.
|
||||
// Some mods change this.
|
||||
virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
|
||||
|
||||
// Force a heartbeat to steam at the next opportunity
|
||||
virtual void ForceHeartbeat() = 0;
|
||||
|
||||
// associate this game server with this clan for the purposes of computing player compat
|
||||
virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0;
|
||||
|
||||
// ask if any of the current players dont want to play with this new player - or vice versa
|
||||
virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0;
|
||||
};
|
||||
|
||||
#endif // ISTEAMGAMESERVER011_H
|
@ -12,6 +12,11 @@
|
||||
|
||||
#include "steam_api.h"
|
||||
#include "isteamgameserver.h"
|
||||
#include "isteamgameserver011.h"
|
||||
#include "isteamgameserver010.h"
|
||||
#include "isteamgameserver009.h"
|
||||
#include "isteamgameserver008.h"
|
||||
#include "isteamgameserver005.h"
|
||||
#include "isteamgameserverstats.h"
|
||||
|
||||
enum EServerMode
|
||||
@ -40,10 +45,11 @@ enum EServerMode
|
||||
// UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h.
|
||||
// - The version string is usually in the form x.x.x.x, and is used by the master server to detect when the
|
||||
// server is out of date. (Only servers with the latest version will be listed.)
|
||||
#ifndef STEAM_API_EXPORTS
|
||||
S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
|
||||
#endif
|
||||
S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
|
||||
|
||||
|
||||
// Shutdown SteamGameSeverXxx interfaces, log out, and free resources.
|
||||
S_API void SteamGameServer_Shutdown();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user