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149 lines
7.4 KiB
C
149 lines
7.4 KiB
C
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef STEAM_GAMESERVER_H
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#define STEAM_GAMESERVER_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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#include "steam_api.h"
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#include "isteamgameserver.h"
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#include "isteamgameserverstats.h"
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enum EServerMode
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{
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eServerModeInvalid = 0, // DO NOT USE
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eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
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eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
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eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
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};
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/// Pass to SteamGameServer_Init to indicate that the same UDP port will be used for game traffic
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/// UDP queries for server browser pings and LAN discovery. In this case, Steam will not open up a
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/// socket to handle server browser queries, and you must use ISteamGameServer::HandleIncomingPacket
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/// and ISteamGameServer::GetNextOutgoingPacket to handle packets related to server discovery on your socket.
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const uint16 STEAMGAMESERVER_QUERY_PORT_SHARED = 0xffff;
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// DEPRECATED: This old name was really confusing.
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#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
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// Initialize SteamGameServer client and interface objects, and set server properties which may not be changed.
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//
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// After calling this function, you should set any additional server parameters, and then
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// call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn()
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//
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// - usSteamPort is the local port used to communicate with the steam servers.
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// NOTE: unless you are using ver old Steam client binaries, this parameter is ignored, and
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// you should pass 0. Gameservers now always use WebSockets to talk to Steam.
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// This protocol is TCP-based and thus always uses an ephemeral local port.
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// Older steam client binaries used UDP to talk to Steam, and this argument was useful.
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// A future version of the SDK will remove this argument.
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// - unIP will usually be zero. If you are on a machine with multiple IP addresses, you can pass a non-zero
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// value here and the relevant sockets will be bound to that IP. This can be used to ensure that
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// the IP you desire is the one used in the server browser.
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// - usGamePort is the port that clients will connect to for gameplay. You will usually open up your
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// own socket bound to this port.
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// - usQueryPort is the port that will manage server browser related duties and info
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// pings from clients. If you pass STEAMGAMESERVER_QUERY_PORT_SHARED for usQueryPort, then it
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// will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving
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// UDP packets for the master server updater. (See ISteamGameServer::HandleIncomingPacket and
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// ISteamGameServer::GetNextOutgoingPacket.)
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// - The version string should be in the form x.x.x.x, and is used by the master server to detect when the
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// server is out of date. (Only servers with the latest version will be listed.)
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#ifndef STEAM_API_EXPORTS
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S_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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S_API ESteamAPIInitResult SteamGameServer_InitEx( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString, SteamErrMsg *pOutErrMsg );
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#endif
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S_API steam_bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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S_API ESteamAPIInitResult S_CALLTYPE SteamInternal_GameServer_Init_V2( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString, const char *pszInternalCheckInterfaceVersions, SteamErrMsg *pOutErrMsg );
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// Shutdown SteamGameSeverXxx interfaces, log out, and free resources.
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S_API void SteamGameServer_Shutdown();
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// Most Steam API functions allocate some amount of thread-local memory for
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// parameter storage. Calling SteamGameServer_ReleaseCurrentThreadMemory()
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// will free all API-related memory associated with the calling thread.
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// This memory is released automatically by SteamGameServer_RunCallbacks(),
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// so single-threaded servers do not need to explicitly call this function.
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inline void SteamGameServer_ReleaseCurrentThreadMemory();
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S_API steam_bool SteamGameServer_BSecure();
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S_API uint64 SteamGameServer_GetSteamID();
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// Older SDKs exported this global pointer, but it is no longer supported.
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// You should use SteamGameServerClient() or CSteamGameServerAPIContext to
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// safely access the ISteamClient APIs from your game server application.
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//S_API ISteamClient *g_pSteamClientGameServer;
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// SteamGameServer_InitSafe has been replaced with SteamGameServer_Init and
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// is no longer supported. Use SteamGameServer_Init instead.
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//S_API void S_CALLTYPE SteamGameServer_InitSafe();
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//=============================================================================
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//
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// Internal implementation details below
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//
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//=============================================================================
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#ifndef STEAM_API_EXPORTS
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// This function must be declared inline in the header so the module using steam_api.dll gets the version names they want.
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inline bool CSteamGameServerAPIContext::Init()
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{
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m_pSteamClient = ::SteamGameServerClient();
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if ( !m_pSteamClient )
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return false;
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m_pSteamGameServer = ::SteamGameServer();
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m_pSteamGameServerUtils = ::SteamGameServerUtils();
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m_pSteamGameServerNetworking = ::SteamGameServerNetworking();
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m_pSteamGameServerStats = ::SteamGameServerStats();
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m_pSteamHTTP = ::SteamGameServerHTTP();
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m_pSteamInventory = ::SteamGameServerInventory();
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m_pSteamUGC = ::SteamGameServerUGC();
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m_pSteamApps = ::SteamGameServerApps();
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if ( !m_pSteamGameServer || !m_pSteamGameServerUtils || !m_pSteamGameServerNetworking || !m_pSteamGameServerStats
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|| !m_pSteamHTTP || !m_pSteamInventory || !m_pSteamUGC || !m_pSteamApps )
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return false;
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return true;
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}
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inline steam_bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
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{
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if ( !SteamInternal_GameServer_Init( unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString ) )
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return false;
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return true;
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}
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inline ESteamAPIInitResult SteamGameServer_InitEx( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString, SteamErrMsg *pOutErrMsg )
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{
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const char *pszInternalCheckInterfaceVersions =
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STEAMUTILS_INTERFACE_VERSION "\0"
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STEAMNETWORKINGUTILS_INTERFACE_VERSION "\0"
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STEAMGAMESERVER_INTERFACE_VERSION "\0"
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STEAMGAMESERVERSTATS_INTERFACE_VERSION "\0"
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STEAMHTTP_INTERFACE_VERSION "\0"
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STEAMINVENTORY_INTERFACE_VERSION "\0"
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STEAMNETWORKING_INTERFACE_VERSION "\0"
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STEAMNETWORKINGMESSAGES_INTERFACE_VERSION "\0"
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STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "\0"
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STEAMUGC_INTERFACE_VERSION "\0"
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"\0";
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return SteamInternal_GameServer_Init_V2( unIP, usGamePort, usQueryPort, eServerMode, pchVersionString, pszInternalCheckInterfaceVersions, pOutErrMsg );
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}
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inline void SteamGameServer_ReleaseCurrentThreadMemory()
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{
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SteamAPI_ReleaseCurrentThreadMemory();
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}
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#endif
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#endif // STEAM_GAMESERVER_H
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