mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 10:50:13 +01:00
136 lines
6.5 KiB
C
136 lines
6.5 KiB
C
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||
//
|
||
// Purpose:
|
||
//
|
||
//=============================================================================
|
||
|
||
#ifndef STEAM_GAMESERVER_H
|
||
#define STEAM_GAMESERVER_H
|
||
#ifdef STEAM_WIN32
|
||
#pragma once
|
||
#endif
|
||
|
||
#include "steam_api.h"
|
||
#include "isteamgameserver.h"
|
||
#include "isteamgameserver014.h"
|
||
#include "isteamgameserver013.h"
|
||
#include "isteamgameserver012.h"
|
||
#include "isteamgameserver011.h"
|
||
#include "isteamgameserver010.h"
|
||
#include "isteamgameserver009.h"
|
||
#include "isteamgameserver008.h"
|
||
#include "isteamgameserver005.h"
|
||
#include "isteamgameserver004.h"
|
||
#include "isteamgameserverstats.h"
|
||
|
||
enum EServerMode
|
||
{
|
||
eServerModeInvalid = 0, // DO NOT USE
|
||
eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
|
||
eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
|
||
eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
|
||
};
|
||
|
||
/// Pass to SteamGameServer_Init to indicate that the same UDP port will be used for game traffic
|
||
/// UDP queries for server browser pings and LAN discovery. In this case, Steam will not open up a
|
||
/// socket to handle server browser queries, and you must use ISteamGameServer::HandleIncomingPacket
|
||
/// and ISteamGameServer::GetNextOutgoingPacket to handle packets related to server discovery on your socket.
|
||
const uint16 STEAMGAMESERVER_QUERY_PORT_SHARED = 0xffff;
|
||
|
||
// DEPRECATED: This old name was really confusing.
|
||
#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
|
||
|
||
// Initialize SteamGameServer client and interface objects, and set server properties which may not be changed.
|
||
//
|
||
// After calling this function, you should set any additional server parameters, and then
|
||
// call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn()
|
||
//
|
||
// - usSteamPort is the local port used to communicate with the steam servers.
|
||
// NOTE: unless you are using ver old Steam client binaries, this parameter is ignored, and
|
||
// you should pass 0. Gameservers now always use WebSockets to talk to Steam.
|
||
// This protocol is TCP-based and thus always uses an ephemeral local port.
|
||
// Older steam client binaries used UDP to talk to Steam, and this argument was useful.
|
||
// A future version of the SDK will remove this argument.
|
||
// - unIP will usually be zero. If you are on a machine with multiple IP addresses, you can pass a non-zero
|
||
// value here and the relevant sockets will be bound to that IP. This can be used to ensure that
|
||
// the IP you desire is the one used in the server browser.
|
||
// - usGamePort is the port that clients will connect to for gameplay. You will usually open up your
|
||
// own socket bound to this port.
|
||
// - usQueryPort is the port that will manage server browser related duties and info
|
||
// pings from clients. If you pass STEAMGAMESERVER_QUERY_PORT_SHARED for usQueryPort, then it
|
||
// will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving
|
||
// UDP packets for the master server updater. (See ISteamGameServer::HandleIncomingPacket and
|
||
// ISteamGameServer::GetNextOutgoingPacket.)
|
||
// - The version string should be 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 steam_bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
|
||
#endif
|
||
S_API steam_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();
|
||
|
||
// Most Steam API functions allocate some amount of thread-local memory for
|
||
// parameter storage. Calling SteamGameServer_ReleaseCurrentThreadMemory()
|
||
// will free all API-related memory associated with the calling thread.
|
||
// This memory is released automatically by SteamGameServer_RunCallbacks(),
|
||
// so single-threaded servers do not need to explicitly call this function.
|
||
inline void SteamGameServer_ReleaseCurrentThreadMemory();
|
||
|
||
S_API steam_bool SteamGameServer_BSecure();
|
||
S_API uint64 SteamGameServer_GetSteamID();
|
||
|
||
// Older SDKs exported this global pointer, but it is no longer supported.
|
||
// You should use SteamGameServerClient() or CSteamGameServerAPIContext to
|
||
// safely access the ISteamClient APIs from your game server application.
|
||
//S_API ISteamClient *g_pSteamClientGameServer;
|
||
|
||
// SteamGameServer_InitSafe has been replaced with SteamGameServer_Init and
|
||
// is no longer supported. Use SteamGameServer_Init instead.
|
||
//S_API void S_CALLTYPE SteamGameServer_InitSafe();
|
||
|
||
//=============================================================================
|
||
//
|
||
// Internal implementation details below
|
||
//
|
||
//=============================================================================
|
||
|
||
#ifndef STEAM_API_EXPORTS
|
||
// This function must be declared inline in the header so the module using steam_api.dll gets the version names they want.
|
||
inline bool CSteamGameServerAPIContext::Init()
|
||
{
|
||
m_pSteamClient = ::SteamGameServerClient();
|
||
if ( !m_pSteamClient )
|
||
return false;
|
||
|
||
m_pSteamGameServer = ::SteamGameServer();
|
||
m_pSteamGameServerUtils = ::SteamGameServerUtils();
|
||
m_pSteamGameServerNetworking = ::SteamGameServerNetworking();
|
||
m_pSteamGameServerStats = ::SteamGameServerStats();
|
||
m_pSteamHTTP = ::SteamGameServerHTTP();
|
||
m_pSteamInventory = ::SteamGameServerInventory();
|
||
m_pSteamUGC = ::SteamGameServerUGC();
|
||
m_pSteamApps = ::SteamGameServerApps();
|
||
if ( !m_pSteamGameServer || !m_pSteamGameServerUtils || !m_pSteamGameServerNetworking || !m_pSteamGameServerStats
|
||
|| !m_pSteamHTTP || !m_pSteamInventory || !m_pSteamUGC || !m_pSteamApps )
|
||
return false;
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
|
||
{
|
||
if ( !SteamInternal_GameServer_Init( unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString ) )
|
||
return false;
|
||
|
||
return true;
|
||
}
|
||
inline void SteamGameServer_ReleaseCurrentThreadMemory()
|
||
{
|
||
SteamAPI_ReleaseCurrentThreadMemory();
|
||
}
|
||
#endif
|
||
|
||
#endif // STEAM_GAMESERVER_H
|