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# 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
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virtual uint32 GetPublicIP_old ( ) = 0 ;
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// 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