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Update to sdk 1.51
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25 changed files with 1002 additions and 151 deletions
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@ -28,6 +28,12 @@ enum EServerMode
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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. In this case, Steam will not open up a socket to handle server browser queries,
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/// and you must use ISteamGameServer::HandleIncomingPacket and ISteamGameServer::GetNextOutgoingPacket
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/// to handle packets related to server discovery on your socket.
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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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@ -39,12 +45,16 @@ enum EServerMode
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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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// - usGamePort is the port that clients will connect to for gameplay.
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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 MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE 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 references to GameSocketShare in isteamgameserver.h.
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// - The version string is usually in the form x.x.x.x, and is used by the master server to detect when the
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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 bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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