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SDK 1.52
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parent
19dc4f468a
commit
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32 changed files with 2416 additions and 257 deletions
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@ -91,14 +91,23 @@ public:
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/// Set name of map to report in the server browser
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///
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/// @see k_cbMaxGameServerName
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/// @see k_cbMaxGameServerMapName
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virtual void SetMapName( const char *pszMapName ) = 0;
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/// Let people know if your server will require a password
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virtual void SetPasswordProtected( bool bPasswordProtected ) = 0;
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/// Spectator server. The default value is zero, meaning the service
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/// is not used.
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/// Spectator server port to advertise. The default value is zero, meaning the
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/// service is not used. If your server receives any info requests on the LAN,
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/// this is the value that will be placed into the reply for such local queries.
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///
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/// This is also the value that will be advertised by the master server.
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/// The only exception is if your server is using a FakeIP. Then then the second
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/// fake port number (index 1) assigned to your server will be listed on the master
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/// server as the spectator port, if you set this value to any nonzero value.
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///
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/// This function merely controls the values that are advertised -- it's up to you to
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/// configure the server to actually listen on this port and handle any spectator traffic
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virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0;
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/// Name of the spectator server. (Only used if spectator port is nonzero.)
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@ -120,8 +129,6 @@ public:
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/// Sets a string defining the "gamedata" 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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/// don't set this unless it actually changes, its only uploaded to the master once (when
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/// acknowledged)
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///
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/// @see k_cbMaxGameServerGameData
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virtual void SetGameData( const char *pchGameData ) = 0;
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@ -129,42 +136,20 @@ public:
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/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
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virtual void SetRegion( const char *pszRegion ) = 0;
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/// Indicate whether you wish to be listed on the master server list
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/// and/or respond to server browser / LAN discovery packets.
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/// The server starts with this value set to false. You should set all
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/// relevant server parameters before enabling advertisement on the server.
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///
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/// (This function used to be named EnableHeartbeats, so if you are wondering
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/// where that function went, it's right here. It does the same thing as before,
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/// the old name was just confusing.)
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virtual void SetAdvertiseServerActive( bool bActive ) = 0;
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//
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// Player list management / authentication
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// Player list management / authentication.
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//
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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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// New auth system APIs - do not mix with the old auth system APIs.
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// ----------------------------------------------------------------
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// Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
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// pcbTicket retrieves the length of the actual ticket.
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virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
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@ -199,13 +184,10 @@ public:
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// connect to
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virtual SteamIPAddress_t GetPublicIP() = 0;
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// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
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// socket to talk to the master server on, it lets the game use its socket to forward messages
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// back and forth. This prevents us from requiring server ops to open up yet another port
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// in their firewalls.
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//
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// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
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// Server browser related query packet processing for shared socket mode. These are used
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// when you pass STEAMGAMESERVER_QUERY_PORT_SHARED as the query port to SteamGameServer_Init.
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// IP address and port are in host order, i.e 127.0.0.1 == 0x7f000001
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// These are used when you've elected to multiplex the game server's UDP socket
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// rather than having the master server updater use its own sockets.
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//
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@ -223,21 +205,9 @@ public:
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virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
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//
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// Control heartbeats / advertisement with master server
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// Server clan association
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//
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// Call this as often as you like to tell the master server updater whether or not
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// you want it to be active (default: off).
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virtual void EnableHeartbeats( bool bActive ) = 0;
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// You usually don't need to modify this.
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// Pass -1 to use the default value for iHeartbeatInterval.
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// Some mods change this.
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virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
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// Force a heartbeat to steam at the next opportunity
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virtual void ForceHeartbeat() = 0;
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// associate this game server with this clan for the purposes of computing player compat
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STEAM_CALL_RESULT( AssociateWithClanResult_t )
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virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0;
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@ -246,9 +216,57 @@ public:
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STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
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virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 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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//
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// DEPRECATED! This function will be removed from the SDK in an upcoming version.
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// Please migrate to BeginAuthSession and related functions.
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//virtual bool SendUserConnectAndAuthenticate_DEPRECATED( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
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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 EndAuthSession()
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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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//
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// DEPRECATED! This function will be removed from the SDK in an upcoming version.
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// Please migrate to BeginAuthSession and related functions.
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//virtual void SendUserDisconnect_DEPRECATED( CSteamID steamIDUser ) = 0;
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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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// Deprecated functions. These will be removed in a future version of the SDK.
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// If you really need these, please contact us and help us understand what you are
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// using them for.
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STEAM_PRIVATE_API(
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virtual void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval ) = 0;
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virtual void ForceMasterServerHeartbeat_DEPRECATED() = 0;
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)
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};
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#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer013"
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#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer014"
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#ifndef STEAM_API_EXPORTS
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// Global accessor
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