mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2025-12-06 12:14:54 +01:00
All interface versions from sdk 1.0 and up are now supported.
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parent
d076d12c6e
commit
d3e8a701dd
19 changed files with 1130 additions and 15 deletions
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@ -285,7 +285,7 @@ void Steam_GameServer::ClearAllKeyValues()
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/// Call this to add/update a key/value pair.
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void Steam_GameServer::SetKeyValue( const char *pKey, const char *pValue )
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{
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PRINT_DEBUG("SetKeyValue\n");
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PRINT_DEBUG("SetKeyValue %s %s\n", pKey, pValue);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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(*server_data.mutable_values())[std::string(pKey)] = std::string(pValue);
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}
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@ -347,6 +347,10 @@ bool Steam_GameServer::SendUserConnectAndAuthenticate( uint32 unIPClient, const
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return ticket_manager->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser);
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}
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void Steam_GameServer::SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize )
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{
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SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, NULL);
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}
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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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@ -380,7 +384,7 @@ void Steam_GameServer::SendUserDisconnect( CSteamID steamIDUser )
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// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
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bool Steam_GameServer::BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore )
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{
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PRINT_DEBUG("BUpdateUserData\n");
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PRINT_DEBUG("BUpdateUserData %llu %s %u\n", steamIDUser.ConvertToUint64(), pchPlayerName, uScore);
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return true;
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}
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@ -420,6 +424,12 @@ bool Steam_GameServer::BSetServerType( uint32 unServerFlags, uint32 unGameIP, ui
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return true;
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}
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bool Steam_GameServer::BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
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uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode )
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{
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return BSetServerType(unServerFlags, unGameIP, unGamePort, unSpectatorPort, usQueryPort, pchGameDir, pchVersion, bLANMode);
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}
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// Updates server status values which shows up in the server browser and matchmaking APIs
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void Steam_GameServer::UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
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const char *pchServerName, const char *pSpectatorServerName,
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