All interface versions from sdk 1.0 and up are now supported.

This commit is contained in:
Mr_Goldberg 2022-07-31 15:49:45 -04:00
parent d076d12c6e
commit d3e8a701dd
No known key found for this signature in database
GPG key ID: 8597D87419DEF278
19 changed files with 1130 additions and 15 deletions

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@ -285,7 +285,7 @@ void Steam_GameServer::ClearAllKeyValues()
/// Call this to add/update a key/value pair.
void Steam_GameServer::SetKeyValue( const char *pKey, const char *pValue )
{
PRINT_DEBUG("SetKeyValue\n");
PRINT_DEBUG("SetKeyValue %s %s\n", pKey, pValue);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
(*server_data.mutable_values())[std::string(pKey)] = std::string(pValue);
}
@ -347,6 +347,10 @@ bool Steam_GameServer::SendUserConnectAndAuthenticate( uint32 unIPClient, const
return ticket_manager->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser);
}
void Steam_GameServer::SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize )
{
SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, NULL);
}
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
//
@ -380,7 +384,7 @@ void Steam_GameServer::SendUserDisconnect( CSteamID steamIDUser )
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
bool Steam_GameServer::BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore )
{
PRINT_DEBUG("BUpdateUserData\n");
PRINT_DEBUG("BUpdateUserData %llu %s %u\n", steamIDUser.ConvertToUint64(), pchPlayerName, uScore);
return true;
}
@ -420,6 +424,12 @@ bool Steam_GameServer::BSetServerType( uint32 unServerFlags, uint32 unGameIP, ui
return true;
}
bool Steam_GameServer::BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode )
{
return BSetServerType(unServerFlags, unGameIP, unGamePort, unSpectatorPort, usQueryPort, pchGameDir, pchVersion, bLANMode);
}
// Updates server status values which shows up in the server browser and matchmaking APIs
void Steam_GameServer::UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
const char *pchServerName, const char *pSpectatorServerName,