diff --git a/Facepunch.Steamworks/SteamServer.cs b/Facepunch.Steamworks/SteamServer.cs index 0270256..20d70c1 100644 --- a/Facepunch.Steamworks/SteamServer.cs +++ b/Facepunch.Steamworks/SteamServer.cs @@ -69,9 +69,6 @@ namespace Steamworks uint ipaddress = 0; // Any Port - if ( init.SteamPort == 0 ) - init = init.WithRandomSteamPort(); - if ( init.IpAddress != null ) ipaddress = Utility.IpToInt32( init.IpAddress ); @@ -82,9 +79,9 @@ namespace Steamworks // // Get other interfaces // - if ( !SteamInternal.GameServer_Init( ipaddress, init.SteamPort, init.GamePort, init.QueryPort, secure, init.VersionString ) ) + if ( !SteamInternal.GameServer_Init( ipaddress, 0, init.GamePort, init.QueryPort, secure, init.VersionString ) ) { - throw new System.Exception( $"InitGameServer returned false ({ipaddress},{init.SteamPort},{init.GamePort},{init.QueryPort},{secure},\"{init.VersionString}\")" ); + throw new System.Exception( $"InitGameServer returned false ({ipaddress},{0},{init.GamePort},{init.QueryPort},{secure},\"{init.VersionString}\")" ); } // diff --git a/Facepunch.Steamworks/Structs/ServerInit.cs b/Facepunch.Steamworks/Structs/ServerInit.cs index 02e3604..962215e 100644 --- a/Facepunch.Steamworks/Structs/ServerInit.cs +++ b/Facepunch.Steamworks/Structs/ServerInit.cs @@ -14,7 +14,6 @@ namespace Steamworks public struct SteamServerInit { public IPAddress IpAddress; - public ushort SteamPort; public ushort GamePort; public ushort QueryPort; public bool Secure; @@ -52,18 +51,8 @@ namespace Steamworks Secure = true; VersionString = "1.0.0.0"; IpAddress = null; - SteamPort = 0; } - /// - /// Set the Steam quert port - /// - public SteamServerInit WithRandomSteamPort() - { - SteamPort = (ushort)new Random().Next( 10000, 60000 ); - return this; - } - /// /// If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE into usQueryPort, then it causes the game server API to use /// "GameSocketShare" mode, which means that the game is responsible for sending and receiving UDP packets for the master