Server variables

This commit is contained in:
Garry Newman 2016-10-03 16:56:31 +01:00
parent c3a1bf0bcf
commit f187083a44
2 changed files with 116 additions and 12 deletions

View File

@ -14,7 +14,7 @@ public class Server
[TestMethod]
public void Init()
{
using ( var server = new Facepunch.Steamworks.Server( 252490, 30000, 30001, 30002, 30003, false, "VersionString" ) )
using ( var server = new Facepunch.Steamworks.Server( 252490, 30001, 30002, 30003, false, "VersionString" ) )
{
Assert.IsTrue( server.Valid );
}
@ -25,12 +25,17 @@ public void AuthCallback()
{
using ( var client = new Facepunch.Steamworks.Client( 252490 ) )
{
using ( var server = new Facepunch.Steamworks.Server( 252490, 0, 30001, 30002, 30003, true, "VersionString" ) )
{
Assert.IsTrue( client.Valid );
Assert.IsTrue( client.Valid );
var ticket = client.Auth.GetAuthSessionTicket();
var ticketBinary = ticket.Data;
using ( var server = new Facepunch.Steamworks.Server( 252490, 30001, 30002, 30003, true, "VersionString" ) )
{
server.LogOnAnonymous();
var ticket = client.Auth.GetAuthSessionTicket();
var ticketBinary = ticket.Data;
Assert.IsTrue( server.Valid );

View File

@ -100,9 +100,9 @@ public enum MessageType : int
/// </summary>
public Action<MessageType, string> OnMessage;
public Server( uint appId, uint IpAddress, ushort SteamPort, ushort GamePort, ushort QueryPort, bool Secure, string VersionString )
public Server( uint appId, uint IpAddress, ushort GamePort, ushort QueryPort, bool Secure, string VersionString )
{
Valve.Interop.NativeEntrypoints.Extended.SteamInternal_GameServer_Init( IpAddress, SteamPort, GamePort, QueryPort, Secure ? 3 : 2, VersionString );
Valve.Interop.NativeEntrypoints.Extended.SteamInternal_GameServer_Init( IpAddress, 0, GamePort, QueryPort, Secure ? 3 : 2, VersionString );
native = new Internal();
@ -132,10 +132,6 @@ public Server( uint appId, uint IpAddress, ushort SteamPort, ushort GamePort, us
//
// Initial settings
//
native.gameServer.SetModDir( "rust" );
native.gameServer.SetProduct( "rust" );
native.gameServer.SetGameDescription( "rust" );
native.gameServer.LogOnAnonymous();
native.gameServer.EnableHeartbeats( true );
MaxPlayers = 32;
BotCount = 0;
@ -147,6 +143,14 @@ public Server( uint appId, uint IpAddress, ushort SteamPort, ushort GamePort, us
Update();
}
/// <summary>
/// Initialize a server - query port will use the same as GamePort (MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE)
/// </summary>
public Server( uint appId, uint IpAddress, ushort GamePort, bool Secure, string VersionString ) : this( appId, IpAddress, GamePort, 0xFFFF, Secure, VersionString )
{
}
public void Dispose()
{
if ( native != null)
@ -253,5 +257,100 @@ public string MapName
set { if ( _mapname == value ) return; native.gameServer.SetMapName( value ); _mapname = value; }
}
private string _mapname;
/// <summary>
/// Gets or sets the current ModDir
/// </summary>
public string ModDir
{
get { return _modDir; }
set { if ( _modDir == value ) return; native.gameServer.SetModDir( value ); _modDir = value; }
}
private string _modDir = "";
/// <summary>
/// Gets or sets the current Product
/// </summary>
public string Product
{
get { return _product; }
set { if ( _product == value ) return; native.gameServer.SetProduct( value ); _product = value; }
}
private string _product = "";
/// <summary>
/// Gets or sets the current Product
/// </summary>
public string GameDescription
{
get { return _gameDescription; }
set { if ( _gameDescription == value ) return; native.gameServer.SetGameDescription( value ); _gameDescription = value; }
}
private string _gameDescription = "";
/// <summary>
/// Gets or sets the current ServerName
/// </summary>
public string ServerName
{
get { return _serverName; }
set { if ( _serverName == value ) return; native.gameServer.SetServerName( value ); _serverName = value; }
}
private string _serverName = "";
/// <summary>
/// Gets or sets the current Passworded
/// </summary>
public bool Passworded
{
get { return _passworded; }
set { if ( _passworded == value ) return; native.gameServer.SetPasswordProtected( value ); _passworded = value; }
}
private bool _passworded;
/// <summary>
/// Gets or sets the current GameTags
/// </summary>
public string GameTags
{
get { return _gametags; }
set { if ( _gametags == value ) return; native.gameServer.SetGameTags( value ); _gametags = value; }
}
private string _gametags = "";
/// <summary>
/// Log onto Steam anonymously
/// </summary>
public void LogOnAnonymous()
{
native.gameServer.LogOnAnonymous();
}
Dictionary<string, string> KeyValue = new Dictionary<string, string>();
/// <summary>
/// Sets a Key Value
/// </summary>
public void SetKey( string Key, string Value )
{
if ( KeyValue.ContainsKey( Key ) )
{
if ( KeyValue[Key] == Value )
return;
KeyValue[Key] = Value;
}
else
{
KeyValue.Add( Key, Value );
}
native.gameServer.SetKeyValue( Key, Value );
}
public void UpdatePlayer( ulong steamid, string name, int score )
{
native.gameServer.BUpdateUserData( steamid, name, (uint) score );
}
}
}