Proton/lsteamclient/steamworks_sdk_124/steam_gameserver.h

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2018-01-18 19:24:05 +03:00
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef STEAM_GAMESERVER_H
#define STEAM_GAMESERVER_H
#ifdef _WIN32
#pragma once
#endif
#include "steam_api.h"
#include "isteamgameserver.h"
#include "isteamgameserverstats.h"
enum EServerMode
{
eServerModeInvalid = 0, // DO NOT USE
eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
};
// Initialize ISteamGameServer interface object, and set server properties which may not be changed.
//
// After calling this function, you should set any additional server parameters, and then
// call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn()
//
// - usSteamPort is the local port used to communicate with the steam servers.
// - usGamePort is the port that clients will connect to for gameplay.
// - usQueryPort is the port that will manage server browser related duties and info
// pings from clients. If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it
// will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving
// UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h.
// - The version string is usually in the form x.x.x.x, and is used by the master server to detect when the
// server is out of date. (Only servers with the latest version will be listed.)
#ifndef _PS3
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
S_API bool SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
#else
S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
#endif
#else
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
S_API bool SteamGameServer_InitSafe( const SteamPS3Params_t *ps3Params, uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
#else
S_API bool SteamGameServer_Init( const SteamPS3Params_t *ps3Params, uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
#endif
#endif
#ifndef VERSION_SAFE_STEAM_API_INTERFACES
S_API ISteamGameServer *SteamGameServer();
S_API ISteamUtils *SteamGameServerUtils();
S_API ISteamNetworking *SteamGameServerNetworking();
S_API ISteamGameServerStats *SteamGameServerStats();
S_API ISteamHTTP *SteamGameServerHTTP();
#endif
S_API void SteamGameServer_Shutdown();
S_API void SteamGameServer_RunCallbacks();
S_API bool SteamGameServer_BSecure();
S_API uint64 SteamGameServer_GetSteamID();
#define STEAM_GAMESERVER_CALLBACK( thisclass, func, param, var ) CCallback< thisclass, param, true > var; void func( param *pParam )
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// steamclient.dll private wrapper functions
//
// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
S_API HSteamPipe SteamGameServer_GetHSteamPipe();
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that
// lets them each specify the interface versions they are compiled with.
//
// It's important that these stay inlined in the header so the calling module specifies the interface versions
// for whatever Steam API version it has.
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
S_API HSteamUser SteamGameServer_GetHSteamUser();
class CSteamGameServerAPIContext
{
public:
CSteamGameServerAPIContext();
void Clear();
bool Init();
ISteamGameServer *SteamGameServer() { return m_pSteamGameServer; }
ISteamUtils *SteamGameServerUtils() { return m_pSteamGameServerUtils; }
ISteamNetworking *SteamGameServerNetworking() { return m_pSteamGameServerNetworking; }
ISteamGameServerStats *SteamGameServerStats() { return m_pSteamGameServerStats; }
ISteamHTTP *SteamHTTP() { return m_pSteamHTTP; }
private:
ISteamGameServer *m_pSteamGameServer;
ISteamUtils *m_pSteamGameServerUtils;
ISteamNetworking *m_pSteamGameServerNetworking;
ISteamGameServerStats *m_pSteamGameServerStats;
ISteamHTTP *m_pSteamHTTP;
};
inline CSteamGameServerAPIContext::CSteamGameServerAPIContext()
{
Clear();
}
inline void CSteamGameServerAPIContext::Clear()
{
m_pSteamGameServer = NULL;
m_pSteamGameServerUtils = NULL;
m_pSteamGameServerNetworking = NULL;
m_pSteamGameServerStats = NULL;
m_pSteamHTTP = NULL;
}
S_API ISteamClient *g_pSteamClientGameServer;
// This function must be inlined so the module using steam_api.dll gets the version names they want.
inline bool CSteamGameServerAPIContext::Init()
{
if ( !g_pSteamClientGameServer )
return false;
HSteamUser hSteamUser = SteamGameServer_GetHSteamUser();
HSteamPipe hSteamPipe = SteamGameServer_GetHSteamPipe();
m_pSteamGameServer = g_pSteamClientGameServer->GetISteamGameServer( hSteamUser, hSteamPipe, STEAMGAMESERVER_INTERFACE_VERSION );
if ( !m_pSteamGameServer )
return false;
m_pSteamGameServerUtils = g_pSteamClientGameServer->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION );
if ( !m_pSteamGameServerUtils )
return false;
m_pSteamGameServerNetworking = g_pSteamClientGameServer->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION );
if ( !m_pSteamGameServerNetworking )
return false;
m_pSteamGameServerStats = g_pSteamClientGameServer->GetISteamGameServerStats( hSteamUser, hSteamPipe, STEAMGAMESERVERSTATS_INTERFACE_VERSION );
if ( !m_pSteamGameServerStats )
return false;
m_pSteamHTTP = g_pSteamClientGameServer->GetISteamHTTP( hSteamUser, hSteamPipe, STEAMHTTP_INTERFACE_VERSION );
if ( !m_pSteamGameServerStats )
return false;
return true;
}
#endif // VERSION_SAFE_STEAM_API_INTERFACES
#endif // STEAM_GAMESERVER_H