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46 lines
1.9 KiB
C
46 lines
1.9 KiB
C
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef STEAM_GAMESERVER_H
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#define STEAM_GAMESERVER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "steam_api.h"
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#include "isteamgameserver.h"
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#include "isteammasterserverupdater.h"
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enum EServerMode
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{
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eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
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eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
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eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
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};
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// Note: if you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it will use "GameSocketShare" mode,
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// which means that the game is responsible for sending and receiving UDP packets for the master
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// server updater. See references to GameSocketShare in isteammasterserverupdater.h.
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//
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// Pass 0 for usGamePort or usSpectatorPort if you're not using that. Then, the master server updater will report
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// what's running based on that.
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S_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, int nGameAppId, const char *pchGameDir, const char *pchVersionString );
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S_API void SteamGameServer_Shutdown();
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S_API void SteamGameServer_RunCallbacks();
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S_API bool SteamGameServer_BSecure();
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S_API uint64 SteamGameServer_GetSteamID();
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S_API ISteamGameServer *SteamGameServer();
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S_API ISteamUtils *SteamGameServerUtils();
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S_API ISteamMasterServerUpdater *SteamMasterServerUpdater();
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S_API ISteamNetworking *SteamGameServerNetworking();
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#define STEAM_GAMESERVER_CALLBACK( thisclass, func, param, var ) CCallback< thisclass, param, true > var; void func( param *pParam )
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#endif // STEAM_GAMESERVER_H
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