Proton/lsteamclient/steamworks_sdk_099w/isteamgameserver.h
Andrew Eikum 9ddc3052b6 lsteamclient: Synthesize SDK version 0.99w
For SteamUser006.
2019-02-14 08:32:39 -06:00

111 lines
4.7 KiB
C++

//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to steam for game servers
//
//=============================================================================
#ifndef ISTEAMGAMESERVER_H
#define ISTEAMGAMESERVER_H
#ifdef _WIN32
#pragma once
#endif
#include "isteamclient.h"
//-----------------------------------------------------------------------------
// Purpose: Functions for authenticating users via Steam to play on a game server
//-----------------------------------------------------------------------------
class ISteamGameServer
{
public:
virtual void LogOn() = 0;
virtual void LogOff() = 0;
virtual bool BLoggedOn() = 0;
virtual void GSSetSpawnCount( uint32 ucSpawn ) = 0;
virtual bool GSGetSteam2GetEncryptionKeyToSendToNewClient( void *pvEncryptionKey, uint32 *pcbEncryptionKey, uint32 cbMaxEncryptionKey ) = 0;
virtual bool GSSendSteam2UserConnect( uint32 unUserID, const void *pvRawKey, uint32 unKeyLen, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie ) = 0;
virtual bool GSSendSteam3UserConnect( CSteamID steamID, uint32 unIPPublic, const void *pvCookie, uint32 cubCookie ) = 0;
virtual bool GSRemoveUserConnect( uint32 unUserID ) = 0;
virtual bool GSSendUserDisconnect( CSteamID steamID, uint32 unUserID ) = 0;
virtual bool GSSendUserStatusResponse( CSteamID steamID, int nSecondsConnected, int nSecondsSinceLast ) = 0;
virtual bool Obsolete_GSSetStatus( int32 nAppIdServed, uint32 unServerFlags, int cPlayers, int cPlayersMax, int cBotPlayers, int unGamePort, const char *pchServerName, const char *pchGameDir, const char *pchMapName, const char *pchVersion ) = 0;
virtual bool GSUpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pchMapName ) = 0;
virtual bool BSecure() = 0;
virtual CSteamID GetSteamID() = 0;
virtual bool GSSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint32 unGamePort, const char *pchGameDir, const char *pchVersion ) = 0;
virtual bool GSSetServerType2( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
virtual bool GSUpdateStatus2( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName ) = 0;
virtual bool GSCreateUnauthenticatedUser( CSteamID *pSteamID ) = 0;
virtual bool GSSetUserData( CSteamID steamID, const char *pPlayerName, uint32 nFrags ) = 0;
virtual void GSUpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
virtual void GSSetGameType( const char *pchType ) = 0;
};
#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer002"
// game server flags
const uint32 k_unServerFlagNone = 0x00;
const uint32 k_unServerFlagActive = 0x01; // server has users playing
const uint32 k_unServerFlagSecure = 0x02; // server wants to be secure
const uint32 k_unServerFlagDedicated = 0x04; // server is dedicated
const uint32 k_unServerFlagLinux = 0x08; // linux build
const uint32 k_unServerFlagPassworded = 0x10; // password protected
const uint32 k_unServerFlagPrivate = 0x20; // server shouldn't list on master server and
// won't enforce authentication of users that connect to the server.
// Useful when you run a server where the clients may not
// be connected to the internet but you want them to play (i.e LANs)
// callbacks
// client has been approved to connect to this game server
struct GSClientApprove_t
{
enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
CSteamID m_SteamID;
};
// client has been denied to connection to this game server
struct GSClientDeny_t
{
enum { k_iCallback = k_iSteamGameServerCallbacks + 2 };
CSteamID m_SteamID;
EDenyReason m_eDenyReason;
char m_rgchOptionalText[128];
};
// request the game server should kick the user
struct GSClientKick_t
{
enum { k_iCallback = k_iSteamGameServerCallbacks + 3 };
CSteamID m_SteamID;
EDenyReason m_eDenyReason;
};
// NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks,
// do not reuse them here.
// client achievement info
struct GSClientAchievementStatus_t
{
enum { k_iCallback = k_iSteamGameServerCallbacks + 6 };
uint64 m_SteamID;
char m_pchAchievement[128];
bool m_bUnlocked;
};
// received when the game server requests to be displayed as secure (VAC protected)
// m_bSecure is true if the game server should display itself as secure to users, false otherwise
struct GSPolicyResponse_t
{
enum { k_iCallback = k_iSteamUserCallbacks + 15 };
uint8 m_bSecure;
};
#endif // ISTEAMGAMESERVER_H