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-//====== Copyright (c) 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"
-
-#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
-
-//-----------------------------------------------------------------------------
-// Purpose: Functions for authenticating users via Steam to play on a game server
-//-----------------------------------------------------------------------------
-class ISteamGameServer
-{
-public:
-
-//
-// Basic server data. These properties, if set, must be set before before calling LogOn. They
-// may not be changed after logged in.
-//
-
- /// This is called by SteamGameServer_Init, and you will usually not need to call it directly
- virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0;
-
- /// Game product identifier. This is currently used by the master server for version checking purposes.
- /// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
- virtual void SetProduct( const char *pszProduct ) = 0;
-
- /// Description of the game. This is a required field and is displayed in the steam server browser....for now.
- /// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
- virtual void SetGameDescription( const char *pszGameDescription ) = 0;
-
- /// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
- /// this application is the original game, not a mod.
- ///
- /// @see k_cbMaxGameServerGameDir
- virtual void SetModDir( const char *pszModDir ) = 0;
-
- /// Is this is a dedicated server? The default value is false.
- virtual void SetDedicatedServer( bool bDedicated ) = 0;
-
-//
-// Login
-//
-
- /// Begin process to login to a persistent game server account
- ///
- /// You need to register for callbacks to determine the result of this operation.
- /// @see SteamServersConnected_t
- /// @see SteamServerConnectFailure_t
- /// @see SteamServersDisconnected_t
- virtual void LogOn( const char *pszToken ) = 0;
-
- /// Login to a generic, anonymous account.
- ///
- /// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,
- /// but this is no longer the case.
- virtual void LogOnAnonymous() = 0;
-
- /// Begin process of logging game server out of steam
- virtual void LogOff() = 0;
-
- // status functions
- virtual bool BLoggedOn() = 0;
- virtual bool BSecure() = 0;
- virtual CSteamID GetSteamID() = 0;
-
- /// Returns true if the master server has requested a restart.
- /// Only returns true once per request.
- virtual bool WasRestartRequested() = 0;
-
-//
-// Server state. These properties may be changed at any time.
-//
-
- /// Max player count that will be reported to server browser and client queries
- virtual void SetMaxPlayerCount( int cPlayersMax ) = 0;
-
- /// Number of bots. Default value is zero
- virtual void SetBotPlayerCount( int cBotplayers ) = 0;
-
- /// Set the name of server as it will appear in the server browser
- ///
- /// @see k_cbMaxGameServerName
- virtual void SetServerName( const char *pszServerName ) = 0;
-
- /// Set name of map to report in the server browser
- ///
- /// @see k_cbMaxGameServerName
- virtual void SetMapName( const char *pszMapName ) = 0;
-
- /// Let people know if your server will require a password
- virtual void SetPasswordProtected( bool bPasswordProtected ) = 0;
-
- /// Spectator server. The default value is zero, meaning the service
- /// is not used.
- virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0;
-
- /// Name of the spectator server. (Only used if spectator port is nonzero.)
- ///
- /// @see k_cbMaxGameServerMapName
- virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0;
-
- /// Call this to clear the whole list of key/values that are sent in rules queries.
- virtual void ClearAllKeyValues() = 0;
-
- /// Call this to add/update a key/value pair.
- virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0;
-
- /// Sets a string defining the "gametags" for this server, this is optional, but if it is set
- /// it allows users to filter in the matchmaking/server-browser interfaces based on the value
- ///
- /// @see k_cbMaxGameServerTags
- virtual void SetGameTags( const char *pchGameTags ) = 0;
-
- /// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
- /// it allows users to filter in the matchmaking/server-browser interfaces based on the value
- /// don't set this unless it actually changes, its only uploaded to the master once (when
- /// acknowledged)
- ///
- /// @see k_cbMaxGameServerGameData
- virtual void SetGameData( const char *pchGameData ) = 0;
-
- /// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
- virtual void SetRegion( const char *pszRegion ) = 0;
-
-//
-// Player list management / authentication
-//
-
- // Handles receiving a new connection from a Steam user. This call will ask the Steam
- // servers to validate the users identity, app ownership, and VAC status. If the Steam servers
- // are off-line, then it will validate the cached ticket itself which will validate app ownership
- // and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
- // and must then be sent up to the game server for authentication.
- //
- // Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
- // If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
- // for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
- virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
-
- // Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
- //
- // Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
- // when this user leaves the server just like you would for a real user.
- virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
-
- // Should be called whenever a user leaves our game server, this lets Steam internally
- // track which users are currently on which servers for the purposes of preventing a single
- // account being logged into multiple servers, showing who is currently on a server, etc.
- virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
-
- // Update the data to be displayed in the server browser and matchmaking interfaces for a user
- // currently connected to the server. For regular users you must call this after you receive a
- // GSUserValidationSuccess callback.
- //
- // Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
- virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
-
- // New auth system APIs - do not mix with the old auth system APIs.
- // ----------------------------------------------------------------
-
- // Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
- // pcbTicket retrieves the length of the actual ticket.
- virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
-
- // Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused
- // Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
- virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0;
-
- // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
- virtual void EndAuthSession( CSteamID steamID ) = 0;
-
- // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
- virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0;
-
- // After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function
- // to determine if the user owns downloadable content specified by the provided AppID.
- virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
-
- // Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
- // returns false if we're not connected to the steam servers and thus cannot ask
- virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0;
-
-
- // these two functions s are deprecated, and will not return results
- // they will be removed in a future version of the SDK
- virtual void GetGameplayStats( ) = 0;
- CALL_RESULT( GSReputation_t )
- virtual SteamAPICall_t GetServerReputation() = 0;
-
- // Returns the public IP of the server according to Steam, useful when the server is
- // behind NAT and you want to advertise its IP in a lobby for other clients to directly
- // connect to
- virtual uint32 GetPublicIP() = 0;
-
-// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
-// socket to talk to the master server on, it lets the game use its socket to forward messages
-// back and forth. This prevents us from requiring server ops to open up yet another port
-// in their firewalls.
-//
-// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
-
- // These are used when you've elected to multiplex the game server's UDP socket
- // rather than having the master server updater use its own sockets.
- //
- // Source games use this to simplify the job of the server admins, so they
- // don't have to open up more ports on their firewalls.
-
- // Call this when a packet that starts with 0xFFFFFFFF comes in. That means
- // it's for us.
- virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
-
- // AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
- // This gets a packet that the master server updater needs to send out on UDP.
- // It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
- // Call this each frame until it returns 0.
- virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
-
-//
-// Control heartbeats / advertisement with master server
-//
-
- // Call this as often as you like to tell the master server updater whether or not
- // you want it to be active (default: off).
- virtual void EnableHeartbeats( bool bActive ) = 0;
-
- // You usually don't need to modify this.
- // Pass -1 to use the default value for iHeartbeatInterval.
- // Some mods change this.
- virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
-
- // Force a heartbeat to steam at the next opportunity
- virtual void ForceHeartbeat() = 0;
-
- // associate this game server with this clan for the purposes of computing player compat
- CALL_RESULT( AssociateWithClanResult_t )
- virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0;
-
- // ask if any of the current players dont want to play with this new player - or vice versa
- CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
- virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0;
-
-};
-
-#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer012"
-
-// 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
-#if defined( VALVE_CALLBACK_PACK_SMALL )
-#pragma pack( push, 4 )
-#elif defined( VALVE_CALLBACK_PACK_LARGE )
-#pragma pack( push, 8 )
-#else
-#error isteamclient.h must be included
-#endif
-
-
-// client has been approved to connect to this game server
-struct GSClientApprove_t
-{
- enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
- CSteamID m_SteamID; // SteamID of approved player
- CSteamID m_OwnerSteamID; // SteamID of original owner for game license
-};
-
-
-// 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;
-};
-
-// GS gameplay stats info
-struct GSGameplayStats_t
-{
- enum { k_iCallback = k_iSteamGameServerCallbacks + 7 };
- EResult m_eResult; // Result of the call
- int32 m_nRank; // Overall rank of the server (0-based)
- uint32 m_unTotalConnects; // Total number of clients who have ever connected to the server
- uint32 m_unTotalMinutesPlayed; // Total number of minutes ever played on the server
-};
-
-// send as a reply to RequestUserGroupStatus()
-struct GSClientGroupStatus_t
-{
- enum { k_iCallback = k_iSteamGameServerCallbacks + 8 };
- CSteamID m_SteamIDUser;
- CSteamID m_SteamIDGroup;
- bool m_bMember;
- bool m_bOfficer;
-};
-
-// Sent as a reply to GetServerReputation()
-struct GSReputation_t
-{
- enum { k_iCallback = k_iSteamGameServerCallbacks + 9 };
- EResult m_eResult; // Result of the call;
- uint32 m_unReputationScore; // The reputation score for the game server
- bool m_bBanned; // True if the server is banned from the Steam
- // master servers
-
- // The following members are only filled out if m_bBanned is true. They will all
- // be set to zero otherwise. Master server bans are by IP so it is possible to be
- // banned even when the score is good high if there is a bad server on another port.
- // This information can be used to determine which server is bad.
-
- uint32 m_unBannedIP; // The IP of the banned server
- uint16 m_usBannedPort; // The port of the banned server
- uint64 m_ulBannedGameID; // The game ID the banned server is serving
- uint32 m_unBanExpires; // Time the ban expires, expressed in the Unix epoch (seconds since 1/1/1970)
-};
-
-// Sent as a reply to AssociateWithClan()
-struct AssociateWithClanResult_t
-{
- enum { k_iCallback = k_iSteamGameServerCallbacks + 10 };
- EResult m_eResult; // Result of the call;
-};
-
-// Sent as a reply to ComputeNewPlayerCompatibility()
-struct ComputeNewPlayerCompatibilityResult_t
-{
- enum { k_iCallback = k_iSteamGameServerCallbacks + 11 };
- EResult m_eResult; // Result of the call;
- int m_cPlayersThatDontLikeCandidate;
- int m_cPlayersThatCandidateDoesntLike;
- int m_cClanPlayersThatDontLikeCandidate;
- CSteamID m_SteamIDCandidate;
-};
-
-
-#pragma pack( pop )
-
-#endif // ISTEAMGAMESERVER_H