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Diffstat (limited to 'lib/windows64/include/steam/steam_gameserver.h')
-rw-r--r-- | lib/windows64/include/steam/steam_gameserver.h | 237 |
1 files changed, 0 insertions, 237 deletions
diff --git a/lib/windows64/include/steam/steam_gameserver.h b/lib/windows64/include/steam/steam_gameserver.h deleted file mode 100644 index f2d2847..0000000 --- a/lib/windows64/include/steam/steam_gameserver.h +++ /dev/null @@ -1,237 +0,0 @@ -//====== Copyright 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- The version string is usually in the form x.x.x.x, and is used by the master server to detect when the -// server is out of date.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.) - -inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); - -S_API void SteamGameServer_Shutdown(); -S_API void SteamGameServer_RunCallbacks(); - -// Most Steam API functions allocate some amount of thread-local memory for -// parameter storage. Calling SteamGameServer_ReleaseCurrentThreadMemory() -// will free all API-related memory associated with the calling thread. -// This memory is released automatically by SteamGameServer_RunCallbacks(), -// so single-threaded servers do not need to explicitly call this function. -inline void SteamGameServer_ReleaseCurrentThreadMemory(); - -S_API bool SteamGameServer_BSecure(); -S_API uint64 SteamGameServer_GetSteamID(); - -// If your application contains modules which could be built against different Steamworks SDK -// versions, then you should define VERSION_SAFE_STEAM_API_INTERFACES to enforce that you cannot -// use the version-less global accessors. Instead, create and use CSteamGameServerAPIContext -// objects to retrieve interface pointers which are appropriate for your Steamworks SDK headers. -#if !defined( VERSION_SAFE_STEAM_API_INTERFACES ) && !defined( STEAM_API_EXPORTS ) -inline ISteamClient *SteamGameServerClient(); -inline ISteamGameServer *SteamGameServer(); -inline ISteamUtils *SteamGameServerUtils(); -inline ISteamNetworking *SteamGameServerNetworking(); -inline ISteamGameServerStats *SteamGameServerStats(); -inline ISteamHTTP *SteamGameServerHTTP(); -inline ISteamInventory *SteamGameServerInventory(); -inline ISteamUGC *SteamGameServerUGC(); -inline ISteamApps *SteamGameServerApps(); -#endif - -class CSteamGameServerAPIContext -{ -public: - CSteamGameServerAPIContext() { Clear(); } - inline void Clear(); - inline bool Init(); - - ISteamClient *SteamClient() const { return m_pSteamClient; } - ISteamGameServer *SteamGameServer() const { return m_pSteamGameServer; } - ISteamUtils *SteamGameServerUtils() const { return m_pSteamGameServerUtils; } - ISteamNetworking *SteamGameServerNetworking() const { return m_pSteamGameServerNetworking; } - ISteamGameServerStats *SteamGameServerStats() const { return m_pSteamGameServerStats; } - ISteamHTTP *SteamHTTP() const { return m_pSteamHTTP; } - ISteamInventory *SteamInventory() const { return m_pSteamInventory; } - ISteamUGC *SteamUGC() const { return m_pSteamUGC; } - ISteamApps *SteamApps() const { return m_pSteamApps; } - -private: - ISteamClient *m_pSteamClient; - ISteamGameServer *m_pSteamGameServer; - ISteamUtils *m_pSteamGameServerUtils; - ISteamNetworking *m_pSteamGameServerNetworking; - ISteamGameServerStats *m_pSteamGameServerStats; - ISteamHTTP *m_pSteamHTTP; - ISteamInventory *m_pSteamInventory; - ISteamUGC *m_pSteamUGC; - ISteamApps *m_pSteamApps; -}; - - -// Older SDKs exported this global pointer, but it is no longer supported. -// You should use SteamGameServerClient() or CSteamGameServerAPIContext to -// safely access the ISteamClient APIs from your game server application. -//S_API ISteamClient *g_pSteamClientGameServer; - -// SteamGameServer_InitSafe has been replaced with SteamGameServer_Init and -// is no longer supported. Use SteamGameServer_Init instead. -//S_API void S_CALLTYPE SteamGameServer_InitSafe(); - - -//----------------------------------------------------------------------------------------------------------------------------------------------------------// -// These macros are similar to the STEAM_CALLBACK_* macros in steam_api.h, but only trigger for gameserver callbacks -//----------------------------------------------------------------------------------------------------------------------------------------------------------// -#define STEAM_GAMESERVER_CALLBACK( thisclass, func, /*callback_type, [deprecated] var*/... ) \ - _STEAM_CALLBACK_SELECT( ( __VA_ARGS__, GS, 3 ), ( this->SetGameserverFlag();, thisclass, func, __VA_ARGS__ ) ) - -#define STEAM_GAMESERVER_CALLBACK_MANUAL( thisclass, func, callback_type, var ) \ - CCallbackManual< thisclass, callback_type, true > var; void func( callback_type *pParam ) - - -#define _STEAM_CALLBACK_GS( _, 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 S_CALLTYPE SteamGameServer_GetHSteamPipe(); -S_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser(); -S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); - - -#if !defined( VERSION_SAFE_STEAM_API_INTERFACES ) && !defined( STEAM_API_EXPORTS ) -inline CSteamGameServerAPIContext& SteamGameServerInternal_ModuleContext() -{ - // NOTE: declaring "static CSteamAPIConext" creates a large function - // which queries the initialization status of the object. We know that - // it is pointer-aligned and fully memset with zeros, so just alias a - // static buffer of the appropriate size and call it a CSteamAPIContext. - static void* ctx[ sizeof(CSteamGameServerAPIContext)/sizeof(void*) ]; - return *(CSteamGameServerAPIContext*)ctx; -} -#define _STEAMINTERNAL_ACCESSOR_BODY( AccessFunc ) \ - if ( !SteamGameServer_GetHSteamPipe() ) return 0; \ - CSteamGameServerAPIContext &ctx = SteamGameServerInternal_ModuleContext(); \ - if ( !ctx.AccessFunc() ) ctx.Init(); \ - return ctx.AccessFunc(); - -inline ISteamClient *SteamGameServerClient() { _STEAMINTERNAL_ACCESSOR_BODY( SteamClient ) } -inline ISteamGameServer *SteamGameServer() { _STEAMINTERNAL_ACCESSOR_BODY( SteamGameServer ) } -inline ISteamUtils *SteamGameServerUtils() { _STEAMINTERNAL_ACCESSOR_BODY( SteamGameServerUtils ) } -inline ISteamNetworking *SteamGameServerNetworking() { _STEAMINTERNAL_ACCESSOR_BODY( SteamGameServerNetworking ) } -inline ISteamGameServerStats *SteamGameServerStats() { _STEAMINTERNAL_ACCESSOR_BODY( SteamGameServerStats ) } -inline ISteamHTTP *SteamGameServerHTTP() { _STEAMINTERNAL_ACCESSOR_BODY( SteamHTTP ) } -inline ISteamInventory *SteamGameServerInventory() { _STEAMINTERNAL_ACCESSOR_BODY( SteamInventory ) } -inline ISteamUGC *SteamGameServerUGC() { _STEAMINTERNAL_ACCESSOR_BODY( SteamUGC ) } -inline ISteamApps *SteamGameServerApps() { _STEAMINTERNAL_ACCESSOR_BODY( SteamApps ) } -#undef _STEAMINTERNAL_ACCESSOR_BODY -#endif // !defined( VERSION_SAFE_STEAM_API_INTERFACES ) && !defined( STEAM_API_EXPORTS ) - - -inline void CSteamGameServerAPIContext::Clear() -{ - m_pSteamClient = NULL; - m_pSteamGameServer = NULL; - m_pSteamGameServerUtils = NULL; - m_pSteamGameServerNetworking = NULL; - m_pSteamGameServerStats = NULL; - m_pSteamHTTP = NULL; - m_pSteamInventory = NULL; - m_pSteamUGC = NULL; - m_pSteamApps = NULL; -} - -// This function must be declared inline in the header so the module using steam_api.dll gets the version names they want. -inline bool CSteamGameServerAPIContext::Init() -{ - HSteamUser hSteamUser = SteamGameServer_GetHSteamUser(); - HSteamPipe hSteamPipe = SteamGameServer_GetHSteamPipe(); - if ( !hSteamPipe ) - return false; - - m_pSteamClient = (ISteamClient*) SteamInternal_CreateInterface( STEAMCLIENT_INTERFACE_VERSION ); - if ( !m_pSteamClient ) - return false; - - m_pSteamGameServer = m_pSteamClient->GetISteamGameServer( hSteamUser, hSteamPipe, STEAMGAMESERVER_INTERFACE_VERSION ); - if ( !m_pSteamGameServer ) - return false; - - m_pSteamGameServerUtils = m_pSteamClient->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION ); - if ( !m_pSteamGameServerUtils ) - return false; - - m_pSteamGameServerNetworking = m_pSteamClient->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION ); - if ( !m_pSteamGameServerNetworking ) - return false; - - m_pSteamGameServerStats = m_pSteamClient->GetISteamGameServerStats( hSteamUser, hSteamPipe, STEAMGAMESERVERSTATS_INTERFACE_VERSION ); - if ( !m_pSteamGameServerStats ) - return false; - - m_pSteamHTTP = m_pSteamClient->GetISteamHTTP( hSteamUser, hSteamPipe, STEAMHTTP_INTERFACE_VERSION ); - if ( !m_pSteamHTTP ) - return false; - - m_pSteamInventory = m_pSteamClient->GetISteamInventory( hSteamUser, hSteamPipe, STEAMINVENTORY_INTERFACE_VERSION ); - if ( !m_pSteamInventory ) - return false; - - m_pSteamUGC = m_pSteamClient->GetISteamUGC( hSteamUser, hSteamPipe, STEAMUGC_INTERFACE_VERSION ); - if ( !m_pSteamUGC ) - return false; - - m_pSteamApps = m_pSteamClient->GetISteamApps( hSteamUser, hSteamPipe, STEAMAPPS_INTERFACE_VERSION ); - if ( !m_pSteamApps ) - return false; - - return true; -} - - -inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) -{ - if ( !SteamInternal_GameServer_Init( unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString ) ) - return false; - - return true; -} - - -inline void SteamGameServer_ReleaseCurrentThreadMemory() -{ - SteamAPI_ReleaseCurrentThreadMemory(); -} - -#endif // STEAM_GAMESERVER_H |