goldberg_emulator/sdk_includes/isteamgameserver009.h

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#ifndef ISTEAMGAMESERVER009_H
#define ISTEAMGAMESERVER009_H
#ifdef STEAM_WIN32
#pragma once
#endif
class ISteamGameServer009
{
public:
// connection functions
virtual void LogOn() = 0;
virtual void LogOff() = 0;
// status functions
virtual bool BLoggedOn() = 0;
virtual bool BSecure() = 0;
virtual CSteamID GetSteamID() = 0;
// 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;
// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
//
// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
//
// Input: nGameAppID - The Steam assigned AppID for the game
// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
// unGamePort - The port which the server is listening for client connections on
// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
// pchGameDir - A unique string identifier for your game
// pchVersion - The current version of the server as a string like 1.0.0.0
// bLanMode - Is this a LAN only server?
//
// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
// and stop calling it in SteamGameServer_Init()?
virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
// Updates server status values which shows up in the server browser and matchmaking APIs
virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
const char *pchServerName, const char *pSpectatorServerName,
const char *pchMapName ) = 0;
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
// Sets a string defining the "gametype" 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
virtual void SetGameType( const char *pchGameType ) = 0;
// Ask if a user has a specific achievement for this game, will get a callback on reply
virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
// Ask for the gameplay stats for the server. Results returned in a callback
virtual void GetGameplayStats( ) = 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;
// 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;
// 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)
virtual void SetGameData( const char *pchGameData) = 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;
};
#endif // ISTEAMGAMESERVER009_H