#ifndef ISTEAMGAMESERVER014_H #define ISTEAMGAMESERVER014_H #ifdef STEAM_WIN32 #pragma once #endif class ISteamGameServer014 { 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 STEAM_PRIVATE_API( 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_cbMaxGameServerMapName 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 port to advertise. The default value is zero, meaning the /// service is not used. If your server receives any info requests on the LAN, /// this is the value that will be placed into the reply for such local queries. /// /// This is also the value that will be advertised by the master server. /// The only exception is if your server is using a FakeIP. Then then the second /// fake port number (index 1) assigned to your server will be listed on the master /// server as the spectator port, if you set this value to any nonzero value. /// /// This function merely controls the values that are advertised -- it's up to you to /// configure the server to actually listen on this port and handle any spectator traffic 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 /// /// @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; /// Indicate whether you wish to be listed on the master server list /// and/or respond to server browser / LAN discovery packets. /// The server starts with this value set to false. You should set all /// relevant server parameters before enabling advertisement on the server. /// /// (This function used to be named EnableHeartbeats, so if you are wondering /// where that function went, it's right here. It does the same thing as before, /// the old name was just confusing.) virtual void SetAdvertiseServerActive( bool bActive ) = 0; // // Player list management / authentication. // // 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; STEAM_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 SteamIPAddress_t GetPublicIP() = 0; // Server browser related query packet processing for shared socket mode. These are used // when you pass STEAMGAMESERVER_QUERY_PORT_SHARED as the query port to SteamGameServer_Init. // IP address and port are 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; // // Server clan association // // associate this game server with this clan for the purposes of computing player compat STEAM_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 STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t ) virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 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) // // DEPRECATED! This function will be removed from the SDK in an upcoming version. // Please migrate to BeginAuthSession and related functions. //virtual bool SendUserConnectAndAuthenticate_DEPRECATED( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0; 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 EndAuthSession() // 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. // // DEPRECATED! This function will be removed from the SDK in an upcoming version. // Please migrate to BeginAuthSession and related functions. //virtual void SendUserDisconnect_DEPRECATED( CSteamID steamIDUser ) = 0; 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; // Deprecated functions. These will be removed in a future version of the SDK. // If you really need these, please contact us and help us understand what you are // using them for. STEAM_PRIVATE_API( virtual void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval ) = 0; virtual void ForceMasterServerHeartbeat_DEPRECATED() = 0; ) }; #endif // ISTEAMGAMESERVER014_H