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//====== 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// server is out of date.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.)
#ifndef _PS3
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
S_API bool SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); #else
S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); #endif
#else
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
S_API bool SteamGameServer_InitSafe( const SteamPS3Params_t *ps3Params, uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); #else
S_API bool SteamGameServer_Init( const SteamPS3Params_t *ps3Params, uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); #endif
#endif
#ifndef VERSION_SAFE_STEAM_API_INTERFACES
S_API ISteamGameServer *SteamGameServer(); S_API ISteamUtils *SteamGameServerUtils(); S_API ISteamNetworking *SteamGameServerNetworking(); S_API ISteamGameServerStats *SteamGameServerStats(); S_API ISteamHTTP *SteamGameServerHTTP(); S_API ISteamInventory *SteamGameServerInventory(); S_API ISteamUGC *SteamGameServerUGC(); #endif
S_API void SteamGameServer_Shutdown(); S_API void SteamGameServer_RunCallbacks();
S_API bool SteamGameServer_BSecure(); S_API uint64 SteamGameServer_GetSteamID();
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// 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 SteamGameServer_GetHSteamPipe();
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that
// lets them each specify the interface versions they are compiled with.
//
// It's important that these stay inlined in the header so the calling module specifies the interface versions
// for whatever Steam API version it has.
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
S_API HSteamUser SteamGameServer_GetHSteamUser();
class CSteamGameServerAPIContext { public: CSteamGameServerAPIContext(); void Clear();
bool Init();
ISteamGameServer *SteamGameServer() { return m_pSteamGameServer; } ISteamUtils *SteamGameServerUtils() { return m_pSteamGameServerUtils; } ISteamNetworking *SteamGameServerNetworking() { return m_pSteamGameServerNetworking; } ISteamGameServerStats *SteamGameServerStats() { return m_pSteamGameServerStats; } ISteamHTTP *SteamHTTP() { return m_pSteamHTTP; } ISteamInventory *SteamInventory() { return m_pSteamInventory; } ISteamUGC *SteamUGC() { return m_pSteamUGC; }
private: ISteamGameServer *m_pSteamGameServer; ISteamUtils *m_pSteamGameServerUtils; ISteamNetworking *m_pSteamGameServerNetworking; ISteamGameServerStats *m_pSteamGameServerStats; ISteamHTTP *m_pSteamHTTP; ISteamInventory *m_pSteamInventory; ISteamUGC *m_pSteamUGC; };
inline CSteamGameServerAPIContext::CSteamGameServerAPIContext() { Clear(); }
inline void CSteamGameServerAPIContext::Clear() { m_pSteamGameServer = NULL; m_pSteamGameServerUtils = NULL; m_pSteamGameServerNetworking = NULL; m_pSteamGameServerStats = NULL; m_pSteamHTTP = NULL; m_pSteamInventory = NULL; m_pSteamUGC = NULL; }
S_API ISteamClient *g_pSteamClientGameServer; // This function must be inlined so the module using steam_api.dll gets the version names they want.
inline bool CSteamGameServerAPIContext::Init() { if ( !g_pSteamClientGameServer ) return false;
HSteamUser hSteamUser = SteamGameServer_GetHSteamUser(); HSteamPipe hSteamPipe = SteamGameServer_GetHSteamPipe();
m_pSteamGameServer = g_pSteamClientGameServer->GetISteamGameServer( hSteamUser, hSteamPipe, STEAMGAMESERVER_INTERFACE_VERSION ); if ( !m_pSteamGameServer ) return false;
m_pSteamGameServerUtils = g_pSteamClientGameServer->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION ); if ( !m_pSteamGameServerUtils ) return false;
m_pSteamGameServerNetworking = g_pSteamClientGameServer->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION ); if ( !m_pSteamGameServerNetworking ) return false;
m_pSteamGameServerStats = g_pSteamClientGameServer->GetISteamGameServerStats( hSteamUser, hSteamPipe, STEAMGAMESERVERSTATS_INTERFACE_VERSION ); if ( !m_pSteamGameServerStats ) return false;
m_pSteamHTTP = g_pSteamClientGameServer->GetISteamHTTP( hSteamUser, hSteamPipe, STEAMHTTP_INTERFACE_VERSION ); if ( !m_pSteamHTTP ) return false;
m_pSteamInventory = g_pSteamClientGameServer->GetISteamInventory( hSteamUser, hSteamPipe, STEAMINVENTORY_INTERFACE_VERSION ); if ( !m_pSteamInventory ) return false;
m_pSteamUGC = g_pSteamClientGameServer->GetISteamUGC( hSteamUser, hSteamPipe, STEAMUGC_INTERFACE_VERSION ); if ( !m_pSteamUGC ) return false;
return true; }
#endif // VERSION_SAFE_STEAM_API_INTERFACES
#endif // STEAM_GAMESERVER_H
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