7008e8bf21
For SteamClient006, SteamFriends002, SteamGameServer003, SteamMatchMaking001, STEAMUSERSTATS_INTERFACE_VERSION002, and SteamUser008.
110 lines
4.1 KiB
C++
110 lines
4.1 KiB
C++
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to steam for game servers
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//
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//=============================================================================
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#ifndef ISTEAMGAMESERVER_H
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#define ISTEAMGAMESERVER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "isteamclient.h"
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//-----------------------------------------------------------------------------
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// Purpose: Functions for authenticating users via Steam to play on a game server
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//-----------------------------------------------------------------------------
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class ISteamGameServer
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{
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public:
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// connection functions
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virtual void LogOn() = 0;
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virtual void LogOff() = 0;
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// status functions
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virtual bool BLoggedOn() = 0;
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virtual bool BSecure() = 0;
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virtual CSteamID GetSteamID() = 0;
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virtual bool GSGetSteam2GetEncryptionKeyToSendToNewClient( void *pvEncryptionKey, uint32 *pcbEncryptionKey, uint32 cbMaxEncryptionKey ) = 0;
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virtual bool GSSendUserConnect( uint32 unUserID, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie ) = 0;
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virtual bool GSRemoveUserConnect( uint32 unUserID ) = 0;
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virtual bool GSSendUserDisconnect( CSteamID steamID, uint32 unUserID ) = 0;
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virtual void GSSetSpawnCount( uint32 ucSpawn ) = 0;
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virtual bool GSSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
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virtual bool GSUpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName ) = 0;
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virtual bool GSCreateUnauthenticatedUser( CSteamID *pSteamID ) = 0;
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virtual bool GSSetUserData( CSteamID steamID, const char *pPlayerName, uint32 nFrags ) = 0;
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virtual void GSUpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
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virtual void GSSetGameType( const char *pchType ) = 0;
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virtual bool GSGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
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};
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#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer003"
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// game server flags
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const uint32 k_unServerFlagNone = 0x00;
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const uint32 k_unServerFlagActive = 0x01; // server has users playing
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const uint32 k_unServerFlagSecure = 0x02; // server wants to be secure
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const uint32 k_unServerFlagDedicated = 0x04; // server is dedicated
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const uint32 k_unServerFlagLinux = 0x08; // linux build
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const uint32 k_unServerFlagPassworded = 0x10; // password protected
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const uint32 k_unServerFlagPrivate = 0x20; // server shouldn't list on master server and
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// won't enforce authentication of users that connect to the server.
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// Useful when you run a server where the clients may not
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// be connected to the internet but you want them to play (i.e LANs)
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// callbacks
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// client has been approved to connect to this game server
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struct GSClientApprove_t
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{
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enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
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CSteamID m_SteamID;
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};
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// client has been denied to connection to this game server
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struct GSClientDeny_t
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{
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enum { k_iCallback = k_iSteamGameServerCallbacks + 2 };
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CSteamID m_SteamID;
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EDenyReason m_eDenyReason;
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char m_rgchOptionalText[128];
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};
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// request the game server should kick the user
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struct GSClientKick_t
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{
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enum { k_iCallback = k_iSteamGameServerCallbacks + 3 };
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CSteamID m_SteamID;
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EDenyReason m_eDenyReason;
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};
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// NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks,
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// do not reuse them here.
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// client achievement info
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struct GSClientAchievementStatus_t
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{
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enum { k_iCallback = k_iSteamGameServerCallbacks + 6 };
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uint64 m_SteamID;
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char m_pchAchievement[128];
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bool m_bUnlocked;
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};
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// received when the game server requests to be displayed as secure (VAC protected)
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// m_bSecure is true if the game server should display itself as secure to users, false otherwise
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struct GSPolicyResponse_t
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{
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enum { k_iCallback = k_iSteamUserCallbacks + 15 };
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uint8 m_bSecure;
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};
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#endif // ISTEAMGAMESERVER_H
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