#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