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old steamgameserver + send server game_dir over network

This commit is contained in:
a 2024-12-06 22:35:46 +02:00
parent fa27cf4abc
commit 6f01f26b2f
7 changed files with 544 additions and 249 deletions

View file

@ -26,10 +26,10 @@
//-----------------------------------------------------------------------------
struct Gameserver_Outgoing_Packet {
std::vector<uint8_t> data{};
std::vector<uint8_t> data{};
uint32 ip{};
uint16 port{};
uint32 ip{};
uint16 port{};
};
struct Gameserver_Player_Info_t {
@ -39,6 +39,8 @@ struct Gameserver_Player_Info_t {
};
class Steam_GameServer :
public ISteamGameServer002,
public ISteamGameServer003,
public ISteamGameServer004,
public ISteamGameServer005,
public ISteamGameServer008,
@ -70,6 +72,8 @@ public ISteamGameServer
std::vector<struct Gameserver_Outgoing_Packet> outgoing_packets{};
void set_version(const char *pchVersionString);
public:
Steam_GameServer(class Settings *settings, class Networking *network, class SteamCallBacks *callbacks);
@ -82,228 +86,228 @@ public:
// may not be changed after logged in.
//
/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString );
/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString );
/// 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.
void SetProduct( const char *pszProduct );
/// 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.
void SetProduct( const char *pszProduct );
/// 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.
void SetGameDescription( const char *pszGameDescription );
/// 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.
void SetGameDescription( const char *pszGameDescription );
/// 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
void SetModDir( const char *pszModDir );
/// 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
void SetModDir( const char *pszModDir );
/// Is this is a dedicated server? The default value is false.
void SetDedicatedServer( bool bDedicated );
/// Is this is a dedicated server? The default value is false.
void SetDedicatedServer( bool bDedicated );
//
// 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
void LogOn( const char *pszToken );
void LogOn(
const char *pszAccountName,
const char *pszPassword
);
void LogOn();
/// 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
void LogOn( const char *pszToken );
void LogOn(
const char *pszAccountName,
const char *pszPassword
);
void LogOn();
/// 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.
void LogOnAnonymous();
/// 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.
void LogOnAnonymous();
/// Begin process of logging game server out of steam
void LogOff();
// status functions
bool BLoggedOn();
bool BSecure();
CSteamID GetSteamID();
/// Begin process of logging game server out of steam
void LogOff();
// status functions
bool BLoggedOn();
bool BSecure();
CSteamID GetSteamID();
/// Returns true if the master server has requested a restart.
/// Only returns true once per request.
bool WasRestartRequested();
/// Returns true if the master server has requested a restart.
/// Only returns true once per request.
bool WasRestartRequested();
//
// Server state. These properties may be changed at any time.
//
/// Max player count that will be reported to server browser and client queries
void SetMaxPlayerCount( int cPlayersMax );
/// Max player count that will be reported to server browser and client queries
void SetMaxPlayerCount( int cPlayersMax );
/// Number of bots. Default value is zero
void SetBotPlayerCount( int cBotplayers );
/// Number of bots. Default value is zero
void SetBotPlayerCount( int cBotplayers );
/// Set the name of server as it will appear in the server browser
///
/// @see k_cbMaxGameServerName
void SetServerName( const char *pszServerName );
/// Set the name of server as it will appear in the server browser
///
/// @see k_cbMaxGameServerName
void SetServerName( const char *pszServerName );
/// Set name of map to report in the server browser
///
/// @see k_cbMaxGameServerName
void SetMapName( const char *pszMapName );
/// Set name of map to report in the server browser
///
/// @see k_cbMaxGameServerName
void SetMapName( const char *pszMapName );
/// Let people know if your server will require a password
void SetPasswordProtected( bool bPasswordProtected );
/// Let people know if your server will require a password
void SetPasswordProtected( bool bPasswordProtected );
/// Spectator server. The default value is zero, meaning the service
/// is not used.
void SetSpectatorPort( uint16 unSpectatorPort );
/// Spectator server. The default value is zero, meaning the service
/// is not used.
void SetSpectatorPort( uint16 unSpectatorPort );
/// Name of the spectator server. (Only used if spectator port is nonzero.)
///
/// @see k_cbMaxGameServerMapName
void SetSpectatorServerName( const char *pszSpectatorServerName );
/// Name of the spectator server. (Only used if spectator port is nonzero.)
///
/// @see k_cbMaxGameServerMapName
void SetSpectatorServerName( const char *pszSpectatorServerName );
/// Call this to clear the whole list of key/values that are sent in rules queries.
void ClearAllKeyValues();
/// Call this to add/update a key/value pair.
void SetKeyValue( const char *pKey, const char *pValue );
/// Call this to clear the whole list of key/values that are sent in rules queries.
void ClearAllKeyValues();
/// Call this to add/update a key/value pair.
void SetKeyValue( const char *pKey, const char *pValue );
/// 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
void SetGameTags( const char *pchGameTags );
/// 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
void SetGameTags( const char *pchGameTags );
/// 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)
///
/// @see k_cbMaxGameServerGameData
void SetGameData( const char *pchGameData );
/// 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)
///
/// @see k_cbMaxGameServerGameData
void SetGameData( const char *pchGameData );
/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
void SetRegion( const char *pszRegion );
/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
void SetRegion( const char *pszRegion );
//
// Player list management / authentication
//
// 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)
bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser );
void SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize );
// 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)
bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser );
void SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize );
// 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.
CSteamID CreateUnauthenticatedUserConnection();
// 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.
CSteamID CreateUnauthenticatedUserConnection();
// 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.
void SendUserDisconnect( CSteamID steamIDUser );
// 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.
void SendUserDisconnect( CSteamID steamIDUser );
// 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)
bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore );
// 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)
bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore );
// 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()?
bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
// 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()?
bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
bool BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
bool BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
// Updates server status values which shows up in the server browser and matchmaking APIs
void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
const char *pchServerName, const char *pSpectatorServerName,
const char *pchMapName );
// Updates server status values which shows up in the server browser and matchmaking APIs
void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
const char *pchServerName, const char *pSpectatorServerName,
const char *pchMapName );
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
void UpdateSpectatorPort( uint16 unSpectatorPort );
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
void UpdateSpectatorPort( uint16 unSpectatorPort );
// 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
void SetGameType( const char *pchGameType );
// 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
void SetGameType( const char *pchGameType );
// Ask if a user has a specific achievement for this game, will get a callback on reply
// Ask if a user has a specific achievement for this game, will get a callback on reply
bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName );
// New auth system APIs - do not mix with the old auth system APIs.
// ----------------------------------------------------------------
// New auth system APIs - do not mix with the old auth system APIs.
// ----------------------------------------------------------------
// Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
// pcbTicket retrieves the length of the actual ticket.
HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket );
// SteamNetworkingIdentity is an optional parameter to hold the public IP address of the entity you are connecting to
// if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address
HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSnid );
// Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
// pcbTicket retrieves the length of the actual ticket.
HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket );
// SteamNetworkingIdentity is an optional parameter to hold the public IP address of the entity you are connecting to
// if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address
HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSnid );
// 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 )
EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID );
// 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 )
EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID );
// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
void EndAuthSession( CSteamID steamID );
// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
void EndAuthSession( CSteamID steamID );
// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
void CancelAuthTicket( HAuthTicket hAuthTicket );
// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
void CancelAuthTicket( HAuthTicket hAuthTicket );
// 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.
EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID );
// 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.
EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID );
// 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
bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup );
// 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
bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup );
// these two functions s are deprecated, and will not return results
// they will be removed in a future version of the SDK
void GetGameplayStats( );
STEAM_CALL_RESULT( GSReputation_t )
SteamAPICall_t GetServerReputation();
// these two functions s are deprecated, and will not return results
// they will be removed in a future version of the SDK
void GetGameplayStats( );
STEAM_CALL_RESULT( GSReputation_t )
SteamAPICall_t GetServerReputation();
// 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
uint32 GetPublicIP_old();
SteamIPAddress_t GetPublicIP();
void GetPublicIP_fix(SteamIPAddress_t *out);
// 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
uint32 GetPublicIP_old();
SteamIPAddress_t GetPublicIP();
void GetPublicIP_fix(SteamIPAddress_t *out);
// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
// socket to talk to the master server on, it lets the game use its socket to forward messages
@ -311,64 +315,89 @@ public:
// in their firewalls.
//
// the IP address and port should be 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.
bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort );
// 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.
bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort );
// 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.
int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort );
// 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.
int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort );
//
// Control heartbeats / advertisement with master server
//
// Call this as often as you like to tell the master server updater whether or not
// you want it to be active (default: off).
void EnableHeartbeats( bool bActive );
// Call this as often as you like to tell the master server updater whether or not
// you want it to be active (default: off).
void EnableHeartbeats( bool bActive );
/// 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.)
void SetAdvertiseServerActive( bool bActive );
/// 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.)
void SetAdvertiseServerActive( bool bActive );
// You usually don't need to modify this.
// Pass -1 to use the default value for iHeartbeatInterval.
// Some mods change this.
void SetHeartbeatInterval( int iHeartbeatInterval );
// You usually don't need to modify this.
// Pass -1 to use the default value for iHeartbeatInterval.
// Some mods change this.
void SetHeartbeatInterval( int iHeartbeatInterval );
// Force a heartbeat to steam at the next opportunity
void ForceHeartbeat();
// Force a heartbeat to steam at the next opportunity
void ForceHeartbeat();
void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval );
void ForceMasterServerHeartbeat_DEPRECATED();
void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval );
void ForceMasterServerHeartbeat_DEPRECATED();
// associate this game server with this clan for the purposes of computing player compat
STEAM_CALL_RESULT( AssociateWithClanResult_t )
SteamAPICall_t AssociateWithClan( CSteamID steamIDClan );
// ask if any of the current players dont want to play with this new player - or vice versa
STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer );
// associate this game server with this clan for the purposes of computing player compat
STEAM_CALL_RESULT( AssociateWithClanResult_t )
SteamAPICall_t AssociateWithClan( CSteamID steamIDClan );
// ask if any of the current players dont want to play with this new player - or vice versa
STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer );
// called by steam_client::runcallbacks
void RunCallbacks();
// older sdk -----------------------------------------------
void GSSetSpawnCount( uint32 ucSpawn );
bool GSGetSteam2GetEncryptionKeyToSendToNewClient( void *pvEncryptionKey, uint32 *pcbEncryptionKey, uint32 cbMaxEncryptionKey );
bool GSSendSteam2UserConnect( uint32 unUserID, const void *pvRawKey, uint32 unKeyLen, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie );
bool GSSendSteam3UserConnect( CSteamID steamID, uint32 unIPPublic, const void *pvCookie, uint32 cubCookie );
bool GSRemoveUserConnect( uint32 unUserID );
bool GSSendUserDisconnect( CSteamID steamID, uint32 unUserID );
bool GSSendUserStatusResponse( CSteamID steamID, int nSecondsConnected, int nSecondsSinceLast );
bool Obsolete_GSSetStatus( int32 nAppIdServed, uint32 unServerFlags, int cPlayers, int cPlayersMax, int cBotPlayers, int unGamePort, const char *pchServerName, const char *pchGameDir, const char *pchMapName, const char *pchVersion );
bool GSUpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pchMapName );
bool GSSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint32 unGamePort, const char *pchGameDir, const char *pchVersion );
bool GSSetServerType2( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
bool GSUpdateStatus2( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName );
bool GSCreateUnauthenticatedUser( CSteamID *pSteamID );
bool GSSetUserData( CSteamID steamID, const char *pPlayerName, uint32 nFrags );
void GSUpdateSpectatorPort( uint16 unSpectatorPort );
void GSSetGameType( const char *pchType );
bool GSSendUserConnect( uint32 unUserID, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie );
bool GSSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
bool GSUpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName );
bool GSGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName );
// older sdk -----------------------------------------------
};
#endif // __INCLUDED_STEAM_GAMESERVER_H__

View file

@ -162,6 +162,7 @@ message Gameserver {
bool secure = 17;
uint32 num_players = 18;
uint32 version = 19;
bytes game_dir = 20;
uint32 ip = 32;
uint32 port = 33;

View file

@ -128,13 +128,20 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte
PRINT_DEBUG("%s", pchVersion);
if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL;
if (strcmp(pchVersion, "SteamGameServer004") == 0) {
if (strcmp(pchVersion, "SteamGameServer001") == 0) {
return nullptr;
} else if (strcmp(pchVersion, "SteamGameServer002") == 0) {
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer002 *>(steam_gameserver)); // not found in public archives, from proton repo src
} else if (strcmp(pchVersion, "SteamGameServer003") == 0) {
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer003 *>(steam_gameserver)); // not found in public archives, from proton repo src
} else if (strcmp(pchVersion, "SteamGameServer004") == 0) {
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer004 *>(steam_gameserver));
} else if (strcmp(pchVersion, "SteamGameServer005") == 0) {
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer005 *>(steam_gameserver));
} else if (strcmp(pchVersion, "SteamGameServer006") == 0) {
} else if (strcmp(pchVersion, "SteamGameServer006") == 0) { // Not found in public Archive, defined as an alias to v008 in proton src
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer008 *>(steam_gameserver)); // SteamGameServer006 Not exists
} else if (strcmp(pchVersion, "SteamGameServer007") == 0) {
} else if (strcmp(pchVersion, "SteamGameServer007") == 0) { // Not found in public Archive, defined as an alias to v008 in proton src
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer008 *>(steam_gameserver)); // SteamGameServer007 Not exists
} else if (strcmp(pchVersion, "SteamGameServer008") == 0) {
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer008 *>(steam_gameserver));
@ -146,14 +153,14 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer011 *>(steam_gameserver));
} else if (strcmp(pchVersion, "SteamGameServer012") == 0) {
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer012 *>(steam_gameserver));
} else if (strcmp(pchVersion, "SteamGameServer013") == 0) {
}
gameserver_has_ipv6_functions = true;
if (strcmp(pchVersion, "SteamGameServer013") == 0) {
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer013 *>(steam_gameserver));
} else if (strcmp(pchVersion, "SteamGameServer014") == 0) {
gameserver_has_ipv6_functions = true;
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer014 *>(steam_gameserver));
} else if (strcmp(pchVersion, STEAMGAMESERVER_INTERFACE_VERSION) == 0) {
gameserver_has_ipv6_functions = true;
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer *>(steam_gameserver));
}

View file

@ -21,6 +21,33 @@
#define SEND_SERVER_RATE 5.0
void Steam_GameServer::set_version(const char *pchVersionString)
{
PRINT_DEBUG("'%s'", pchVersionString);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchVersionString) pchVersionString = "";
std::string version(pchVersionString);
version.erase(std::remove(version.begin(), version.end(), '\r'), version.end());
version.erase(std::remove(version.begin(), version.end(), '\n'), version.end());
version.erase(std::remove(version.begin(), version.end(), '\t'), version.end());
version.erase(std::remove(version.begin(), version.end(), ' '), version.end());
version.erase(std::remove(version.begin(), version.end(), '.'), version.end());
PRINT_DEBUG("version trimmed '%s'", version.c_str());
try {
auto ver = std::stoul(version);
server_data.set_version(ver);
PRINT_DEBUG("set version to %lu", ver);
} catch (...) {
server_data.set_version(0);
PRINT_DEBUG("not a number '%s'", pchVersionString);
}
}
Steam_GameServer::Steam_GameServer(class Settings *settings, class Networking *network, class SteamCallBacks *callbacks)
{
this->network = network;
@ -55,22 +82,8 @@ bool Steam_GameServer::InitGameServer( uint32 unIP, uint16 usGamePort, uint16 us
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (logged_in) return false; // may not be changed after logged in.
if (!pchVersionString) pchVersionString = "";
std::string version(pchVersionString);
version.erase(std::remove(version.begin(), version.end(), ' '), version.end());
version.erase(std::remove(version.begin(), version.end(), '.'), version.end());
PRINT_DEBUG("version trimmed '%s'", version.c_str());
try {
auto ver = std::stoul(version);
server_data.set_version(ver);
PRINT_DEBUG("set version to %lu", ver);
} catch (...) {
PRINT_DEBUG("not a number: %s", pchVersionString);
server_data.set_version(0);
}
set_version(pchVersionString);
server_data.set_ip(unIP);
server_data.set_port(usGamePort);
server_data.set_query_port(usQueryPort);
@ -153,12 +166,12 @@ void Steam_GameServer::LogOn( const char *pszToken )
}
void Steam_GameServer::LogOn(
const char *pszAccountName,
const char *pszPassword
)
const char *pszAccountName,
const char *pszPassword
)
{
PRINT_DEBUG("%s %s", pszAccountName, pszPassword);
LogOn(pszAccountName);
PRINT_DEBUG("'%s' '%s'", pszAccountName, pszPassword);
LogOn(pszAccountName);
}
/// Login to a generic, anonymous account.
@ -485,17 +498,20 @@ bool Steam_GameServer::BUpdateUserData( CSteamID steamIDUser, const char *pchPla
bool Steam_GameServer::BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode )
{
PRINT_DEBUG_ENTRY();
PRINT_DEBUG("'%s' '%s'", pchVersion, pchGameDir);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
// Note: appid 55100 doesn't call InitGameServer(), it immediately calls this function
InitGameServer(unGameIP, unGamePort, usQueryPort, unServerFlags, settings->get_local_game_id().AppID(), pchVersion);
server_data.set_ip(unGameIP);
server_data.set_port(unGamePort);
server_data.set_query_port(usQueryPort);
server_data.set_spectator_port(unSpectatorPort);
set_version(pchVersion);
server_data.set_game_dir(pchGameDir ? pchGameDir : "");
std::string version(pchVersion);
version.erase(std::remove(version.begin(), version.end(), ' '), version.end());
version.erase(std::remove(version.begin(), version.end(), '.'), version.end());
server_data.set_version(stoi(version));
flags = unServerFlags;
//TODO?
@ -822,13 +838,13 @@ void Steam_GameServer::RunCallbacks()
if (temp_call_servers_connected) {
PRINT_DEBUG("SteamServersConnected_t");
SteamServersConnected_t data;
SteamServersConnected_t data{};
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1);
}
if (logged_in && !policy_response_called) {
PRINT_DEBUG("GSPolicyResponse_t");
GSPolicyResponse_t data;
GSPolicyResponse_t data{};
data.m_bSecure = !!(flags & k_unServerFlagSecure);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.11);
policy_response_called = true;
@ -836,7 +852,7 @@ void Steam_GameServer::RunCallbacks()
if (logged_in && check_timedout(last_sent_server_info, SEND_SERVER_RATE)) {
PRINT_DEBUG("Sending Gameserver");
Common_Message msg;
Common_Message msg{};
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
server_data.set_appid(settings->get_local_game_id().AppID());
msg.set_allocated_gameserver(new Gameserver(server_data));
@ -865,3 +881,171 @@ void Steam_GameServer::RunCallbacks()
}
}
}
// older sdk -----------------------------------------------
void Steam_GameServer::GSSetSpawnCount( uint32 ucSpawn )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
SetBotPlayerCount((int)ucSpawn);
}
bool Steam_GameServer::GSGetSteam2GetEncryptionKeyToSendToNewClient( void *pvEncryptionKey, uint32 *pcbEncryptionKey, uint32 cbMaxEncryptionKey )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
bool Steam_GameServer::GSSendSteam2UserConnect( uint32 unUserID, const void *pvRawKey, uint32 unKeyLen, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return SendUserConnectAndAuthenticate(unIPPublic, pvRawKey, unKeyLen, nullptr);
}
bool Steam_GameServer::GSSendSteam3UserConnect( CSteamID steamID, uint32 unIPPublic, const void *pvCookie, uint32 cubCookie )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return SendUserConnectAndAuthenticate(unIPPublic, pvCookie, cubCookie, nullptr);
}
bool Steam_GameServer::GSRemoveUserConnect( uint32 unUserID )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
bool Steam_GameServer::GSSendUserDisconnect( CSteamID steamID, uint32 unUserID )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
SendUserDisconnect(steamID);
return true;
}
bool Steam_GameServer::GSSendUserStatusResponse( CSteamID steamID, int nSecondsConnected, int nSecondsSinceLast )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
bool Steam_GameServer::Obsolete_GSSetStatus( int32 nAppIdServed, uint32 unServerFlags, int cPlayers, int cPlayersMax, int cBotPlayers, int unGamePort, const char *pchServerName, const char *pchGameDir, const char *pchMapName, const char *pchVersion )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
bool Steam_GameServer::GSUpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pchMapName )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
bool Steam_GameServer::GSSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint32 unGamePort, const char *pchGameDir, const char *pchVersion )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return BSetServerType(unServerFlags, unGameIP, unGamePort, 0, 0, pchGameDir, pchVersion, true);
}
bool Steam_GameServer::GSSetServerType2( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
SetSpectatorPort(unSpectatorPort);
return BSetServerType(unServerFlags, unGameIP, unGamePort, unSpectatorPort, usQueryPort, pchGameDir, pchVersion, bLANMode);
}
bool Steam_GameServer::GSUpdateStatus2( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
bool Steam_GameServer::GSCreateUnauthenticatedUser( CSteamID *pSteamID )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
CSteamID steamId = CreateUnauthenticatedUserConnection();
if (pSteamID) *pSteamID = steamId;
return true;
}
bool Steam_GameServer::GSSetUserData( CSteamID steamID, const char *pPlayerName, uint32 nFrags )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return BUpdateUserData(steamID, pPlayerName, nFrags);
}
void Steam_GameServer::GSUpdateSpectatorPort( uint16 unSpectatorPort )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
UpdateSpectatorPort(unSpectatorPort);
}
void Steam_GameServer::GSSetGameType( const char *pchType )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
SetGameType(pchType);
}
bool Steam_GameServer::GSSendUserConnect( uint32 unUserID, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return SendUserConnectAndAuthenticate(unIPPublic, pvCookie, cubCookie, nullptr);
}
bool Steam_GameServer::GSSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
SetSpectatorPort(unSpectatorPort);
return BSetServerType(unServerFlags, unGameIP, unGamePort, unSpectatorPort, usQueryPort, pchGameDir, pchVersion, bLANMode);
}
bool Steam_GameServer::GSUpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
bool Steam_GameServer::GSGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return BGetUserAchievementStatus(steamID, pchAchievementName);
}
// older sdk -----------------------------------------------

View file

@ -0,0 +1,36 @@
#ifndef ISTEAMGAMESERVER002_H
#define ISTEAMGAMESERVER002_H
#ifdef STEAM_WIN32
#pragma once
#endif
// this interface version is not found in public SDK archives, it is based on proton src: https://github.com/ValveSoftware/Proton/tree/proton_9.0/lsteamclient
class ISteamGameServer002
{
public:
virtual void LogOn() = 0;
virtual void LogOff() = 0;
virtual bool BLoggedOn() = 0;
virtual void GSSetSpawnCount( uint32 ucSpawn ) = 0;
virtual bool GSGetSteam2GetEncryptionKeyToSendToNewClient( void *pvEncryptionKey, uint32 *pcbEncryptionKey, uint32 cbMaxEncryptionKey ) = 0;
virtual bool GSSendSteam2UserConnect( uint32 unUserID, const void *pvRawKey, uint32 unKeyLen, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie ) = 0;
virtual bool GSSendSteam3UserConnect( CSteamID steamID, uint32 unIPPublic, const void *pvCookie, uint32 cubCookie ) = 0;
virtual bool GSRemoveUserConnect( uint32 unUserID ) = 0;
virtual bool GSSendUserDisconnect( CSteamID steamID, uint32 unUserID ) = 0;
virtual bool GSSendUserStatusResponse( CSteamID steamID, int nSecondsConnected, int nSecondsSinceLast ) = 0;
virtual bool Obsolete_GSSetStatus( int32 nAppIdServed, uint32 unServerFlags, int cPlayers, int cPlayersMax, int cBotPlayers, int unGamePort, const char *pchServerName, const char *pchGameDir, const char *pchMapName, const char *pchVersion ) = 0;
virtual bool GSUpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pchMapName ) = 0;
virtual bool BSecure() = 0;
virtual CSteamID GetSteamID() = 0;
virtual bool GSSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint32 unGamePort, const char *pchGameDir, const char *pchVersion ) = 0;
virtual bool GSSetServerType2( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
virtual bool GSUpdateStatus2( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName ) = 0;
virtual bool GSCreateUnauthenticatedUser( CSteamID *pSteamID ) = 0;
virtual bool GSSetUserData( CSteamID steamID, const char *pPlayerName, uint32 nFrags ) = 0;
virtual void GSUpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
virtual void GSSetGameType( const char *pchType ) = 0;
};
#endif // ISTEAMGAMESERVER002_H

View file

@ -0,0 +1,36 @@
#ifndef ISTEAMGAMESERVER003_H
#define ISTEAMGAMESERVER003_H
#ifdef STEAM_WIN32
#pragma once
#endif
// this interface version is not found in public SDK archives, it is based on proton src: https://github.com/ValveSoftware/Proton/tree/proton_9.0/lsteamclient
class ISteamGameServer003
{
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;
virtual bool GSGetSteam2GetEncryptionKeyToSendToNewClient( void *pvEncryptionKey, uint32 *pcbEncryptionKey, uint32 cbMaxEncryptionKey ) = 0;
virtual bool GSSendUserConnect( uint32 unUserID, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie ) = 0;
virtual bool GSRemoveUserConnect( uint32 unUserID ) = 0;
virtual bool GSSendUserDisconnect( CSteamID steamID, uint32 unUserID ) = 0;
virtual void GSSetSpawnCount( uint32 ucSpawn ) = 0;
virtual bool GSSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
virtual bool GSUpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName ) = 0;
virtual bool GSCreateUnauthenticatedUser( CSteamID *pSteamID ) = 0;
virtual bool GSSetUserData( CSteamID steamID, const char *pPlayerName, uint32 nFrags ) = 0;
virtual void GSUpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
virtual void GSSetGameType( const char *pchType ) = 0;
virtual bool GSGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
};
#endif // ISTEAMGAMESERVER003_H

View file

@ -225,6 +225,8 @@
#include "isteamgameserver008.h"
#include "isteamgameserver005.h"
#include "isteamgameserver004.h"
#include "isteamgameserver003.h"
#include "isteamgameserver002.h"
#include "isteamgameserverstats.h"
#include "isteamgamestats.h"