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gbe_fork/sdk/steam/isteamgameserver002.h
2025-07-09 17:05:07 +03:00

52 lines
2.8 KiB
C++

#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;
};
// client has been denied to connect to this game server because of a Steam2 auth failure
struct GSClientSteam2Deny_t
{
enum { k_iCallback = k_iSteamGameServerCallbacks + 4 };
uint32 m_UserID;
uint32 m_eSteamError;
};
// client has been accepted by Steam2 to connect to this game server
struct GSClientSteam2Accept_t
{
enum { k_iCallback = k_iSteamGameServerCallbacks + 5 };
uint32 m_UserID;
uint64 m_SteamID;
};
#endif // ISTEAMGAMESERVER002_H