/// <summary> /// <para> ask if any of the current players dont want to play with this new player - or vice versa</para> /// </summary> public static SteamAPICall_t ComputeNewPlayerCompatibility(CSteamID steamIDNewPlayer) { InteropHelp.TestIfAvailableGameServer(); return((SteamAPICall_t)NativeMethods.ISteamGameServer_ComputeNewPlayerCompatibility(CSteamGameServerAPIContext.GetSteamGameServer(), steamIDNewPlayer)); }
/// <summary> /// <para>/ Begin process of logging game server out of steam</para> /// </summary> public static void LogOff() { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_LogOff(CSteamGameServerAPIContext.GetSteamGameServer()); }
/// <summary> /// <para> Control heartbeats / advertisement with master server</para> /// <para> Call this as often as you like to tell the master server updater whether or not</para> /// <para> you want it to be active (default: off).</para> /// </summary> public static void EnableHeartbeats(bool bActive) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_EnableHeartbeats(CSteamGameServerAPIContext.GetSteamGameServer(), bActive); }
/// <summary> /// <para> Force a heartbeat to steam at the next opportunity</para> /// </summary> public static void ForceHeartbeat() { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_ForceHeartbeat(CSteamGameServerAPIContext.GetSteamGameServer()); }
public static SteamAPICall_t GetServerReputation() { InteropHelp.TestIfAvailableGameServer(); return((SteamAPICall_t)NativeMethods.ISteamGameServer_GetServerReputation(CSteamGameServerAPIContext.GetSteamGameServer())); }
/// <summary> /// <para> These are in GameSocketShare mode, where instead of ISteamGameServer creating its own</para> /// <para> socket to talk to the master server on, it lets the game use its socket to forward messages</para> /// <para> back and forth. This prevents us from requiring server ops to open up yet another port</para> /// <para> in their firewalls.</para> /// <para> the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001</para> /// <para> These are used when you've elected to multiplex the game server's UDP socket</para> /// <para> rather than having the master server updater use its own sockets.</para> /// <para> Source games use this to simplify the job of the server admins, so they</para> /// <para> don't have to open up more ports on their firewalls.</para> /// <para> Call this when a packet that starts with 0xFFFFFFFF comes in. That means</para> /// <para> it's for us.</para> /// </summary> public static bool HandleIncomingPacket(byte[] pData, int cbData, uint srcIP, ushort srcPort) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServer_HandleIncomingPacket(CSteamGameServerAPIContext.GetSteamGameServer(), pData, cbData, srcIP, srcPort)); }
/// <summary> /// <para>/ Spectator server. The default value is zero, meaning the service</para> /// <para>/ is not used.</para> /// </summary> public static void SetSpectatorPort(ushort unSpectatorPort) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_SetSpectatorPort(CSteamGameServerAPIContext.GetSteamGameServer(), unSpectatorPort); }
/// <summary> /// <para> Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t</para> /// <para> returns false if we're not connected to the steam servers and thus cannot ask</para> /// </summary> public static bool RequestUserGroupStatus(CSteamID steamIDUser, CSteamID steamIDGroup) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServer_RequestUserGroupStatus(CSteamGameServerAPIContext.GetSteamGameServer(), steamIDUser, steamIDGroup)); }
/// <summary> /// <para>/ Number of bots. Default value is zero</para> /// </summary> public static void SetBotPlayerCount(int cBotplayers) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_SetBotPlayerCount(CSteamGameServerAPIContext.GetSteamGameServer(), cBotplayers); }
/// <summary> /// <para>/ Let people know if your server will require a password</para> /// </summary> public static void SetPasswordProtected(bool bPasswordProtected) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_SetPasswordProtected(CSteamGameServerAPIContext.GetSteamGameServer(), bPasswordProtected); }
/// <summary> /// <para>/ Returns true if the master server has requested a restart.</para> /// <para>/ Only returns true once per request.</para> /// </summary> public static bool WasRestartRequested() { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServer_WasRestartRequested(CSteamGameServerAPIContext.GetSteamGameServer())); }
public static CSteamID GetSteamID() { InteropHelp.TestIfAvailableGameServer(); return((CSteamID)NativeMethods.ISteamGameServer_GetSteamID(CSteamGameServerAPIContext.GetSteamGameServer())); }
public static bool BSecure() { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServer_BSecure(CSteamGameServerAPIContext.GetSteamGameServer())); }
/// <summary> /// <para> Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to</para> /// </summary> public static void CancelAuthTicket(HAuthTicket hAuthTicket) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_CancelAuthTicket(CSteamGameServerAPIContext.GetSteamGameServer(), hAuthTicket); }
/// <summary> /// <para>/ Call this to clear the whole list of key/values that are sent in rules queries.</para> /// </summary> public static void ClearAllKeyValues() { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_ClearAllKeyValues(CSteamGameServerAPIContext.GetSteamGameServer()); }
/// <summary> /// <para> After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function</para> /// <para> to determine if the user owns downloadable content specified by the provided AppID.</para> /// </summary> public static EUserHasLicenseForAppResult UserHasLicenseForApp(CSteamID steamID, AppId_t appID) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServer_UserHasLicenseForApp(CSteamGameServerAPIContext.GetSteamGameServer(), steamID, appID)); }
/// <summary> /// <para> Player list management / authentication</para> /// <para> Handles receiving a new connection from a Steam user. This call will ask the Steam</para> /// <para> servers to validate the users identity, app ownership, and VAC status. If the Steam servers</para> /// <para> are off-line, then it will validate the cached ticket itself which will validate app ownership</para> /// <para> and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()</para> /// <para> and must then be sent up to the game server for authentication.</para> /// <para> 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</para> /// <para> If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication</para> /// <para> for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)</para> /// </summary> public static bool SendUserConnectAndAuthenticate(uint unIPClient, byte[] pvAuthBlob, uint cubAuthBlobSize, out CSteamID pSteamIDUser) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServer_SendUserConnectAndAuthenticate(CSteamGameServerAPIContext.GetSteamGameServer(), unIPClient, pvAuthBlob, cubAuthBlobSize, out pSteamIDUser)); }
/// <summary> /// <para> these two functions s are deprecated, and will not return results</para> /// <para> they will be removed in a future version of the SDK</para> /// </summary> public static void GetGameplayStats() { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_GetGameplayStats(CSteamGameServerAPIContext.GetSteamGameServer()); }
/// <summary> /// <para> Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.</para> /// <para> Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()</para> /// <para> when this user leaves the server just like you would for a real user.</para> /// </summary> public static CSteamID CreateUnauthenticatedUserConnection() { InteropHelp.TestIfAvailableGameServer(); return((CSteamID)NativeMethods.ISteamGameServer_CreateUnauthenticatedUserConnection(CSteamGameServerAPIContext.GetSteamGameServer())); }
/// <summary> /// <para> Returns the public IP of the server according to Steam, useful when the server is</para> /// <para> behind NAT and you want to advertise its IP in a lobby for other clients to directly</para> /// <para> connect to</para> /// </summary> public static SteamIPAddress_t GetPublicIP() { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServer_GetPublicIP(CSteamGameServerAPIContext.GetSteamGameServer())); }
/// <summary> /// <para> Should be called whenever a user leaves our game server, this lets Steam internally</para> /// <para> track which users are currently on which servers for the purposes of preventing a single</para> /// <para> account being logged into multiple servers, showing who is currently on a server, etc.</para> /// </summary> public static void SendUserDisconnect(CSteamID steamIDUser) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_SendUserDisconnect(CSteamGameServerAPIContext.GetSteamGameServer(), steamIDUser); }
/// <summary> /// <para> AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.</para> /// <para> This gets a packet that the master server updater needs to send out on UDP.</para> /// <para> It returns the length of the packet it wants to send, or 0 if there are no more packets to send.</para> /// <para> Call this each frame until it returns 0.</para> /// </summary> public static int GetNextOutgoingPacket(byte[] pOut, int cbMaxOut, out uint pNetAdr, out ushort pPort) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServer_GetNextOutgoingPacket(CSteamGameServerAPIContext.GetSteamGameServer(), pOut, cbMaxOut, out pNetAdr, out pPort)); }
/// <summary> /// <para> New auth system APIs - do not mix with the old auth system APIs.</para> /// <para> ----------------------------------------------------------------</para> /// <para> Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).</para> /// <para> pcbTicket retrieves the length of the actual ticket.</para> /// </summary> public static HAuthTicket GetAuthSessionTicket(byte[] pTicket, int cbMaxTicket, out uint pcbTicket) { InteropHelp.TestIfAvailableGameServer(); return((HAuthTicket)NativeMethods.ISteamGameServer_GetAuthSessionTicket(CSteamGameServerAPIContext.GetSteamGameServer(), pTicket, cbMaxTicket, out pcbTicket)); }
/// <summary> /// <para> You usually don't need to modify this.</para> /// <para> Pass -1 to use the default value for iHeartbeatInterval.</para> /// <para> Some mods change this.</para> /// </summary> public static void SetHeartbeatInterval(int iHeartbeatInterval) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_SetHeartbeatInterval(CSteamGameServerAPIContext.GetSteamGameServer(), iHeartbeatInterval); }
/// <summary> /// <para> Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused</para> /// <para> Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )</para> /// </summary> public static EBeginAuthSessionResult BeginAuthSession(byte[] pAuthTicket, int cbAuthTicket, CSteamID steamID) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServer_BeginAuthSession(CSteamGameServerAPIContext.GetSteamGameServer(), pAuthTicket, cbAuthTicket, steamID)); }
/// <summary> /// <para> associate this game server with this clan for the purposes of computing player compat</para> /// </summary> public static SteamAPICall_t AssociateWithClan(CSteamID steamIDClan) { InteropHelp.TestIfAvailableGameServer(); return((SteamAPICall_t)NativeMethods.ISteamGameServer_AssociateWithClan(CSteamGameServerAPIContext.GetSteamGameServer(), steamIDClan)); }
/// <summary> /// <para> Stop tracking started by BeginAuthSession - called when no longer playing game with this entity</para> /// </summary> public static void EndAuthSession(CSteamID steamID) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_EndAuthSession(CSteamGameServerAPIContext.GetSteamGameServer(), steamID); }
/// <summary> /// <para>/ Is this is a dedicated server? The default value is false.</para> /// </summary> public static void SetDedicatedServer(bool bDedicated) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_SetDedicatedServer(CSteamGameServerAPIContext.GetSteamGameServer(), bDedicated); }
/// <summary> /// <para>/ Indicate whether you wish to be listed on the master server list</para> /// <para>/ and/or respond to server browser / LAN discovery packets.</para> /// <para>/ The server starts with this value set to false. You should set all</para> /// <para>/ relevant server parameters before enabling advertisement on the server.</para> /// <para>/</para> /// <para>/ (This function used to be named EnableHeartbeats, so if you are wondering</para> /// <para>/ where that function went, it's right here. It does the same thing as before,</para> /// <para>/ the old name was just confusing.)</para> /// </summary> public static void SetAdvertiseServerActive(bool bActive) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_SetAdvertiseServerActive(CSteamGameServerAPIContext.GetSteamGameServer(), bActive); }