// This file is provided under The MIT License as part of Steamworks.NET.
// Copyright (c) 2013-2022 Riley Labrecque
// Please see the included LICENSE.txt for additional information.
// This file is automatically generated.
// Changes to this file will be reverted when you update Steamworks.NET
#if !(UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX || UNITY_STANDALONE_OSX || STEAMWORKS_WIN || STEAMWORKS_LIN_OSX)
#define DISABLESTEAMWORKS
#endif
#if !DISABLESTEAMWORKS
using System.Runtime.InteropServices;
using IntPtr = System.IntPtr;
namespace Steamworks {
public static class SteamGameServer {
///
/// / 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.
///
public static void SetProduct(string pszProduct) {
InteropHelp.TestIfAvailableGameServer();
using (var pszProduct2 = new InteropHelp.UTF8StringHandle(pszProduct)) {
NativeMethods.ISteamGameServer_SetProduct(CSteamGameServerAPIContext.GetSteamGameServer(), pszProduct2);
}
}
///
/// / 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.
///
public static void SetGameDescription(string pszGameDescription) {
InteropHelp.TestIfAvailableGameServer();
using (var pszGameDescription2 = new InteropHelp.UTF8StringHandle(pszGameDescription)) {
NativeMethods.ISteamGameServer_SetGameDescription(CSteamGameServerAPIContext.GetSteamGameServer(), pszGameDescription2);
}
}
///
/// / 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
///
public static void SetModDir(string pszModDir) {
InteropHelp.TestIfAvailableGameServer();
using (var pszModDir2 = new InteropHelp.UTF8StringHandle(pszModDir)) {
NativeMethods.ISteamGameServer_SetModDir(CSteamGameServerAPIContext.GetSteamGameServer(), pszModDir2);
}
}
///
/// / Is this is a dedicated server? The default value is false.
///
public static void SetDedicatedServer(bool bDedicated) {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamGameServer_SetDedicatedServer(CSteamGameServerAPIContext.GetSteamGameServer(), 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
///
public static void LogOn(string pszToken) {
InteropHelp.TestIfAvailableGameServer();
using (var pszToken2 = new InteropHelp.UTF8StringHandle(pszToken)) {
NativeMethods.ISteamGameServer_LogOn(CSteamGameServerAPIContext.GetSteamGameServer(), pszToken2);
}
}
///
/// / 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.
///
public static void LogOnAnonymous() {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamGameServer_LogOnAnonymous(CSteamGameServerAPIContext.GetSteamGameServer());
}
///
/// / Begin process of logging game server out of steam
///
public static void LogOff() {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamGameServer_LogOff(CSteamGameServerAPIContext.GetSteamGameServer());
}
///
/// status functions
///
public static bool BLoggedOn() {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamGameServer_BLoggedOn(CSteamGameServerAPIContext.GetSteamGameServer());
}
public static bool BSecure() {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamGameServer_BSecure(CSteamGameServerAPIContext.GetSteamGameServer());
}
public static CSteamID GetSteamID() {
InteropHelp.TestIfAvailableGameServer();
return (CSteamID)NativeMethods.ISteamGameServer_GetSteamID(CSteamGameServerAPIContext.GetSteamGameServer());
}
///
/// / Returns true if the master server has requested a restart.
/// / Only returns true once per request.
///
public static bool WasRestartRequested() {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamGameServer_WasRestartRequested(CSteamGameServerAPIContext.GetSteamGameServer());
}
///
/// Server state. These properties may be changed at any time.
/// / Max player count that will be reported to server browser and client queries
///
public static void SetMaxPlayerCount(int cPlayersMax) {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamGameServer_SetMaxPlayerCount(CSteamGameServerAPIContext.GetSteamGameServer(), cPlayersMax);
}
///
/// / Number of bots. Default value is zero
///
public static void SetBotPlayerCount(int cBotplayers) {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamGameServer_SetBotPlayerCount(CSteamGameServerAPIContext.GetSteamGameServer(), cBotplayers);
}
///
/// / Set the name of server as it will appear in the server browser
/// /
/// / @see k_cbMaxGameServerName
///
public static void SetServerName(string pszServerName) {
InteropHelp.TestIfAvailableGameServer();
using (var pszServerName2 = new InteropHelp.UTF8StringHandle(pszServerName)) {
NativeMethods.ISteamGameServer_SetServerName(CSteamGameServerAPIContext.GetSteamGameServer(), pszServerName2);
}
}
///
/// / Set name of map to report in the server browser
/// /
/// / @see k_cbMaxGameServerMapName
///
public static void SetMapName(string pszMapName) {
InteropHelp.TestIfAvailableGameServer();
using (var pszMapName2 = new InteropHelp.UTF8StringHandle(pszMapName)) {
NativeMethods.ISteamGameServer_SetMapName(CSteamGameServerAPIContext.GetSteamGameServer(), pszMapName2);
}
}
///
/// / Let people know if your server will require a password
///
public static void SetPasswordProtected(bool bPasswordProtected) {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamGameServer_SetPasswordProtected(CSteamGameServerAPIContext.GetSteamGameServer(), bPasswordProtected);
}
///
/// / Spectator server port to advertise. The default value is zero, meaning the
/// / service is not used. If your server receives any info requests on the LAN,
/// / this is the value that will be placed into the reply for such local queries.
/// /
/// / This is also the value that will be advertised by the master server.
/// / The only exception is if your server is using a FakeIP. Then then the second
/// / fake port number (index 1) assigned to your server will be listed on the master
/// / server as the spectator port, if you set this value to any nonzero value.
/// /
/// / This function merely controls the values that are advertised -- it's up to you to
/// / configure the server to actually listen on this port and handle any spectator traffic
///
public static void SetSpectatorPort(ushort unSpectatorPort) {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamGameServer_SetSpectatorPort(CSteamGameServerAPIContext.GetSteamGameServer(), unSpectatorPort);
}
///
/// / Name of the spectator server. (Only used if spectator port is nonzero.)
/// /
/// / @see k_cbMaxGameServerMapName
///
public static void SetSpectatorServerName(string pszSpectatorServerName) {
InteropHelp.TestIfAvailableGameServer();
using (var pszSpectatorServerName2 = new InteropHelp.UTF8StringHandle(pszSpectatorServerName)) {
NativeMethods.ISteamGameServer_SetSpectatorServerName(CSteamGameServerAPIContext.GetSteamGameServer(), pszSpectatorServerName2);
}
}
///
/// / Call this to clear the whole list of key/values that are sent in rules queries.
///
public static void ClearAllKeyValues() {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamGameServer_ClearAllKeyValues(CSteamGameServerAPIContext.GetSteamGameServer());
}
///
/// / Call this to add/update a key/value pair.
///
public static void SetKeyValue(string pKey, string pValue) {
InteropHelp.TestIfAvailableGameServer();
using (var pKey2 = new InteropHelp.UTF8StringHandle(pKey))
using (var pValue2 = new InteropHelp.UTF8StringHandle(pValue)) {
NativeMethods.ISteamGameServer_SetKeyValue(CSteamGameServerAPIContext.GetSteamGameServer(), pKey2, pValue2);
}
}
///
/// / 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
///
public static void SetGameTags(string pchGameTags) {
InteropHelp.TestIfAvailableGameServer();
using (var pchGameTags2 = new InteropHelp.UTF8StringHandle(pchGameTags)) {
NativeMethods.ISteamGameServer_SetGameTags(CSteamGameServerAPIContext.GetSteamGameServer(), pchGameTags2);
}
}
///
/// / 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
/// /
/// / @see k_cbMaxGameServerGameData
///
public static void SetGameData(string pchGameData) {
InteropHelp.TestIfAvailableGameServer();
using (var pchGameData2 = new InteropHelp.UTF8StringHandle(pchGameData)) {
NativeMethods.ISteamGameServer_SetGameData(CSteamGameServerAPIContext.GetSteamGameServer(), pchGameData2);
}
}
///
/// / Region identifier. This is an optional field, the default value is empty, meaning the "world" region
///
public static void SetRegion(string pszRegion) {
InteropHelp.TestIfAvailableGameServer();
using (var pszRegion2 = new InteropHelp.UTF8StringHandle(pszRegion)) {
NativeMethods.ISteamGameServer_SetRegion(CSteamGameServerAPIContext.GetSteamGameServer(), pszRegion2);
}
}
///
/// / 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.)
///
public static void SetAdvertiseServerActive(bool bActive) {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamGameServer_SetAdvertiseServerActive(CSteamGameServerAPIContext.GetSteamGameServer(), bActive);
}
///
/// Player list management / authentication.
/// Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
/// pcbTicket retrieves the length of the actual ticket.
/// 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
///
public static HAuthTicket GetAuthSessionTicket(byte[] pTicket, int cbMaxTicket, out uint pcbTicket, ref SteamNetworkingIdentity pSnid) {
InteropHelp.TestIfAvailableGameServer();
return (HAuthTicket)NativeMethods.ISteamGameServer_GetAuthSessionTicket(CSteamGameServerAPIContext.GetSteamGameServer(), pTicket, cbMaxTicket, out pcbTicket, ref 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 )
///
public static EBeginAuthSessionResult BeginAuthSession(byte[] pAuthTicket, int cbAuthTicket, CSteamID steamID) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamGameServer_BeginAuthSession(CSteamGameServerAPIContext.GetSteamGameServer(), pAuthTicket, cbAuthTicket, steamID);
}
///
/// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
///
public static void EndAuthSession(CSteamID steamID) {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamGameServer_EndAuthSession(CSteamGameServerAPIContext.GetSteamGameServer(), steamID);
}
///
/// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
///
public static void CancelAuthTicket(HAuthTicket hAuthTicket) {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamGameServer_CancelAuthTicket(CSteamGameServerAPIContext.GetSteamGameServer(), 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.
///
public static EUserHasLicenseForAppResult UserHasLicenseForApp(CSteamID steamID, AppId_t appID) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamGameServer_UserHasLicenseForApp(CSteamGameServerAPIContext.GetSteamGameServer(), steamID, 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
///
public static bool RequestUserGroupStatus(CSteamID steamIDUser, CSteamID steamIDGroup) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamGameServer_RequestUserGroupStatus(CSteamGameServerAPIContext.GetSteamGameServer(), steamIDUser, steamIDGroup);
}
///
/// these two functions s are deprecated, and will not return results
/// they will be removed in a future version of the SDK
///
public static void GetGameplayStats() {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamGameServer_GetGameplayStats(CSteamGameServerAPIContext.GetSteamGameServer());
}
public static SteamAPICall_t GetServerReputation() {
InteropHelp.TestIfAvailableGameServer();
return (SteamAPICall_t)NativeMethods.ISteamGameServer_GetServerReputation(CSteamGameServerAPIContext.GetSteamGameServer());
}
///
/// 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
///
public static SteamIPAddress_t GetPublicIP() {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamGameServer_GetPublicIP(CSteamGameServerAPIContext.GetSteamGameServer());
}
///
/// Server browser related query packet processing for shared socket mode. These are used
/// when you pass STEAMGAMESERVER_QUERY_PORT_SHARED as the query port to SteamGameServer_Init.
/// IP address and port are 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.
///
public static bool HandleIncomingPacket(byte[] pData, int cbData, uint srcIP, ushort srcPort) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamGameServer_HandleIncomingPacket(CSteamGameServerAPIContext.GetSteamGameServer(), pData, cbData, srcIP, 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.
///
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);
}
///
/// Server clan association
/// associate this game server with this clan for the purposes of computing player compat
///
public static SteamAPICall_t AssociateWithClan(CSteamID steamIDClan) {
InteropHelp.TestIfAvailableGameServer();
return (SteamAPICall_t)NativeMethods.ISteamGameServer_AssociateWithClan(CSteamGameServerAPIContext.GetSteamGameServer(), steamIDClan);
}
///
/// ask if any of the current players dont want to play with this new player - or vice versa
///
public static SteamAPICall_t ComputeNewPlayerCompatibility(CSteamID steamIDNewPlayer) {
InteropHelp.TestIfAvailableGameServer();
return (SteamAPICall_t)NativeMethods.ISteamGameServer_ComputeNewPlayerCompatibility(CSteamGameServerAPIContext.GetSteamGameServer(), steamIDNewPlayer);
}
///
/// 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)
/// DEPRECATED! This function will be removed from the SDK in an upcoming version.
/// Please migrate to BeginAuthSession and related functions.
///
public static bool SendUserConnectAndAuthenticate_DEPRECATED(uint unIPClient, byte[] pvAuthBlob, uint cubAuthBlobSize, out CSteamID pSteamIDUser) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamGameServer_SendUserConnectAndAuthenticate_DEPRECATED(CSteamGameServerAPIContext.GetSteamGameServer(), unIPClient, pvAuthBlob, cubAuthBlobSize, out pSteamIDUser);
}
///
/// 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 EndAuthSession()
/// when this user leaves the server just like you would for a real user.
///
public static CSteamID CreateUnauthenticatedUserConnection() {
InteropHelp.TestIfAvailableGameServer();
return (CSteamID)NativeMethods.ISteamGameServer_CreateUnauthenticatedUserConnection(CSteamGameServerAPIContext.GetSteamGameServer());
}
///
/// 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.
/// DEPRECATED! This function will be removed from the SDK in an upcoming version.
/// Please migrate to BeginAuthSession and related functions.
///
public static void SendUserDisconnect_DEPRECATED(CSteamID steamIDUser) {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamGameServer_SendUserDisconnect_DEPRECATED(CSteamGameServerAPIContext.GetSteamGameServer(), 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)
///
public static bool BUpdateUserData(CSteamID steamIDUser, string pchPlayerName, uint uScore) {
InteropHelp.TestIfAvailableGameServer();
using (var pchPlayerName2 = new InteropHelp.UTF8StringHandle(pchPlayerName)) {
return NativeMethods.ISteamGameServer_BUpdateUserData(CSteamGameServerAPIContext.GetSteamGameServer(), steamIDUser, pchPlayerName2, uScore);
}
}
}
}
#endif // !DISABLESTEAMWORKS