// This file is provided under The MIT License as part of Steamworks.NET. // Copyright (c) 2013-2019 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_ANDROID || UNITY_IOS || UNITY_TIZEN || UNITY_TVOS || UNITY_WEBGL || UNITY_WSA || UNITY_PS4 || UNITY_WII || UNITY_XBOXONE || UNITY_SWITCH #define DISABLESTEAMWORKS #endif #if !DISABLESTEAMWORKS using System.Runtime.InteropServices; using IntPtr = System.IntPtr; namespace Steamworks { public static class SteamGameServer { /// /// Basic server data. These properties, if set, must be set before before calling LogOn. They /// may not be changed after logged in. /// / This is called by SteamGameServer_Init, and you will usually not need to call it directly /// public static bool InitGameServer(uint unIP, ushort usGamePort, ushort usQueryPort, uint unFlags, AppId_t nGameAppId, string pchVersionString) { InteropHelp.TestIfAvailableGameServer(); using (var pchVersionString2 = new InteropHelp.UTF8StringHandle(pchVersionString)) { return NativeMethods.ISteamGameServer_InitGameServer(CSteamGameServerAPIContext.GetSteamGameServer(), unIP, usGamePort, usQueryPort, unFlags, nGameAppId, pchVersionString2); } } /// /// / 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_cbMaxGameServerName /// 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. The default value is zero, meaning the service /// / is not used. /// 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 /// / don't set this unless it actually changes, its only uploaded to the master once (when /// / acknowledged) /// / /// / @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); } } /// /// 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) /// 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); } /// /// 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. /// 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. /// public static void SendUserDisconnect(CSteamID steamIDUser) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_SendUserDisconnect(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); } } /// /// 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. /// public static HAuthTicket GetAuthSessionTicket(byte[] pTicket, int cbMaxTicket, out uint pcbTicket) { InteropHelp.TestIfAvailableGameServer(); return (HAuthTicket)NativeMethods.ISteamGameServer_GetAuthSessionTicket(CSteamGameServerAPIContext.GetSteamGameServer(), pTicket, cbMaxTicket, out pcbTicket); } /// /// 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 uint GetPublicIP() { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamGameServer_GetPublicIP(CSteamGameServerAPIContext.GetSteamGameServer()); } /// /// 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 /// back and forth. This prevents us from requiring server ops to open up yet another port /// 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. /// 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); } /// /// 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). /// public static void EnableHeartbeats(bool bActive) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_EnableHeartbeats(CSteamGameServerAPIContext.GetSteamGameServer(), bActive); } /// /// You usually don't need to modify this. /// Pass -1 to use the default value for iHeartbeatInterval. /// Some mods change this. /// public static void SetHeartbeatInterval(int iHeartbeatInterval) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_SetHeartbeatInterval(CSteamGameServerAPIContext.GetSteamGameServer(), iHeartbeatInterval); } /// /// Force a heartbeat to steam at the next opportunity /// public static void ForceHeartbeat() { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServer_ForceHeartbeat(CSteamGameServerAPIContext.GetSteamGameServer()); } /// /// 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); } } } #endif // !DISABLESTEAMWORKS