Hopefully this fixes the SteamAPI_ISteamGameServer_GetPublicIP function
parent
c48526d49a
commit
19015c097c
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@ -136,7 +136,7 @@ Steam_Client *get_steam_clientserver_old()
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static bool steamclient_has_ipv6_functions_flag;
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static bool steamclient_has_ipv6_functions_flag;
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bool steamclient_has_ipv6_functions()
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bool steamclient_has_ipv6_functions()
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{
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{
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return steamclient_has_ipv6_functions_flag;
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return steamclient_has_ipv6_functions_flag || get_steam_client()->gameserver_has_ipv6_functions;
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}
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}
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static void *create_client_interface(const char *ver)
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static void *create_client_interface(const char *ver)
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@ -5843,13 +5843,14 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation( IStea
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return self->GetServerReputation();
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return self->GetServerReputation();
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}
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}
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STEAMAPI_API uint32 SteamAPI_ISteamGameServer_GetPublicIP( intptr_t instancePtr, void *instancePtr_possible )
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STEAMAPI_API void *SteamAPI_ISteamGameServer_GetPublicIP( intptr_t instancePtr, void *instancePtr_possible )
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{
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{
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//TODO: check if this actually works (ret value changed from uint32 to struct)
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//abuse call convention rules to get this working.
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if (steamclient_has_ipv6_functions()) {
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if (steamclient_has_ipv6_functions()) {
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return ((ISteamGameServer012 *)instancePtr_possible)->GetPublicIP_old();
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get_steam_client()->steam_gameserver->GetPublicIP_fix((SteamIPAddress_t *)instancePtr);
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return (void *)instancePtr;
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} else {
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} else {
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return ((ISteamGameServer012 *)instancePtr)->GetPublicIP_old();
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return (void *)((ISteamGameServer012 *)instancePtr)->GetPublicIP_old();
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}
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}
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}
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}
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@ -109,6 +109,8 @@ Steam_Client::Steam_Client()
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steam_gameserver_game_coordinator = new Steam_Game_Coordinator(settings_server, network, callback_results_server, callbacks_server, run_every_runcb);
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steam_gameserver_game_coordinator = new Steam_Game_Coordinator(settings_server, network, callback_results_server, callbacks_server, run_every_runcb);
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steam_masterserver_updater = new Steam_Masterserver_Updater(settings_server, network, callback_results_server, callbacks_server, run_every_runcb);
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steam_masterserver_updater = new Steam_Masterserver_Updater(settings_server, network, callback_results_server, callbacks_server, run_every_runcb);
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gameserver_has_ipv6_functions = false;
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last_cb_run = 0;
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last_cb_run = 0;
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PRINT_DEBUG("client init end\n");
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PRINT_DEBUG("client init end\n");
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}
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}
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@ -303,8 +305,10 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte
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} else if (strcmp(pchVersion, "SteamGameServer012") == 0) {
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} else if (strcmp(pchVersion, "SteamGameServer012") == 0) {
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return (ISteamGameServer *)(void *)(ISteamGameServer012 *)steam_gameserver;
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return (ISteamGameServer *)(void *)(ISteamGameServer012 *)steam_gameserver;
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} else if (strcmp(pchVersion, STEAMGAMESERVER_INTERFACE_VERSION) == 0) {
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} else if (strcmp(pchVersion, STEAMGAMESERVER_INTERFACE_VERSION) == 0) {
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gameserver_has_ipv6_functions = true;
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return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver;
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return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver;
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} else {
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} else {
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gameserver_has_ipv6_functions = true;
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return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver;
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return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver;
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}
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}
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@ -139,6 +139,8 @@ public:
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unsigned steam_pipe_counter = 1;
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unsigned steam_pipe_counter = 1;
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std::map<HSteamPipe, enum Steam_Pipe> steam_pipes;
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std::map<HSteamPipe, enum Steam_Pipe> steam_pipes;
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bool gameserver_has_ipv6_functions;
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Steam_Client();
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Steam_Client();
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~Steam_Client();
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~Steam_Client();
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// Creates a communication pipe to the Steam client.
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// Creates a communication pipe to the Steam client.
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@ -559,6 +559,12 @@ SteamIPAddress_t Steam_GameServer::GetPublicIP()
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return ip;
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return ip;
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}
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}
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void Steam_GameServer::GetPublicIP_fix(SteamIPAddress_t *out)
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{
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PRINT_DEBUG("GetPublicIP_fix\n");
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if (out) *out = GetPublicIP();
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}
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// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
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// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
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// socket to talk to the master server on, it lets the game use its socket to forward messages
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// socket to talk to the master server on, it lets the game use its socket to forward messages
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// back and forth. This prevents us from requiring server ops to open up yet another port
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// back and forth. This prevents us from requiring server ops to open up yet another port
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@ -278,6 +278,7 @@ public:
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// connect to
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// connect to
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uint32 GetPublicIP_old();
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uint32 GetPublicIP_old();
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SteamIPAddress_t GetPublicIP();
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SteamIPAddress_t GetPublicIP();
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void GetPublicIP_fix(SteamIPAddress_t *out);
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// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
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// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
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// socket to talk to the master server on, it lets the game use its socket to forward messages
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// socket to talk to the master server on, it lets the game use its socket to forward messages
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