Revert change
parent
570d8e43b2
commit
3ee66fb2de
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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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bool steamclient_has_ipv6_functions()
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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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static void *create_client_interface(const char *ver)
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10
dll/flat.cpp
10
dll/flat.cpp
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@ -5843,9 +5843,15 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation( IStea
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return self->GetServerReputation();
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}
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STEAMAPI_API SteamIPAddress_t SteamAPI_ISteamGameServer_GetPublicIP( ISteamGameServer* self )
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STEAMAPI_API void *SteamAPI_ISteamGameServer_GetPublicIP( intptr_t instancePtr, void *instancePtr_possible )
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{
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return self->GetPublicIP();
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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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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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return (void *)((ISteamGameServer012 *)instancePtr)->GetPublicIP_old();
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}
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}
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STEAMAPI_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket( ISteamGameServer* self, const void * pData, int cbData, uint32 srcIP, uint16 srcPort )
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108
dll/network.cpp
108
dll/network.cpp
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@ -16,7 +16,6 @@
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<http://www.gnu.org/licenses/>. */
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#include "network.h"
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#include "dll.h"
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#define MAX_BROADCASTS 16
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static int number_broadcasts = -1;
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@ -219,26 +218,25 @@ static int set_socket_nonblocking(sock_t sock)
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static void kill_socket(sock_t sock)
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{
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if (is_socket_valid(sock))
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{
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#if defined(STEAM_WIN32)
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closesocket(sock);
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#else
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close(sock);
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#endif
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}
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#if defined(STEAM_WIN32)
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closesocket(sock);
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#else
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close(sock);
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#endif
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}
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static void kill_tcp_socket(struct TCP_Socket &socket)
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{
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kill_socket(socket.sock);
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if (is_socket_valid(socket.sock)) {
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kill_socket(socket.sock);
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}
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socket = TCP_Socket();
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}
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static bool initialed;
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static void run_at_startup()
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{
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static bool initialed = false;
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if (initialed) {
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return;
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}
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@ -893,22 +891,6 @@ void Networking::Run()
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char data[2048];
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int len;
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if (query_alive && is_socket_valid(query_socket)) {
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PRINT_DEBUG("RECV QUERY\n");
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Steam_Client* client = get_steam_client();
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sockaddr_in addr;
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addr.sin_family = AF_INET;
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while ((len = receive_packet(query_socket, &ip_port, data, sizeof(data))) >= 0) {
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client->steam_gameserver->HandleIncomingPacket(data, len, htonl(ip_port.ip), htons(ip_port.port));
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len = client->steam_gameserver->GetNextOutgoingPacket(data, sizeof(data), &ip_port.ip, &ip_port.port);
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addr.sin_addr.s_addr = htonl(ip_port.ip);
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addr.sin_port = htons(ip_port.port);
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sendto(query_socket, data, len, 0, (sockaddr*)&addr, sizeof(addr));
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}
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}
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PRINT_DEBUG("RECV UDP\n");
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while((len = receive_packet(udp_socket, &ip_port, data, sizeof(data))) >= 0) {
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PRINT_DEBUG("recv %i %hhu.%hhu.%hhu.%hhu:%hu\n", len, ((unsigned char *)&ip_port.ip)[0], ((unsigned char *)&ip_port.ip)[1], ((unsigned char *)&ip_port.ip)[2], ((unsigned char *)&ip_port.ip)[3], htons(ip_port.port));
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@ -1270,75 +1252,3 @@ bool Networking::isAlive()
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{
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return alive;
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}
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void Networking::startQuery(IP_PORT ip_port)
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{
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if (ip_port.port <= 1024)
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return;
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if (!query_alive)
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{
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if (ip_port.port == MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE)
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{
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PRINT_DEBUG("Source Query in Shared Mode\n");
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return;
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}
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int retry = 0;
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constexpr auto max_retry = 10;
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while (retry++ < max_retry)
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{
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query_socket = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
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if (is_socket_valid(query_socket))
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break;
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if (retry > max_retry)
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{
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reset_last_error();
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return;
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}
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}
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retry = 0;
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sockaddr_in addr;
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addr.sin_addr.s_addr = htonl(ip_port.ip);
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addr.sin_port = htons(ip_port.port);
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addr.sin_family = AF_INET;
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while (retry++ < max_retry)
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{
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int res = bind(query_socket, (sockaddr*)&addr, sizeof(sockaddr_in));
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if (res == 0)
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{
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set_socket_nonblocking(query_socket);
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break;
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}
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if (retry >= max_retry)
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{
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kill_socket(query_socket);
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query_socket = -1;
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reset_last_error();
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return;
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}
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}
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char str_ip[16];
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inet_ntop(AF_INET, &(addr.sin_addr), str_ip, 16);
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PRINT_DEBUG("Started query server on %s:%d\n", str_ip, htons(addr.sin_port));
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}
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query_alive = true;
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}
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void Networking::shutDownQuery()
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{
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query_alive = false;
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kill_socket(query_socket);
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}
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bool Networking::isQueryAlive()
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{
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return query_alive;
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}
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@ -86,10 +86,9 @@ struct Connection {
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class Networking {
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bool enabled = false;
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bool query_alive;
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bool alive;
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std::chrono::high_resolution_clock::time_point last_run;
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sock_t query_socket, udp_socket, tcp_socket;
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sock_t udp_socket, tcp_socket;
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uint16 udp_port, tcp_port;
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uint32 own_ip;
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std::vector<struct Connection> connections;
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@ -137,11 +136,6 @@ public:
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void shutDown();
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bool isAlive();
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void startQuery(IP_PORT ip_port);
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void shutDownQuery();
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bool isQueryAlive();
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};
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#endif
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@ -145,9 +145,6 @@ public:
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//networking
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bool disable_networking = false;
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//gameserver source query
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bool disable_source_query = false;
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//overlay
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bool disable_overlay = false;
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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_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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PRINT_DEBUG("client init end\n");
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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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return (ISteamGameServer *)(void *)(ISteamGameServer012 *)steam_gameserver;
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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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} else {
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gameserver_has_ipv6_functions = true;
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return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver;
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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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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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// Creates a communication pipe to the Steam client.
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@ -16,7 +16,6 @@
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<http://www.gnu.org/licenses/>. */
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#include "steam_gameserver.h"
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#include "source_query.h"
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#define SEND_SERVER_RATE 5.0
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@ -34,11 +33,6 @@ Steam_GameServer::~Steam_GameServer()
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delete ticket_manager;
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}
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std::vector<std::pair<CSteamID, Gameserver_Player_Info_t>>* Steam_GameServer::get_players()
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{
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return &players;
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}
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//
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// Basic server data. These properties, if set, must be set before before calling LogOn. They
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// may not be changed after logged in.
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@ -60,10 +54,6 @@ bool Steam_GameServer::InitGameServer( uint32 unIP, uint16 usGamePort, uint16 us
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server_data.set_port(usGamePort);
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server_data.set_query_port(usQueryPort);
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server_data.set_offline(false);
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if (!settings->disable_source_query)
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network->startQuery({ unIP, usQueryPort });
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if (!settings->get_local_game_id().AppID()) settings->set_game_id(CGameID(nGameAppId));
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//TODO: flags should be k_unServerFlag
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flags = unFlags;
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@ -354,22 +344,7 @@ bool Steam_GameServer::SendUserConnectAndAuthenticate( uint32 unIPClient, const
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PRINT_DEBUG("SendUserConnectAndAuthenticate %u %u\n", unIPClient, cubAuthBlobSize);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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bool res = ticket_manager->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser);
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if (res)
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{
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std::pair<CSteamID, Gameserver_Player_Info_t> infos;
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if( pSteamIDUser != nullptr)
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infos.first = *pSteamIDUser;
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infos.second.join_time = std::chrono::steady_clock::now();
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infos.second.score = 0;
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infos.second.name = "Player";
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players.emplace_back(std::move(infos));
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}
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return res;
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return ticket_manager->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser);
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}
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@ -382,16 +357,7 @@ CSteamID Steam_GameServer::CreateUnauthenticatedUserConnection()
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PRINT_DEBUG("CreateUnauthenticatedUserConnection\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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CSteamID bot_id = ticket_manager->fakeUser();
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std::pair<CSteamID, Gameserver_Player_Info_t> infos;
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infos.first = bot_id;
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infos.second.join_time = std::chrono::steady_clock::now();
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infos.second.score = 0;
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infos.second.name = "Bot";
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players.emplace_back(std::move(infos));
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return bot_id;
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return ticket_manager->fakeUser();
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}
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@ -403,16 +369,6 @@ void Steam_GameServer::SendUserDisconnect( CSteamID steamIDUser )
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PRINT_DEBUG("SendUserDisconnect\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto player_it = std::find_if(players.begin(), players.end(), [&steamIDUser](std::pair<CSteamID, Gameserver_Player_Info_t>& player)
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{
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return player.first == steamIDUser;
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});
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if (player_it != players.end())
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{
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players.erase(player_it);
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}
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ticket_manager->endAuth(steamIDUser);
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}
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@ -425,21 +381,7 @@ void Steam_GameServer::SendUserDisconnect( CSteamID steamIDUser )
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bool Steam_GameServer::BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore )
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{
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PRINT_DEBUG("BUpdateUserData\n");
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auto player_it = std::find_if(players.begin(), players.end(), [&steamIDUser](std::pair<CSteamID, Gameserver_Player_Info_t>& player)
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{
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return player.first == steamIDUser;
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});
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if (player_it != players.end())
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{
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if( pchPlayerName != nullptr)
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player_it->second.name = pchPlayerName;
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player_it->second.score = uScore;
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return true;
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}
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return false;
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return true;
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}
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// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
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@ -617,6 +559,12 @@ SteamIPAddress_t Steam_GameServer::GetPublicIP()
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return ip;
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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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// 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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@ -636,18 +584,6 @@ bool Steam_GameServer::HandleIncomingPacket( const void *pData, int cbData, uint
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{
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PRINT_DEBUG("HandleIncomingPacket %i %X %i\n", cbData, srcIP, srcPort);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->disable_source_query) return true;
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Gameserver_Outgoing_Packet packet;
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packet.data = std::move(Source_Query::handle_source_query(pData, cbData, server_data));
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if (packet.data.empty())
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return false;
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packet.ip = srcIP;
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packet.port = srcPort;
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outgoing_packets.emplace_back(std::move(packet));
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return true;
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}
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@ -660,7 +596,6 @@ int Steam_GameServer::GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *p
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{
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PRINT_DEBUG("GetNextOutgoingPacket\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->disable_source_query) return 0;
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if (outgoing_packets.size() == 0) return 0;
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if (outgoing_packets.back().data.size() < cbMaxOut) cbMaxOut = outgoing_packets.back().data.size();
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@ -761,10 +696,6 @@ void Steam_GameServer::RunCallbacks()
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msg.set_allocated_gameserver(new Gameserver(server_data));
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msg.mutable_gameserver()->set_offline(true);
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network->sendToAllIndividuals(&msg, true);
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// Shutdown Source Query
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network->shutDownQuery();
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// And empty the queue if needed
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outgoing_packets.clear();
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}
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}
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}
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@ -15,9 +15,6 @@
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#ifndef __INCLUDED_GAMESERVER__
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#define __INCLUDED_GAMESERVER__
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#include "base.h"
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//-----------------------------------------------------------------------------
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@ -25,18 +22,12 @@
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//-----------------------------------------------------------------------------
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struct Gameserver_Outgoing_Packet {
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std::vector<uint8_t> data;
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std::string data;
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uint32 ip;
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uint16 port;
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};
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struct Gameserver_Player_Info_t {
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std::chrono::steady_clock::time_point join_time;
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std::string name;
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uint32 score;
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};
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class Steam_GameServer :
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public ISteamGameServer005,
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public ISteamGameServer008,
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@ -56,7 +47,6 @@ public ISteamGameServer
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bool logged_in = false;
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bool call_servers_disconnected = false;
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Gameserver server_data;
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std::vector<std::pair<CSteamID, Gameserver_Player_Info_t>> players;
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uint32 flags;
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bool policy_response_called;
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@ -69,9 +59,6 @@ public:
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Steam_GameServer(class Settings *settings, class Networking *network, class SteamCallBacks *callbacks);
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~Steam_GameServer();
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std::vector<std::pair<CSteamID, Gameserver_Player_Info_t>>* get_players();
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//
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// Basic server data. These properties, if set, must be set before before calling LogOn. They
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// may not be changed after logged in.
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|
@ -291,6 +278,7 @@ public:
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// connect to
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uint32 GetPublicIP_old();
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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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// socket to talk to the master server on, it lets the game use its socket to forward messages
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@ -342,5 +330,3 @@ public:
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//
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||||
void RunCallbacks();
|
||||
};
|
||||
|
||||
#endif
|
|
@ -15,9 +15,6 @@
|
|||
License along with the Goldberg Emulator; if not, see
|
||||
<http://www.gnu.org/licenses/>. */
|
||||
|
||||
#ifndef __INCLUDED_STEAM_MATCHMAKING__
|
||||
#define __INCLUDED_STEAM_MATCHMAKING__
|
||||
|
||||
#include "base.h"
|
||||
|
||||
#define SEND_LOBBY_RATE 5.0
|
||||
|
@ -1482,5 +1479,3 @@ void Callback(Common_Message *msg)
|
|||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
|
@ -239,6 +239,7 @@ bool GetAchievement( const char *pchName, bool *pbAchieved )
|
|||
|
||||
try {
|
||||
auto it = defined_achievements_find(pchName);
|
||||
if (it == defined_achievements.end()) return false;
|
||||
std::string pch_name = it->value("name", std::string());
|
||||
|
||||
auto ach = user_achievements.find(pch_name);
|
||||
|
@ -261,6 +262,7 @@ bool SetAchievement( const char *pchName )
|
|||
|
||||
try {
|
||||
auto it = defined_achievements_find(pchName);
|
||||
if (it == defined_achievements.end()) return false;
|
||||
std::string pch_name = it->value("name", std::string());
|
||||
|
||||
if (it != defined_achievements.end()) {
|
||||
|
@ -288,6 +290,7 @@ bool ClearAchievement( const char *pchName )
|
|||
|
||||
try {
|
||||
auto it = defined_achievements_find(pchName);
|
||||
if (it == defined_achievements.end()) return false;
|
||||
std::string pch_name = it->value("name", std::string());
|
||||
|
||||
if (it != defined_achievements.end()) {
|
||||
|
@ -313,6 +316,7 @@ bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32
|
|||
|
||||
try {
|
||||
auto it = defined_achievements_find(pchName);
|
||||
if (it == defined_achievements.end()) return false;
|
||||
std::string pch_name = it->value("name", std::string());
|
||||
|
||||
auto ach = user_achievements.find(pch_name);
|
||||
|
@ -417,6 +421,8 @@ bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint
|
|||
|
||||
try {
|
||||
auto it = defined_achievements_find(pchName);
|
||||
if (it == defined_achievements.end()) return false;
|
||||
|
||||
std::string pch_name = it->value("name", std::string());
|
||||
|
||||
auto ach = user_achievements.find(pch_name);
|
||||
|
|
|
@ -15,9 +15,6 @@
|
|||
License along with the Goldberg Emulator; if not, see
|
||||
<http://www.gnu.org/licenses/>. */
|
||||
|
||||
#ifndef __INCLUDED_STEAM_UTILS__
|
||||
#define __INCLUDED_STEAM_UTILS__
|
||||
|
||||
#include "base.h"
|
||||
#include "local_storage.h"
|
||||
#include "../overlay_experimental/steam_overlay.h"
|
||||
|
@ -409,5 +406,3 @@ ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProt
|
|||
}
|
||||
|
||||
};
|
||||
|
||||
#endif
|
|
@ -190,8 +190,6 @@ public:
|
|||
// connect to
|
||||
virtual uint32 GetPublicIP_old() = 0;
|
||||
|
||||
virtual SteamIPAddress_t GetPublicIP() = 0;
|
||||
|
||||
// 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
|
||||
|
|
|
@ -1011,7 +1011,7 @@ STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamGameServer_UserHasLicens
|
|||
STEAMAPI_API bool SteamAPI_ISteamGameServer_RequestUserGroupStatus( ISteamGameServer* self, uint64_steamid steamIDUser, uint64_steamid steamIDGroup );
|
||||
STEAMAPI_API void SteamAPI_ISteamGameServer_GetGameplayStats( ISteamGameServer* self );
|
||||
STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation( ISteamGameServer* self );
|
||||
STEAMAPI_API SteamIPAddress_t SteamAPI_ISteamGameServer_GetPublicIP( ISteamGameServer* self );
|
||||
//STEAMAPI_API SteamIPAddress_t SteamAPI_ISteamGameServer_GetPublicIP( ISteamGameServer* self );
|
||||
STEAMAPI_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket( ISteamGameServer* self, const void * pData, int cbData, uint32 srcIP, uint16 srcPort );
|
||||
STEAMAPI_API int SteamAPI_ISteamGameServer_GetNextOutgoingPacket( ISteamGameServer* self, void * pOut, int cbMaxOut, uint32 * pNetAdr, uint16 * pPort );
|
||||
STEAMAPI_API void SteamAPI_ISteamGameServer_EnableHeartbeats( ISteamGameServer* self, bool bActive );
|
||||
|
|
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Reference in New Issue