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No commits in common. "4b83a7a3d53b833b98fdc4cee05e7b1df82ad7d5" and "570d8e43b2d860a39159c50b4c7198c61fcce0e1" have entirely different histories.
4b83a7a3d5
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570d8e43b2
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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 || get_steam_client()->gameserver_has_ipv6_functions;
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return steamclient_has_ipv6_functions_flag;
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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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@ -5843,15 +5843,9 @@ 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 void *SteamAPI_ISteamGameServer_GetPublicIP( intptr_t instancePtr, void *instancePtr_possible )
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STEAMAPI_API SteamIPAddress_t SteamAPI_ISteamGameServer_GetPublicIP( ISteamGameServer* self )
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{
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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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return self->GetPublicIP();
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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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@ -232,10 +232,10 @@ static void kill_socket(sock_t sock)
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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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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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@ -1271,6 +1271,7 @@ bool Networking::isAlive()
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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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@ -86,8 +86,8 @@ struct Connection {
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class Networking {
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bool enabled = false;
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bool alive;
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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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uint16 udp_port, tcp_port;
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@ -109,8 +109,6 @@ 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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@ -305,10 +303,8 @@ 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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@ -139,8 +139,6 @@ 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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@ -81,7 +81,7 @@ void Steam_GameServer::SetProduct( const char *pszProduct )
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{
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PRINT_DEBUG("SetProduct\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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server_data.set_product(pszProduct);// Set product to game name if this is empty
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server_data.set_product(pszProduct);
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}
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@ -617,12 +617,6 @@ 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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@ -767,7 +761,7 @@ 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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// 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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@ -291,7 +291,6 @@ 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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@ -239,7 +239,6 @@ bool GetAchievement( const char *pchName, bool *pbAchieved )
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try {
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auto it = defined_achievements_find(pchName);
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if (it == defined_achievements.end()) return false;
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std::string pch_name = it->value("name", std::string());
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auto ach = user_achievements.find(pch_name);
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@ -262,7 +261,6 @@ bool SetAchievement( const char *pchName )
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try {
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auto it = defined_achievements_find(pchName);
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if (it == defined_achievements.end()) return false;
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std::string pch_name = it->value("name", std::string());
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if (it != defined_achievements.end()) {
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@ -290,7 +288,6 @@ bool ClearAchievement( const char *pchName )
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try {
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auto it = defined_achievements_find(pchName);
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if (it == defined_achievements.end()) return false;
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std::string pch_name = it->value("name", std::string());
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if (it != defined_achievements.end()) {
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@ -316,7 +313,6 @@ bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32
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try {
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auto it = defined_achievements_find(pchName);
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if (it == defined_achievements.end()) return false;
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std::string pch_name = it->value("name", std::string());
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auto ach = user_achievements.find(pch_name);
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@ -421,8 +417,6 @@ bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint
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try {
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auto it = defined_achievements_find(pchName);
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if (it == defined_achievements.end()) return false;
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std::string pch_name = it->value("name", std::string());
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auto ach = user_achievements.find(pch_name);
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@ -190,6 +190,8 @@ public:
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// connect to
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virtual uint32 GetPublicIP_old() = 0;
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virtual SteamIPAddress_t GetPublicIP() = 0;
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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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@ -1011,7 +1011,7 @@ STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamGameServer_UserHasLicens
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STEAMAPI_API bool SteamAPI_ISteamGameServer_RequestUserGroupStatus( ISteamGameServer* self, uint64_steamid steamIDUser, uint64_steamid steamIDGroup );
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STEAMAPI_API void SteamAPI_ISteamGameServer_GetGameplayStats( ISteamGameServer* self );
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STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation( ISteamGameServer* self );
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//STEAMAPI_API SteamIPAddress_t SteamAPI_ISteamGameServer_GetPublicIP( ISteamGameServer* self );
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STEAMAPI_API SteamIPAddress_t SteamAPI_ISteamGameServer_GetPublicIP( ISteamGameServer* self );
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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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STEAMAPI_API int SteamAPI_ISteamGameServer_GetNextOutgoingPacket( ISteamGameServer* self, void * pOut, int cbMaxOut, uint32 * pNetAdr, uint16 * pPort );
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STEAMAPI_API void SteamAPI_ISteamGameServer_EnableHeartbeats( ISteamGameServer* self, bool bActive );
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BIN
steamclient.dll
BIN
steamclient.dll
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