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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /sp/src/public/steam/steam_gameserver.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/public/steam/steam_gameserver.h')
-rw-r--r--sp/src/public/steam/steam_gameserver.h326
1 files changed, 163 insertions, 163 deletions
diff --git a/sp/src/public/steam/steam_gameserver.h b/sp/src/public/steam/steam_gameserver.h
index 47cb7848..e031e313 100644
--- a/sp/src/public/steam/steam_gameserver.h
+++ b/sp/src/public/steam/steam_gameserver.h
@@ -1,163 +1,163 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================
-
-#ifndef STEAM_GAMESERVER_H
-#define STEAM_GAMESERVER_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "steam_api.h"
-#include "isteamgameserver.h"
-#include "isteamgameserverstats.h"
-
-enum EServerMode
-{
- eServerModeInvalid = 0, // DO NOT USE
- eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
- eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
- eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
-};
-
-// Initialize ISteamGameServer interface object, and set server properties which may not be changed.
-//
-// After calling this function, you should set any additional server parameters, and then
-// call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn()
-//
-// - usSteamPort is the local port used to communicate with the steam servers.
-// - usGamePort is the port that clients will connect to for gameplay.
-// - usQueryPort is the port that will manage server browser related duties and info
-// pings from clients. If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it
-// will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving
-// UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h.
-// - The version string is usually in the form x.x.x.x, and is used by the master server to detect when the
-// server is out of date. (Only servers with the latest version will be listed.)
-#ifndef _PS3
-
-#ifdef VERSION_SAFE_STEAM_API_INTERFACES
-S_API bool SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
-#else
-S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
-#endif
-
-#else
-
-#ifdef VERSION_SAFE_STEAM_API_INTERFACES
-S_API bool SteamGameServer_InitSafe( const SteamPS3Params_t *ps3Params, uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
-#else
-S_API bool SteamGameServer_Init( const SteamPS3Params_t *ps3Params, uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
-#endif
-
-#endif
-
-#ifndef VERSION_SAFE_STEAM_API_INTERFACES
-S_API ISteamGameServer *SteamGameServer();
-S_API ISteamUtils *SteamGameServerUtils();
-S_API ISteamNetworking *SteamGameServerNetworking();
-S_API ISteamGameServerStats *SteamGameServerStats();
-S_API ISteamHTTP *SteamGameServerHTTP();
-#endif
-
-S_API void SteamGameServer_Shutdown();
-S_API void SteamGameServer_RunCallbacks();
-
-S_API bool SteamGameServer_BSecure();
-S_API uint64 SteamGameServer_GetSteamID();
-
-#define STEAM_GAMESERVER_CALLBACK( thisclass, func, param, var ) CCallback< thisclass, param, true > var; void func( param *pParam )
-
-
-//----------------------------------------------------------------------------------------------------------------------------------------------------------//
-// steamclient.dll private wrapper functions
-//
-// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
-//----------------------------------------------------------------------------------------------------------------------------------------------------------//
-S_API HSteamPipe SteamGameServer_GetHSteamPipe();
-
-#ifdef VERSION_SAFE_STEAM_API_INTERFACES
-//----------------------------------------------------------------------------------------------------------------------------------------------------------//
-// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that
-// lets them each specify the interface versions they are compiled with.
-//
-// It's important that these stay inlined in the header so the calling module specifies the interface versions
-// for whatever Steam API version it has.
-//----------------------------------------------------------------------------------------------------------------------------------------------------------//
-
-S_API HSteamUser SteamGameServer_GetHSteamUser();
-
-class CSteamGameServerAPIContext
-{
-public:
- CSteamGameServerAPIContext();
- void Clear();
-
- bool Init();
-
- ISteamGameServer *SteamGameServer() { return m_pSteamGameServer; }
- ISteamUtils *SteamGameServerUtils() { return m_pSteamGameServerUtils; }
- ISteamNetworking *SteamGameServerNetworking() { return m_pSteamGameServerNetworking; }
- ISteamGameServerStats *SteamGameServerStats() { return m_pSteamGameServerStats; }
- ISteamHTTP *SteamHTTP() { return m_pSteamHTTP; }
-
-private:
- ISteamGameServer *m_pSteamGameServer;
- ISteamUtils *m_pSteamGameServerUtils;
- ISteamNetworking *m_pSteamGameServerNetworking;
- ISteamGameServerStats *m_pSteamGameServerStats;
- ISteamHTTP *m_pSteamHTTP;
-};
-
-inline CSteamGameServerAPIContext::CSteamGameServerAPIContext()
-{
- Clear();
-}
-
-inline void CSteamGameServerAPIContext::Clear()
-{
- m_pSteamGameServer = NULL;
- m_pSteamGameServerUtils = NULL;
- m_pSteamGameServerNetworking = NULL;
- m_pSteamGameServerStats = NULL;
- m_pSteamHTTP = NULL;
-}
-
-S_API ISteamClient *g_pSteamClientGameServer;
-// This function must be inlined so the module using steam_api.dll gets the version names they want.
-inline bool CSteamGameServerAPIContext::Init()
-{
- if ( !g_pSteamClientGameServer )
- return false;
-
- HSteamUser hSteamUser = SteamGameServer_GetHSteamUser();
- HSteamPipe hSteamPipe = SteamGameServer_GetHSteamPipe();
-
- m_pSteamGameServer = g_pSteamClientGameServer->GetISteamGameServer( hSteamUser, hSteamPipe, STEAMGAMESERVER_INTERFACE_VERSION );
- if ( !m_pSteamGameServer )
- return false;
-
- m_pSteamGameServerUtils = g_pSteamClientGameServer->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION );
- if ( !m_pSteamGameServerUtils )
- return false;
-
- m_pSteamGameServerNetworking = g_pSteamClientGameServer->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION );
- if ( !m_pSteamGameServerNetworking )
- return false;
-
- m_pSteamGameServerStats = g_pSteamClientGameServer->GetISteamGameServerStats( hSteamUser, hSteamPipe, STEAMGAMESERVERSTATS_INTERFACE_VERSION );
- if ( !m_pSteamGameServerStats )
- return false;
-
- m_pSteamHTTP = g_pSteamClientGameServer->GetISteamHTTP( hSteamUser, hSteamPipe, STEAMHTTP_INTERFACE_VERSION );
- if ( !m_pSteamGameServerStats )
- return false;
-
- return true;
-}
-
-#endif // VERSION_SAFE_STEAM_API_INTERFACES
-
-
-#endif // STEAM_GAMESERVER_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef STEAM_GAMESERVER_H
+#define STEAM_GAMESERVER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "steam_api.h"
+#include "isteamgameserver.h"
+#include "isteamgameserverstats.h"
+
+enum EServerMode
+{
+ eServerModeInvalid = 0, // DO NOT USE
+ eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
+ eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
+ eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
+};
+
+// Initialize ISteamGameServer interface object, and set server properties which may not be changed.
+//
+// After calling this function, you should set any additional server parameters, and then
+// call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn()
+//
+// - usSteamPort is the local port used to communicate with the steam servers.
+// - usGamePort is the port that clients will connect to for gameplay.
+// - usQueryPort is the port that will manage server browser related duties and info
+// pings from clients. If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it
+// will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving
+// UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h.
+// - The version string is usually in the form x.x.x.x, and is used by the master server to detect when the
+// server is out of date. (Only servers with the latest version will be listed.)
+#ifndef _PS3
+
+#ifdef VERSION_SAFE_STEAM_API_INTERFACES
+S_API bool SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
+#else
+S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
+#endif
+
+#else
+
+#ifdef VERSION_SAFE_STEAM_API_INTERFACES
+S_API bool SteamGameServer_InitSafe( const SteamPS3Params_t *ps3Params, uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
+#else
+S_API bool SteamGameServer_Init( const SteamPS3Params_t *ps3Params, uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
+#endif
+
+#endif
+
+#ifndef VERSION_SAFE_STEAM_API_INTERFACES
+S_API ISteamGameServer *SteamGameServer();
+S_API ISteamUtils *SteamGameServerUtils();
+S_API ISteamNetworking *SteamGameServerNetworking();
+S_API ISteamGameServerStats *SteamGameServerStats();
+S_API ISteamHTTP *SteamGameServerHTTP();
+#endif
+
+S_API void SteamGameServer_Shutdown();
+S_API void SteamGameServer_RunCallbacks();
+
+S_API bool SteamGameServer_BSecure();
+S_API uint64 SteamGameServer_GetSteamID();
+
+#define STEAM_GAMESERVER_CALLBACK( thisclass, func, param, var ) CCallback< thisclass, param, true > var; void func( param *pParam )
+
+
+//----------------------------------------------------------------------------------------------------------------------------------------------------------//
+// steamclient.dll private wrapper functions
+//
+// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
+//----------------------------------------------------------------------------------------------------------------------------------------------------------//
+S_API HSteamPipe SteamGameServer_GetHSteamPipe();
+
+#ifdef VERSION_SAFE_STEAM_API_INTERFACES
+//----------------------------------------------------------------------------------------------------------------------------------------------------------//
+// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that
+// lets them each specify the interface versions they are compiled with.
+//
+// It's important that these stay inlined in the header so the calling module specifies the interface versions
+// for whatever Steam API version it has.
+//----------------------------------------------------------------------------------------------------------------------------------------------------------//
+
+S_API HSteamUser SteamGameServer_GetHSteamUser();
+
+class CSteamGameServerAPIContext
+{
+public:
+ CSteamGameServerAPIContext();
+ void Clear();
+
+ bool Init();
+
+ ISteamGameServer *SteamGameServer() { return m_pSteamGameServer; }
+ ISteamUtils *SteamGameServerUtils() { return m_pSteamGameServerUtils; }
+ ISteamNetworking *SteamGameServerNetworking() { return m_pSteamGameServerNetworking; }
+ ISteamGameServerStats *SteamGameServerStats() { return m_pSteamGameServerStats; }
+ ISteamHTTP *SteamHTTP() { return m_pSteamHTTP; }
+
+private:
+ ISteamGameServer *m_pSteamGameServer;
+ ISteamUtils *m_pSteamGameServerUtils;
+ ISteamNetworking *m_pSteamGameServerNetworking;
+ ISteamGameServerStats *m_pSteamGameServerStats;
+ ISteamHTTP *m_pSteamHTTP;
+};
+
+inline CSteamGameServerAPIContext::CSteamGameServerAPIContext()
+{
+ Clear();
+}
+
+inline void CSteamGameServerAPIContext::Clear()
+{
+ m_pSteamGameServer = NULL;
+ m_pSteamGameServerUtils = NULL;
+ m_pSteamGameServerNetworking = NULL;
+ m_pSteamGameServerStats = NULL;
+ m_pSteamHTTP = NULL;
+}
+
+S_API ISteamClient *g_pSteamClientGameServer;
+// This function must be inlined so the module using steam_api.dll gets the version names they want.
+inline bool CSteamGameServerAPIContext::Init()
+{
+ if ( !g_pSteamClientGameServer )
+ return false;
+
+ HSteamUser hSteamUser = SteamGameServer_GetHSteamUser();
+ HSteamPipe hSteamPipe = SteamGameServer_GetHSteamPipe();
+
+ m_pSteamGameServer = g_pSteamClientGameServer->GetISteamGameServer( hSteamUser, hSteamPipe, STEAMGAMESERVER_INTERFACE_VERSION );
+ if ( !m_pSteamGameServer )
+ return false;
+
+ m_pSteamGameServerUtils = g_pSteamClientGameServer->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION );
+ if ( !m_pSteamGameServerUtils )
+ return false;
+
+ m_pSteamGameServerNetworking = g_pSteamClientGameServer->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION );
+ if ( !m_pSteamGameServerNetworking )
+ return false;
+
+ m_pSteamGameServerStats = g_pSteamClientGameServer->GetISteamGameServerStats( hSteamUser, hSteamPipe, STEAMGAMESERVERSTATS_INTERFACE_VERSION );
+ if ( !m_pSteamGameServerStats )
+ return false;
+
+ m_pSteamHTTP = g_pSteamClientGameServer->GetISteamHTTP( hSteamUser, hSteamPipe, STEAMHTTP_INTERFACE_VERSION );
+ if ( !m_pSteamGameServerStats )
+ return false;
+
+ return true;
+}
+
+#endif // VERSION_SAFE_STEAM_API_INTERFACES
+
+
+#endif // STEAM_GAMESERVER_H