Class SteamGameServer
Purpose: Functions for authenticating users via Steam to play on a game server
Inherited Members
Namespace: Unity.Steamworks.Interop
Assembly: Unity.Steamworks.Interop.dll
Syntax
public static class SteamGameServer
Methods
AssociateWithClan(CSteamID)
Server clan association associate this game server with this clan for the purposes of computing player compat
Declaration
public static SteamAPICall_t AssociateWithClan(CSteamID steamIDClan)
Parameters
| Type | Name | Description |
|---|---|---|
| CSteamID | steamIDClan | Passed through to |
Returns
| Type | Description |
|---|---|
| SteamAPICall_t | The value |
AssociateWithClanAsync(CSteamID)
Async version of AssociateWithClan(CSteamID).
Declaration
public static Task<AssociateWithClanResult_t> AssociateWithClanAsync(CSteamID steamIDClan)
Parameters
| Type | Name | Description |
|---|---|---|
| CSteamID | steamIDClan | Passed through to |
Returns
| Type | Description |
|---|---|
| Task<AssociateWithClanResult_t> | The AssociateWithClanResult_t Steam reports once the call completes. |
BLoggedOn()
status functions
Declaration
public static bool BLoggedOn()
Returns
| Type | Description |
|---|---|
| bool | The value |
BSecure()
Calls the Steamworks ISteamGameServer::BSecure method.
Declaration
public static bool BSecure()
Returns
| Type | Description |
|---|---|
| bool | The value |
BUpdateUserData(CSteamID, string, uint)
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)
Declaration
public static bool BUpdateUserData(CSteamID steamIDUser, string pchPlayerName, uint uScore)
Parameters
| Type | Name | Description |
|---|---|---|
| CSteamID | steamIDUser | Passed through to |
| string | pchPlayerName | Passed through to |
| uint | uScore | Passed through to |
Returns
| Type | Description |
|---|---|
| bool | The value |
BeginAuthSession(byte[], int, CSteamID)
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 )
Declaration
public static EBeginAuthSessionResult BeginAuthSession(byte[] pAuthTicket, int cbAuthTicket, CSteamID steamID)
Parameters
| Type | Name | Description |
|---|---|---|
| byte[] | pAuthTicket | Passed through to |
| int | cbAuthTicket | Passed through to |
| CSteamID | steamID | Passed through to |
Returns
| Type | Description |
|---|---|
| EBeginAuthSessionResult | The value |
CancelAuthTicket(HAuthTicket)
Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
Declaration
public static void CancelAuthTicket(HAuthTicket hAuthTicket)
Parameters
| Type | Name | Description |
|---|---|---|
| HAuthTicket | hAuthTicket | Passed through to |
ClearAllKeyValues()
Call this to clear the whole list of key/values that are sent in rules queries.
Declaration
public static void ClearAllKeyValues()
ComputeNewPlayerCompatibility(CSteamID)
ask if any of the current players dont want to play with this new player - or vice versa
Declaration
public static SteamAPICall_t ComputeNewPlayerCompatibility(CSteamID steamIDNewPlayer)
Parameters
| Type | Name | Description |
|---|---|---|
| CSteamID | steamIDNewPlayer | Passed through to |
Returns
| Type | Description |
|---|---|
| SteamAPICall_t | The value |
ComputeNewPlayerCompatibilityAsync(CSteamID)
Async version of ComputeNewPlayerCompatibility(CSteamID).
Declaration
public static Task<ComputeNewPlayerCompatibilityResult_t> ComputeNewPlayerCompatibilityAsync(CSteamID steamIDNewPlayer)
Parameters
| Type | Name | Description |
|---|---|---|
| CSteamID | steamIDNewPlayer | Passed through to |
Returns
| Type | Description |
|---|---|
| Task<ComputeNewPlayerCompatibilityResult_t> | The ComputeNewPlayerCompatibilityResult_t Steam reports once the call completes. |
CreateUnauthenticatedUserConnection()
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 EndAuthSession() when this user leaves the server just like you would for a real user.
Declaration
public static CSteamID CreateUnauthenticatedUserConnection()
Returns
| Type | Description |
|---|---|
| CSteamID | The value |
EndAuthSession(CSteamID)
Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
Declaration
public static void EndAuthSession(CSteamID steamID)
Parameters
| Type | Name | Description |
|---|---|---|
| CSteamID | steamID | Passed through to |
GetAuthSessionTicket(byte[], int, out uint, ref SteamNetworkingIdentity)
Player list management / authentication. Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ). pcbTicket retrieves the length of the actual ticket. SteamNetworkingIdentity is an optional parameter to hold the public IP address of the entity you are connecting to if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address
Declaration
public static HAuthTicket GetAuthSessionTicket(byte[] pTicket, int cbMaxTicket, out uint pcbTicket, ref SteamNetworkingIdentity pSnid)
Parameters
| Type | Name | Description |
|---|---|---|
| byte[] | pTicket | Passed through to |
| int | cbMaxTicket | Passed through to |
| uint | pcbTicket | Passed through to |
| SteamNetworkingIdentity | pSnid | Passed through to |
Returns
| Type | Description |
|---|---|
| HAuthTicket | The value |
GetGameplayStats()
these two functions s are deprecated, and will not return results they will be removed in a future version of the SDK
Declaration
public static void GetGameplayStats()
GetNextOutgoingPacket(byte[], int, out uint, out ushort)
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.
Declaration
public static int GetNextOutgoingPacket(byte[] pOut, int cbMaxOut, out uint pNetAdr, out ushort pPort)
Parameters
| Type | Name | Description |
|---|---|---|
| byte[] | pOut | Passed through to |
| int | cbMaxOut | Passed through to |
| uint | pNetAdr | Passed through to |
| ushort | pPort | Passed through to |
Returns
| Type | Description |
|---|---|
| int | The value |
GetPublicIP()
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
Declaration
public static SteamIPAddress_t GetPublicIP()
Returns
| Type | Description |
|---|---|
| SteamIPAddress_t | The value |
GetServerReputation()
Calls the Steamworks ISteamGameServer::GetServerReputation method.
Declaration
public static SteamAPICall_t GetServerReputation()
Returns
| Type | Description |
|---|---|
| SteamAPICall_t | The value |
GetServerReputationAsync()
Async version of GetServerReputation().
Declaration
public static Task<GSReputation_t> GetServerReputationAsync()
Returns
| Type | Description |
|---|---|
| Task<GSReputation_t> | The GSReputation_t Steam reports once the call completes. |
GetSteamID()
Calls the Steamworks ISteamGameServer::GetSteamID method.
Declaration
public static CSteamID GetSteamID()
Returns
| Type | Description |
|---|---|
| CSteamID | The value |
HandleIncomingPacket(byte[], int, uint, ushort)
Server browser related query packet processing for shared socket mode. These are used when you pass STEAMGAMESERVER_QUERY_PORT_SHARED as the query port to SteamGameServer_Init. IP address and port are 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.
Declaration
public static bool HandleIncomingPacket(byte[] pData, int cbData, uint srcIP, ushort srcPort)
Parameters
| Type | Name | Description |
|---|---|---|
| byte[] | pData | Passed through to |
| int | cbData | Passed through to |
| uint | srcIP | Passed through to |
| ushort | srcPort | Passed through to |
Returns
| Type | Description |
|---|---|
| bool | The value |
LogOff()
Begin process of logging game server out of steam
Declaration
public static void LogOff()
LogOn(string)
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
Declaration
public static void LogOn(string pszToken)
Parameters
| Type | Name | Description |
|---|---|---|
| string | pszToken | Passed through to |
LogOnAnonymous()
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.
Declaration
public static void LogOnAnonymous()
RequestUserGroupStatus(CSteamID, CSteamID)
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
Declaration
public static bool RequestUserGroupStatus(CSteamID steamIDUser, CSteamID steamIDGroup)
Parameters
| Type | Name | Description |
|---|---|---|
| CSteamID | steamIDUser | Passed through to |
| CSteamID | steamIDGroup | Passed through to |
Returns
| Type | Description |
|---|---|
| bool | The value |
SendUserConnectAndAuthenticate_DEPRECATED(uint, byte[], uint, out CSteamID)
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) DEPRECATED! This function will be removed from the SDK in an upcoming version. Please migrate to BeginAuthSession and related functions.
Declaration
public static bool SendUserConnectAndAuthenticate_DEPRECATED(uint unIPClient, byte[] pvAuthBlob, uint cubAuthBlobSize, out CSteamID pSteamIDUser)
Parameters
| Type | Name | Description |
|---|---|---|
| uint | unIPClient | Passed through to |
| byte[] | pvAuthBlob | Passed through to |
| uint | cubAuthBlobSize | Passed through to |
| CSteamID | pSteamIDUser | Passed through to |
Returns
| Type | Description |
|---|---|
| bool | The value |
SendUserDisconnect_DEPRECATED(CSteamID)
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. DEPRECATED! This function will be removed from the SDK in an upcoming version. Please migrate to BeginAuthSession and related functions.
Declaration
public static void SendUserDisconnect_DEPRECATED(CSteamID steamIDUser)
Parameters
| Type | Name | Description |
|---|---|---|
| CSteamID | steamIDUser | Passed through to |
SetAdvertiseServerActive(bool)
Indicate whether you wish to be listed on the master server list and/or respond to server browser / LAN discovery packets. The server starts with this value set to false. You should set all relevant server parameters before enabling advertisement on the server. (This function used to be named EnableHeartbeats, so if you are wondering where that function went, it's right here. It does the same thing as before, the old name was just confusing.)
Declaration
public static void SetAdvertiseServerActive(bool bActive)
Parameters
| Type | Name | Description |
|---|---|---|
| bool | bActive | Passed through to |
SetBotPlayerCount(int)
Number of bots. Default value is zero
Declaration
public static void SetBotPlayerCount(int cBotplayers)
Parameters
| Type | Name | Description |
|---|---|---|
| int | cBotplayers | Passed through to |
SetDedicatedServer(bool)
Is this is a dedicated server? The default value is false.
Declaration
public static void SetDedicatedServer(bool bDedicated)
Parameters
| Type | Name | Description |
|---|---|---|
| bool | bDedicated | Passed through to |
SetGameData(string)
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 @see k_cbMaxGameServerGameData
Declaration
public static void SetGameData(string pchGameData)
Parameters
| Type | Name | Description |
|---|---|---|
| string | pchGameData | Passed through to |
SetGameDescription(string)
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.
Declaration
public static void SetGameDescription(string pszGameDescription)
Parameters
| Type | Name | Description |
|---|---|---|
| string | pszGameDescription | Passed through to |
SetGameTags(string)
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
Declaration
public static void SetGameTags(string pchGameTags)
Parameters
| Type | Name | Description |
|---|---|---|
| string | pchGameTags | Passed through to |
SetKeyValue(string, string)
Call this to add/update a key/value pair.
Declaration
public static void SetKeyValue(string pKey, string pValue)
Parameters
| Type | Name | Description |
|---|---|---|
| string | pKey | Passed through to |
| string | pValue | Passed through to |
SetMapName(string)
Set name of map to report in the server browser @see k_cbMaxGameServerMapName
Declaration
public static void SetMapName(string pszMapName)
Parameters
| Type | Name | Description |
|---|---|---|
| string | pszMapName | Passed through to |
SetMaxPlayerCount(int)
Server state. These properties may be changed at any time. Max player count that will be reported to server browser and client queries
Declaration
public static void SetMaxPlayerCount(int cPlayersMax)
Parameters
| Type | Name | Description |
|---|---|---|
| int | cPlayersMax | Passed through to |
SetModDir(string)
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
Declaration
public static void SetModDir(string pszModDir)
Parameters
| Type | Name | Description |
|---|---|---|
| string | pszModDir | Passed through to |
SetPasswordProtected(bool)
Let people know if your server will require a password
Declaration
public static void SetPasswordProtected(bool bPasswordProtected)
Parameters
| Type | Name | Description |
|---|---|---|
| bool | bPasswordProtected | Passed through to |
SetProduct(string)
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.
Declaration
public static void SetProduct(string pszProduct)
Parameters
| Type | Name | Description |
|---|---|---|
| string | pszProduct | Passed through to |
SetRegion(string)
Region identifier. This is an optional field, the default value is empty, meaning the "world" region
Declaration
public static void SetRegion(string pszRegion)
Parameters
| Type | Name | Description |
|---|---|---|
| string | pszRegion | Passed through to |
SetServerName(string)
Set the name of server as it will appear in the server browser @see k_cbMaxGameServerName
Declaration
public static void SetServerName(string pszServerName)
Parameters
| Type | Name | Description |
|---|---|---|
| string | pszServerName | Passed through to |
SetSpectatorPort(ushort)
Spectator server port to advertise. The default value is zero, meaning the service is not used. If your server receives any info requests on the LAN, this is the value that will be placed into the reply for such local queries. This is also the value that will be advertised by the master server. The only exception is if your server is using a FakeIP. Then then the second fake port number (index 1) assigned to your server will be listed on the master server as the spectator port, if you set this value to any nonzero value. This function merely controls the values that are advertised -- it's up to you to configure the server to actually listen on this port and handle any spectator traffic
Declaration
public static void SetSpectatorPort(ushort unSpectatorPort)
Parameters
| Type | Name | Description |
|---|---|---|
| ushort | unSpectatorPort | Passed through to |
SetSpectatorServerName(string)
Name of the spectator server. (Only used if spectator port is nonzero.) @see k_cbMaxGameServerMapName
Declaration
public static void SetSpectatorServerName(string pszSpectatorServerName)
Parameters
| Type | Name | Description |
|---|---|---|
| string | pszSpectatorServerName | Passed through to |
UserHasLicenseForApp(CSteamID, AppId_t)
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.
Declaration
public static EUserHasLicenseForAppResult UserHasLicenseForApp(CSteamID steamID, AppId_t appID)
Parameters
| Type | Name | Description |
|---|---|---|
| CSteamID | steamID | Passed through to |
| AppId_t | appID | Passed through to |
Returns
| Type | Description |
|---|---|
| EUserHasLicenseForAppResult | The value |
WasRestartRequested()
Returns true if the master server has requested a restart. Only returns true once per request.
Declaration
public static bool WasRestartRequested()
Returns
| Type | Description |
|---|---|
| bool | The value |