#include <std_include.hpp>
#include "steam/steam.hpp"

namespace steam {
void game_server::LogOn() {}

void game_server::LogOff() {}

bool game_server::LoggedOn() { return true; }

bool game_server::Secure() { return false; }

steam_id game_server::GetSteamID() { return steam_id(); }

bool game_server::SendUserConnectAndAuthenticate(unsigned int unIPClient,
                                                 const void* pvAuthBlob,
                                                 unsigned int cubAuthBlobSize,
                                                 steam_id* pSteamIDUser) {
  return true;
}

steam_id game_server::CreateUnauthenticatedUserConnection() {
  return steam_id();
}

void game_server::SendUserDisconnect(steam_id steamIDUser) {}

bool game_server::UpdateUserData(steam_id steamIDUser,
                                 const char* pchPlayerName,
                                 unsigned int uScore) {
  return true;
}

bool game_server::SetServerType(unsigned int unServerFlags,
                                unsigned int unGameIP,
                                unsigned short unGamePort,
                                unsigned short unSpectatorPort,
                                unsigned short usQueryPort,
                                const char* pchGameDir, const char* pchVersion,
                                bool bLANMode) {
  return true;
}

void game_server::UpdateServerStatus(int cPlayers, int cPlayersMax,
                                     int cBotPlayers, const char* pchServerName,
                                     const char* pSpectatorServerName,
                                     const char* pchMapName) {}

void game_server::UpdateSpectatorPort(unsigned short unSpectatorPort) {}

void game_server::SetGameType(const char* pchGameType) {}

bool game_server::GetUserAchievementStatus(steam_id steamID,
                                           const char* pchAchievementName) {
  return false;
}

void game_server::GetGameplayStats() {}

unsigned __int64 game_server::GetServerReputation() { return 0; }

bool game_server::RequestUserGroupStatus(steam_id steamIDUser,
                                         steam_id steamIDGroup) {
  return false;
}

unsigned int game_server::GetPublicIP() { return 0; }

void game_server::SetGameData(const char* pchGameData) {}

int game_server::UserHasLicenseForApp(steam_id steamID, unsigned int appID) {
  return 0;
}
} // namespace steam
