iw4x-client/iw4/Steam/Interfaces/SteamGameServer.cpp

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2015-12-23 08:45:53 -05:00
#include "..\..\STDInclude.hpp"
namespace Steam
{
void GameServer::LogOn()
{
}
void GameServer::LogOff()
{
}
bool GameServer::LoggedOn()
{
return true;
}
bool GameServer::Secure()
{
return false;
}
SteamID GameServer::GetSteamID()
{
return SteamID();
}
bool GameServer::SendUserConnectAndAuthenticate(unsigned int unIPClient, const void *pvAuthBlob, unsigned int cubAuthBlobSize, SteamID *pSteamIDUser)
{
return true;
}
SteamID GameServer::CreateUnauthenticatedUserConnection()
{
return SteamID();
}
void GameServer::SendUserDisconnect(SteamID steamIDUser)
{
}
bool GameServer::UpdateUserData(SteamID steamIDUser, const char *pchPlayerName, unsigned int uScore)
{
return true;
}
bool GameServer::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 GameServer::UpdateServerStatus(int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName)
{
}
void GameServer::UpdateSpectatorPort(unsigned short unSpectatorPort)
{
}
void GameServer::SetGameType(const char *pchGameType)
{
}
bool GameServer::GetUserAchievementStatus(SteamID steamID, const char *pchAchievementName)
{
return false;
}
void GameServer::GetGameplayStats()
{
}
bool GameServer::RequestUserGroupStatus(SteamID steamIDUser, SteamID steamIDGroup)
{
return false;
}
unsigned int GameServer::GetPublicIP()
{
return 0;
}
void GameServer::SetGameData(const char *pchGameData)
{
}
int GameServer::UserHasLicenseForApp(SteamID steamID, unsigned int appID)
{
return 0;
}
}