#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; } }