#include #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; } }