Steamworks.SteamServer
Provides the core of the Steam Game Servers API
Events
This will run several times while the server is authenticating with Steam. When the supplied availability is equal to SteamNetworkingAvailability.Current, the server has been assigned a SteamId and SteamServer.SteamId is available.
This will occur periodically if the Steam client is not connected, and has failed when retrying to establish a connection (result, stilltrying)
Called when a connections to the Steam back-end has been established.
This means the server now is logged on and has a working connection to the Steam master server.
Disconnected from Steam
User has been authed or rejected
Properties
Set heartbeat interval, if automatic heartbeats are enabled.
You can leave this at the default.
Enable or disable heartbeats, which are sent regularly to the master server.
Enabled by default.
Gets or sets the current BotCount.
This doesn't enforce any kind of limit, it just updates the master server.
Sets whether this should be marked as a dedicated server.
If not, it is assumed to be a listen server.
Gets or sets the current Product
Gets or sets the current GameTags. This is a comma seperated list of tags for this server.
When querying the server list you can filter by these tags.
Returns true if the server is connected and registered with the Steam master server
You should have called LogOnAnonymous etc on startup.
Gets or sets the current Map Name.
Gets or sets the current MaxPlayers.
This doesn't enforce any kind of limit, it just updates the master server.
Gets or sets the current ModDir
Set whether the server should report itself as passworded
Gets the current product
To the best of its ability this tries to get the server's
current public ip address. Be aware that this is likely to return
null for the first few seconds after initialization.
Gets or sets the current ServerName
Methods
Start authorizing a ticket. This user isn't authorized yet. Wait for a call to OnAuthChange.
Remove all key values
Forget this guy. They're no longer in the game.
Force send a heartbeat to the master server instead of waiting
for the next automatic update (if you've left them enabled)
If true, Steam wants to send a packet. You should respond by sending
this packet in an unconnected way to the returned Address and Port.
We have received a server query on our game port. Pass it to Steam to handle.
Initialize the steam server.
If asyncCallbacks is false you need to call RunCallbacks manually every frame.
Log onto Steam anonymously.
Log onto Steam anonymously.
Run the callbacks. This is also called in Async callbacks.
Sets a Key Value. These can be anything you like, and are accessible
when querying servers from the server list.
Information describing gamemodes are common here.
Update this connected player's information. You should really call this
any time a player's name or score changes. This keeps the information shown
to server queries up to date.
Does the user own this app (which could be DLC)