com.codedisaster.steamworks.SteamGameServerNative Maven / Gradle / Ivy
package com.codedisaster.steamworks;
import java.nio.ByteBuffer;
class SteamGameServerNative {
// @off
/*JNI
#include "SteamGameServerCallback.h"
*/
static native long createCallback(Object javaCallback); /*
return (intp) new SteamGameServerCallback(env, javaCallback);
*/
static native void setProduct(long pointer, String product); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetProduct(product);
*/
static native void setGameDescription(long pointer, String gameDescription); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetGameDescription(gameDescription);
*/
static native void setModDir(long pointer, String modDir); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetModDir(modDir);
*/
static native void setDedicatedServer(long pointer, boolean dedicated); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetDedicatedServer(dedicated);
*/
static native void logOn(long pointer, String token); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->LogOn(token);
*/
static native void logOnAnonymous(long pointer); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->LogOnAnonymous();
*/
static native void logOff(long pointer); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->LogOff();
*/
static native boolean isLoggedOn(long pointer); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
return server->BLoggedOn();
*/
static native boolean isSecure(long pointer); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
return server->BSecure();
*/
static native long getSteamID(long pointer); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
return server->GetSteamID().ConvertToUint64();
*/
static native boolean wasRestartRequested(long pointer); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
return server->WasRestartRequested();
*/
static native void setMaxPlayerCount(long pointer, int playersMax); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetMaxPlayerCount(playersMax);
*/
static native void setBotPlayerCount(long pointer, int botplayers); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetBotPlayerCount(botplayers);
*/
static native void setServerName(long pointer, String serverName); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetServerName(serverName);
*/
static native void setMapName(long pointer, String mapName); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetMapName(mapName);
*/
static native void setPasswordProtected(long pointer, boolean passwordProtected); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetPasswordProtected(passwordProtected);
*/
static native void setSpectatorPort(long pointer, short spectatorPort); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetSpectatorPort(spectatorPort);
*/
static native void setSpectatorServerName(long pointer, String spectatorServerName); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetSpectatorServerName(spectatorServerName);
*/
static native void clearAllKeyValues(long pointer); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->ClearAllKeyValues();
*/
static native void setKeyValue(long pointer, String key, String value); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetKeyValue(key, value);
*/
static native void setGameTags(long pointer, String gameTags); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetGameTags(gameTags);
*/
static native void setGameData(long pointer, String gameData); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetGameData(gameData);
*/
static native void setRegion(long pointer, String region); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetRegion(region);
*/
static native boolean sendUserConnectAndAuthenticate(long pointer, int clientIP, ByteBuffer authBlob,
int offset, int size, long[] steamIDUser); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
CSteamID user;
if (server->SendUserConnectAndAuthenticate(clientIP, &authBlob[offset], size, &user)) {
steamIDUser[0] = user.ConvertToUint64();
return true;
}
return false;
*/
static native long createUnauthenticatedUserConnection(long pointer); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
return server->CreateUnauthenticatedUserConnection().ConvertToUint64();
*/
static native void sendUserDisconnect(long pointer, long steamIDUser); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SendUserDisconnect((uint64) steamIDUser);
*/
static native boolean updateUserData(long pointer, long steamIDUser, String playerName, int score); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
return server->BUpdateUserData((uint64) steamIDUser, playerName, score);
*/
static native int getAuthSessionTicket(long pointer, ByteBuffer authTicket,
int offset, int size, int[] sizeInBytes); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
int ticket = server->GetAuthSessionTicket(&authTicket[offset], size, (uint32*) sizeInBytes);
return ticket;
*/
static native int beginAuthSession(long pointer, ByteBuffer authTicket,
int offset, int size, long steamID); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
return server->BeginAuthSession(&authTicket[offset], size, (uint64) steamID);
*/
static native void endAuthSession(long pointer, long steamID); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->EndAuthSession((uint64) steamID);
*/
static native void cancelAuthTicket(long pointer, int authTicket); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->CancelAuthTicket(authTicket);
*/
static native int userHasLicenseForApp(long pointer, long steamID, int appID); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
return server->UserHasLicenseForApp((uint64) steamID, (AppId_t) appID);
*/
static native boolean requestUserGroupStatus(long pointer, long steamIDUser, long steamIDGroup); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
return server->RequestUserGroupStatus((uint64) steamIDUser, (uint64) steamIDGroup);
*/
static native int getPublicIP(long pointer); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
return server->GetPublicIP();
*/
static native boolean handleIncomingPacket(long pointer, ByteBuffer data,
int offset, int size, int srcIP, short srcPort); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
return server->HandleIncomingPacket(&data[offset], size, srcIP, srcPort);
*/
static native int getNextOutgoingPacket(long pointer, ByteBuffer out,
int offset, int size, int[] netAdr, short[] port); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
return server->GetNextOutgoingPacket(&out[offset], size, (uint32*) netAdr, (uint16*) port);
*/
static native void enableHeartbeats(long pointer, boolean active); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->EnableHeartbeats(active);
*/
static native void setHeartbeatInterval(long pointer, int heartbeatInterval); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->SetHeartbeatInterval(heartbeatInterval);
*/
static native void forceHeartbeat(long pointer); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
server->ForceHeartbeat();
*/
static native long associateWithClan(long pointer, long steamIDClan); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
return server->AssociateWithClan((uint64) steamIDClan);
*/
static native long computeNewPlayerCompatibility(long pointer, long steamIDNewPlayer); /*
ISteamGameServer* server = (ISteamGameServer*) pointer;
return server->ComputeNewPlayerCompatibility((uint64) steamIDNewPlayer);
*/
}
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