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a mess but stable
[carveJwlIkooP6JGAAIwe30JlM.git]
/
gameserver.h
diff --git
a/gameserver.h
b/gameserver.h
index 2f5cfd4600bab13ced741ad7f3f11eee1b00bd8c..a03b1a0ac9c300609c7a6c7dc505fbb62d02c42b 100644
(file)
--- a/
gameserver.h
+++ b/
gameserver.h
@@
-1,39
+1,52
@@
-#ifndef GAMESERVER_H
-#define GAMESERVER_H
-
+#pragma once
#define VG_SERVER
#define VG_SERVER
-#include "vg/vg.h"
+
+#include "vg/vg_platform.h"
#include "vg/vg_steam.h"
#include "vg/vg_steam_networking.h"
#include "vg/vg_steam_http.h"
#include "vg/vg_steam_auth.h"
#include "network_msg.h"
#include "network_common.h"
#include "vg/vg_steam.h"
#include "vg/vg_steam_networking.h"
#include "vg/vg_steam_http.h"
#include "vg/vg_steam_auth.h"
#include "network_msg.h"
#include "network_common.h"
-#include "highscores.h"
#include <sys/socket.h>
#include <sys/socket.h>
+#define CLIENT_KNOWLEDGE_SAME_WORLD0 0x1
+#define CLIENT_KNOWLEDGE_SAME_WORLD1 0x2
+#define CLIENT_KNOWLEDGE_FRIENDS 0x4 /* unused */
+
struct {
HSteamNetPollGroup client_group;
EServerMode auth_mode;
struct gameserver_client {
int active;
struct {
HSteamNetPollGroup client_group;
EServerMode auth_mode;
struct gameserver_client {
int active;
+ u32 version;
int authenticated;
HSteamNetConnection connection;
char username[ NETWORK_USERNAME_MAX ];
int authenticated;
HSteamNetConnection connection;
char username[ NETWORK_USERNAME_MAX ];
- char items[k_netmsg_playeritem_max][ADDON_UID_MAX];
+
+ u8 instance;
+
+ struct gameserver_item {
+ char uid[ADDON_UID_MAX];
+ u32 hash;
+ }
+ items[k_netmsg_playeritem_max];
+
+ char region[ NETWORK_REGION_MAX ];
+ u32 region_flags;
+
+ u64 steamid;
}
clients[ NETWORK_MAX_PLAYERS ];
}
clients[ NETWORK_MAX_PLAYERS ];
+ u8 client_knowledge_mask[ (NETWORK_MAX_PLAYERS*(NETWORK_MAX_PLAYERS-1))/2 ];
u8 app_symmetric_key[ k_nSteamEncryptedAppTicketSymmetricKeyLen ];
u8 app_symmetric_key[ k_nSteamEncryptedAppTicketSymmetricKeyLen ];
- int monitor_fd;
- int monitor_clients[ 4 ];
+ bool loopback_test;
}
static gameserver = {
.auth_mode = eServerModeAuthentication
};
static ISteamNetworkingSockets *hSteamNetworkingSockets = NULL;
}
static gameserver = {
.auth_mode = eServerModeAuthentication
};
static ISteamNetworkingSockets *hSteamNetworkingSockets = NULL;
-
-#endif /* GAMESERVER_H */