Struct bevy_steamworks::Server [−][src]
pub struct Server { /* fields omitted */ }
Expand description
The main entry point into the steam client for servers.
This provides access to all of the steamworks api that servers can use.
Implementations
pub fn init(
ip: Ipv4Addr,
steam_port: u16,
game_port: u16,
query_port: u16,
server_mode: ServerMode,
version: &str
) -> Result<(Server, SingleClient<ServerManager>), SteamError>
[src]
pub fn init(
ip: Ipv4Addr,
steam_port: u16,
game_port: u16,
query_port: u16,
server_mode: ServerMode,
version: &str
) -> Result<(Server, SingleClient<ServerManager>), SteamError>
[src]Attempts to initialize the steamworks api and returns a server to access the rest of the api.
This should only ever have one instance per a program.
Currently the steamworks api doesn’t support IPv6.
Errors
This can fail if:
-
The steam client isn’t running
-
The app ID of the game couldn’t be determined.
If the game isn’t being run through steam this can be provided by placing a
steam_appid.txt
with the ID inside in the current working directory -
The game isn’t running on the same user/level as the steam client
-
The user doesn’t own a license for the game.
-
The app ID isn’t completely set up.
pub fn register_callback<C, F>(&self, f: F) -> CallbackHandle<ServerManager> where
C: Callback,
F: FnMut(C) + 'static + Send,
[src]
pub fn register_callback<C, F>(&self, f: F) -> CallbackHandle<ServerManager> where
C: Callback,
F: FnMut(C) + 'static + Send,
[src]Registers the passed function as a callback for the given type.
The callback will be run on the thread that run_callbacks
is called when the event arrives.
Retrieve an authentication session ticket that can be sent to an entity that wishes to verify you.
This ticket should not be reused.
When creating ticket for use by the web API you should wait
for the AuthSessionTicketResponse
event before trying to
use the ticket.
When the multiplayer session terminates you must call
cancel_authentication_ticket
Cancels an authentication session ticket received from
authentication_session_ticket
.
This should be called when you are no longer playing with the specified entity.
pub fn begin_authentication_session(
&self,
user: SteamId,
ticket: &[u8]
) -> Result<(), AuthSessionError>
[src]
pub fn begin_authentication_session(
&self,
user: SteamId,
ticket: &[u8]
) -> Result<(), AuthSessionError>
[src]Authenticate the ticket from the steam ID to make sure it is valid and not reused.
A ValidateAuthTicketResponse
callback will be fired if
the entity goes offline or cancels the ticket.
When the multiplayer session terminates you must call
end_authentication_session
Ends an authentication session that was started with
begin_authentication_session
.
This should be called when you are no longer playing with the specified entity.
Sets the game product identifier. This is currently used by the master server for version checking purposes. Converting the games app ID to a string for this is recommended.
This is required for all game servers and can only be set before calling log_on() or log_on_anonymous().
Sets the game description. Setting this to the full name of your game is recommended.
This is required for all game servers and can only be set before calling log_on() or log_on_anonymous().
Sets whether this server is dedicated or a listen server.
Login to a generic anonymous account
If active, updates the master server with this server’s presence so players can find it via the steam matchmaking/server browser interfaces.
If your game is a “mod,” pass the string that identifies it. The default is an empty string, meaning this application is the original game, not a mod.
Set name of map to report in the server browser
Set the name of server as it will appear in the server browser
Sets the maximum number of players allowed on the server at once.
This value may be changed at any time.
Trait Implementations
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