CnC_Remastered_Collection

Command and Conquer: Red Alert
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isteamgameserver.cs (23418B)


      1 // This file is provided under The MIT License as part of Steamworks.NET.
      2 // Copyright (c) 2013-2019 Riley Labrecque
      3 // Please see the included LICENSE.txt for additional information.
      4 
      5 // This file is automatically generated.
      6 // Changes to this file will be reverted when you update Steamworks.NET
      7 
      8 #if UNITY_ANDROID || UNITY_IOS || UNITY_TIZEN || UNITY_TVOS || UNITY_WEBGL || UNITY_WSA || UNITY_PS4 || UNITY_WII || UNITY_XBOXONE || UNITY_SWITCH
      9 	#define DISABLESTEAMWORKS
     10 #endif
     11 
     12 #if !DISABLESTEAMWORKS
     13 
     14 using System.Runtime.InteropServices;
     15 using IntPtr = System.IntPtr;
     16 
     17 namespace Steamworks {
     18 	public static class SteamGameServer {
     19 		/// <summary>
     20 		/// <para> Basic server data.  These properties, if set, must be set before before calling LogOn.  They</para>
     21 		/// <para> may not be changed after logged in.</para>
     22 		/// <para>/ This is called by SteamGameServer_Init, and you will usually not need to call it directly</para>
     23 		/// </summary>
     24 		public static bool InitGameServer(uint unIP, ushort usGamePort, ushort usQueryPort, uint unFlags, AppId_t nGameAppId, string pchVersionString) {
     25 			InteropHelp.TestIfAvailableGameServer();
     26 			using (var pchVersionString2 = new InteropHelp.UTF8StringHandle(pchVersionString)) {
     27 				return NativeMethods.ISteamGameServer_InitGameServer(CSteamGameServerAPIContext.GetSteamGameServer(), unIP, usGamePort, usQueryPort, unFlags, nGameAppId, pchVersionString2);
     28 			}
     29 		}
     30 
     31 		/// <summary>
     32 		/// <para>/ Game product identifier.  This is currently used by the master server for version checking purposes.</para>
     33 		/// <para>/ It's a required field, but will eventually will go away, and the AppID will be used for this purpose.</para>
     34 		/// </summary>
     35 		public static void SetProduct(string pszProduct) {
     36 			InteropHelp.TestIfAvailableGameServer();
     37 			using (var pszProduct2 = new InteropHelp.UTF8StringHandle(pszProduct)) {
     38 				NativeMethods.ISteamGameServer_SetProduct(CSteamGameServerAPIContext.GetSteamGameServer(), pszProduct2);
     39 			}
     40 		}
     41 
     42 		/// <summary>
     43 		/// <para>/ Description of the game.  This is a required field and is displayed in the steam server browser....for now.</para>
     44 		/// <para>/ This is a required field, but it will go away eventually, as the data should be determined from the AppID.</para>
     45 		/// </summary>
     46 		public static void SetGameDescription(string pszGameDescription) {
     47 			InteropHelp.TestIfAvailableGameServer();
     48 			using (var pszGameDescription2 = new InteropHelp.UTF8StringHandle(pszGameDescription)) {
     49 				NativeMethods.ISteamGameServer_SetGameDescription(CSteamGameServerAPIContext.GetSteamGameServer(), pszGameDescription2);
     50 			}
     51 		}
     52 
     53 		/// <summary>
     54 		/// <para>/ If your game is a "mod," pass the string that identifies it.  The default is an empty string, meaning</para>
     55 		/// <para>/ this application is the original game, not a mod.</para>
     56 		/// <para>/</para>
     57 		/// <para>/ @see k_cbMaxGameServerGameDir</para>
     58 		/// </summary>
     59 		public static void SetModDir(string pszModDir) {
     60 			InteropHelp.TestIfAvailableGameServer();
     61 			using (var pszModDir2 = new InteropHelp.UTF8StringHandle(pszModDir)) {
     62 				NativeMethods.ISteamGameServer_SetModDir(CSteamGameServerAPIContext.GetSteamGameServer(), pszModDir2);
     63 			}
     64 		}
     65 
     66 		/// <summary>
     67 		/// <para>/ Is this is a dedicated server?  The default value is false.</para>
     68 		/// </summary>
     69 		public static void SetDedicatedServer(bool bDedicated) {
     70 			InteropHelp.TestIfAvailableGameServer();
     71 			NativeMethods.ISteamGameServer_SetDedicatedServer(CSteamGameServerAPIContext.GetSteamGameServer(), bDedicated);
     72 		}
     73 
     74 		/// <summary>
     75 		/// <para> Login</para>
     76 		/// <para>/ Begin process to login to a persistent game server account</para>
     77 		/// <para>/</para>
     78 		/// <para>/ You need to register for callbacks to determine the result of this operation.</para>
     79 		/// <para>/ @see SteamServersConnected_t</para>
     80 		/// <para>/ @see SteamServerConnectFailure_t</para>
     81 		/// <para>/ @see SteamServersDisconnected_t</para>
     82 		/// </summary>
     83 		public static void LogOn(string pszToken) {
     84 			InteropHelp.TestIfAvailableGameServer();
     85 			using (var pszToken2 = new InteropHelp.UTF8StringHandle(pszToken)) {
     86 				NativeMethods.ISteamGameServer_LogOn(CSteamGameServerAPIContext.GetSteamGameServer(), pszToken2);
     87 			}
     88 		}
     89 
     90 		/// <summary>
     91 		/// <para>/ Login to a generic, anonymous account.</para>
     92 		/// <para>/</para>
     93 		/// <para>/ Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,</para>
     94 		/// <para>/ but this is no longer the case.</para>
     95 		/// </summary>
     96 		public static void LogOnAnonymous() {
     97 			InteropHelp.TestIfAvailableGameServer();
     98 			NativeMethods.ISteamGameServer_LogOnAnonymous(CSteamGameServerAPIContext.GetSteamGameServer());
     99 		}
    100 
    101 		/// <summary>
    102 		/// <para>/ Begin process of logging game server out of steam</para>
    103 		/// </summary>
    104 		public static void LogOff() {
    105 			InteropHelp.TestIfAvailableGameServer();
    106 			NativeMethods.ISteamGameServer_LogOff(CSteamGameServerAPIContext.GetSteamGameServer());
    107 		}
    108 
    109 		/// <summary>
    110 		/// <para> status functions</para>
    111 		/// </summary>
    112 		public static bool BLoggedOn() {
    113 			InteropHelp.TestIfAvailableGameServer();
    114 			return NativeMethods.ISteamGameServer_BLoggedOn(CSteamGameServerAPIContext.GetSteamGameServer());
    115 		}
    116 
    117 		public static bool BSecure() {
    118 			InteropHelp.TestIfAvailableGameServer();
    119 			return NativeMethods.ISteamGameServer_BSecure(CSteamGameServerAPIContext.GetSteamGameServer());
    120 		}
    121 
    122 		public static CSteamID GetSteamID() {
    123 			InteropHelp.TestIfAvailableGameServer();
    124 			return (CSteamID)NativeMethods.ISteamGameServer_GetSteamID(CSteamGameServerAPIContext.GetSteamGameServer());
    125 		}
    126 
    127 		/// <summary>
    128 		/// <para>/ Returns true if the master server has requested a restart.</para>
    129 		/// <para>/ Only returns true once per request.</para>
    130 		/// </summary>
    131 		public static bool WasRestartRequested() {
    132 			InteropHelp.TestIfAvailableGameServer();
    133 			return NativeMethods.ISteamGameServer_WasRestartRequested(CSteamGameServerAPIContext.GetSteamGameServer());
    134 		}
    135 
    136 		/// <summary>
    137 		/// <para> Server state.  These properties may be changed at any time.</para>
    138 		/// <para>/ Max player count that will be reported to server browser and client queries</para>
    139 		/// </summary>
    140 		public static void SetMaxPlayerCount(int cPlayersMax) {
    141 			InteropHelp.TestIfAvailableGameServer();
    142 			NativeMethods.ISteamGameServer_SetMaxPlayerCount(CSteamGameServerAPIContext.GetSteamGameServer(), cPlayersMax);
    143 		}
    144 
    145 		/// <summary>
    146 		/// <para>/ Number of bots.  Default value is zero</para>
    147 		/// </summary>
    148 		public static void SetBotPlayerCount(int cBotplayers) {
    149 			InteropHelp.TestIfAvailableGameServer();
    150 			NativeMethods.ISteamGameServer_SetBotPlayerCount(CSteamGameServerAPIContext.GetSteamGameServer(), cBotplayers);
    151 		}
    152 
    153 		/// <summary>
    154 		/// <para>/ Set the name of server as it will appear in the server browser</para>
    155 		/// <para>/</para>
    156 		/// <para>/ @see k_cbMaxGameServerName</para>
    157 		/// </summary>
    158 		public static void SetServerName(string pszServerName) {
    159 			InteropHelp.TestIfAvailableGameServer();
    160 			using (var pszServerName2 = new InteropHelp.UTF8StringHandle(pszServerName)) {
    161 				NativeMethods.ISteamGameServer_SetServerName(CSteamGameServerAPIContext.GetSteamGameServer(), pszServerName2);
    162 			}
    163 		}
    164 
    165 		/// <summary>
    166 		/// <para>/ Set name of map to report in the server browser</para>
    167 		/// <para>/</para>
    168 		/// <para>/ @see k_cbMaxGameServerName</para>
    169 		/// </summary>
    170 		public static void SetMapName(string pszMapName) {
    171 			InteropHelp.TestIfAvailableGameServer();
    172 			using (var pszMapName2 = new InteropHelp.UTF8StringHandle(pszMapName)) {
    173 				NativeMethods.ISteamGameServer_SetMapName(CSteamGameServerAPIContext.GetSteamGameServer(), pszMapName2);
    174 			}
    175 		}
    176 
    177 		/// <summary>
    178 		/// <para>/ Let people know if your server will require a password</para>
    179 		/// </summary>
    180 		public static void SetPasswordProtected(bool bPasswordProtected) {
    181 			InteropHelp.TestIfAvailableGameServer();
    182 			NativeMethods.ISteamGameServer_SetPasswordProtected(CSteamGameServerAPIContext.GetSteamGameServer(), bPasswordProtected);
    183 		}
    184 
    185 		/// <summary>
    186 		/// <para>/ Spectator server.  The default value is zero, meaning the service</para>
    187 		/// <para>/ is not used.</para>
    188 		/// </summary>
    189 		public static void SetSpectatorPort(ushort unSpectatorPort) {
    190 			InteropHelp.TestIfAvailableGameServer();
    191 			NativeMethods.ISteamGameServer_SetSpectatorPort(CSteamGameServerAPIContext.GetSteamGameServer(), unSpectatorPort);
    192 		}
    193 
    194 		/// <summary>
    195 		/// <para>/ Name of the spectator server.  (Only used if spectator port is nonzero.)</para>
    196 		/// <para>/</para>
    197 		/// <para>/ @see k_cbMaxGameServerMapName</para>
    198 		/// </summary>
    199 		public static void SetSpectatorServerName(string pszSpectatorServerName) {
    200 			InteropHelp.TestIfAvailableGameServer();
    201 			using (var pszSpectatorServerName2 = new InteropHelp.UTF8StringHandle(pszSpectatorServerName)) {
    202 				NativeMethods.ISteamGameServer_SetSpectatorServerName(CSteamGameServerAPIContext.GetSteamGameServer(), pszSpectatorServerName2);
    203 			}
    204 		}
    205 
    206 		/// <summary>
    207 		/// <para>/ Call this to clear the whole list of key/values that are sent in rules queries.</para>
    208 		/// </summary>
    209 		public static void ClearAllKeyValues() {
    210 			InteropHelp.TestIfAvailableGameServer();
    211 			NativeMethods.ISteamGameServer_ClearAllKeyValues(CSteamGameServerAPIContext.GetSteamGameServer());
    212 		}
    213 
    214 		/// <summary>
    215 		/// <para>/ Call this to add/update a key/value pair.</para>
    216 		/// </summary>
    217 		public static void SetKeyValue(string pKey, string pValue) {
    218 			InteropHelp.TestIfAvailableGameServer();
    219 			using (var pKey2 = new InteropHelp.UTF8StringHandle(pKey))
    220 			using (var pValue2 = new InteropHelp.UTF8StringHandle(pValue)) {
    221 				NativeMethods.ISteamGameServer_SetKeyValue(CSteamGameServerAPIContext.GetSteamGameServer(), pKey2, pValue2);
    222 			}
    223 		}
    224 
    225 		/// <summary>
    226 		/// <para>/ Sets a string defining the "gametags" for this server, this is optional, but if it is set</para>
    227 		/// <para>/ it allows users to filter in the matchmaking/server-browser interfaces based on the value</para>
    228 		/// <para>/</para>
    229 		/// <para>/ @see k_cbMaxGameServerTags</para>
    230 		/// </summary>
    231 		public static void SetGameTags(string pchGameTags) {
    232 			InteropHelp.TestIfAvailableGameServer();
    233 			using (var pchGameTags2 = new InteropHelp.UTF8StringHandle(pchGameTags)) {
    234 				NativeMethods.ISteamGameServer_SetGameTags(CSteamGameServerAPIContext.GetSteamGameServer(), pchGameTags2);
    235 			}
    236 		}
    237 
    238 		/// <summary>
    239 		/// <para>/ Sets a string defining the "gamedata" for this server, this is optional, but if it is set</para>
    240 		/// <para>/ it allows users to filter in the matchmaking/server-browser interfaces based on the value</para>
    241 		/// <para>/ don't set this unless it actually changes, its only uploaded to the master once (when</para>
    242 		/// <para>/ acknowledged)</para>
    243 		/// <para>/</para>
    244 		/// <para>/ @see k_cbMaxGameServerGameData</para>
    245 		/// </summary>
    246 		public static void SetGameData(string pchGameData) {
    247 			InteropHelp.TestIfAvailableGameServer();
    248 			using (var pchGameData2 = new InteropHelp.UTF8StringHandle(pchGameData)) {
    249 				NativeMethods.ISteamGameServer_SetGameData(CSteamGameServerAPIContext.GetSteamGameServer(), pchGameData2);
    250 			}
    251 		}
    252 
    253 		/// <summary>
    254 		/// <para>/ Region identifier.  This is an optional field, the default value is empty, meaning the "world" region</para>
    255 		/// </summary>
    256 		public static void SetRegion(string pszRegion) {
    257 			InteropHelp.TestIfAvailableGameServer();
    258 			using (var pszRegion2 = new InteropHelp.UTF8StringHandle(pszRegion)) {
    259 				NativeMethods.ISteamGameServer_SetRegion(CSteamGameServerAPIContext.GetSteamGameServer(), pszRegion2);
    260 			}
    261 		}
    262 
    263 		/// <summary>
    264 		/// <para> Player list management / authentication</para>
    265 		/// <para> Handles receiving a new connection from a Steam user.  This call will ask the Steam</para>
    266 		/// <para> servers to validate the users identity, app ownership, and VAC status.  If the Steam servers</para>
    267 		/// <para> are off-line, then it will validate the cached ticket itself which will validate app ownership</para>
    268 		/// <para> and identity.  The AuthBlob here should be acquired on the game client using SteamUser()-&gt;InitiateGameConnection()</para>
    269 		/// <para> and must then be sent up to the game server for authentication.</para>
    270 		/// <para> Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL</para>
    271 		/// <para> If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication</para>
    272 		/// <para> for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)</para>
    273 		/// </summary>
    274 		public static bool SendUserConnectAndAuthenticate(uint unIPClient, byte[] pvAuthBlob, uint cubAuthBlobSize, out CSteamID pSteamIDUser) {
    275 			InteropHelp.TestIfAvailableGameServer();
    276 			return NativeMethods.ISteamGameServer_SendUserConnectAndAuthenticate(CSteamGameServerAPIContext.GetSteamGameServer(), unIPClient, pvAuthBlob, cubAuthBlobSize, out pSteamIDUser);
    277 		}
    278 
    279 		/// <summary>
    280 		/// <para> Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.</para>
    281 		/// <para> Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()</para>
    282 		/// <para> when this user leaves the server just like you would for a real user.</para>
    283 		/// </summary>
    284 		public static CSteamID CreateUnauthenticatedUserConnection() {
    285 			InteropHelp.TestIfAvailableGameServer();
    286 			return (CSteamID)NativeMethods.ISteamGameServer_CreateUnauthenticatedUserConnection(CSteamGameServerAPIContext.GetSteamGameServer());
    287 		}
    288 
    289 		/// <summary>
    290 		/// <para> Should be called whenever a user leaves our game server, this lets Steam internally</para>
    291 		/// <para> track which users are currently on which servers for the purposes of preventing a single</para>
    292 		/// <para> account being logged into multiple servers, showing who is currently on a server, etc.</para>
    293 		/// </summary>
    294 		public static void SendUserDisconnect(CSteamID steamIDUser) {
    295 			InteropHelp.TestIfAvailableGameServer();
    296 			NativeMethods.ISteamGameServer_SendUserDisconnect(CSteamGameServerAPIContext.GetSteamGameServer(), steamIDUser);
    297 		}
    298 
    299 		/// <summary>
    300 		/// <para> Update the data to be displayed in the server browser and matchmaking interfaces for a user</para>
    301 		/// <para> currently connected to the server.  For regular users you must call this after you receive a</para>
    302 		/// <para> GSUserValidationSuccess callback.</para>
    303 		/// <para> Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)</para>
    304 		/// </summary>
    305 		public static bool BUpdateUserData(CSteamID steamIDUser, string pchPlayerName, uint uScore) {
    306 			InteropHelp.TestIfAvailableGameServer();
    307 			using (var pchPlayerName2 = new InteropHelp.UTF8StringHandle(pchPlayerName)) {
    308 				return NativeMethods.ISteamGameServer_BUpdateUserData(CSteamGameServerAPIContext.GetSteamGameServer(), steamIDUser, pchPlayerName2, uScore);
    309 			}
    310 		}
    311 
    312 		/// <summary>
    313 		/// <para> New auth system APIs - do not mix with the old auth system APIs.</para>
    314 		/// <para> ----------------------------------------------------------------</para>
    315 		/// <para> Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).</para>
    316 		/// <para> pcbTicket retrieves the length of the actual ticket.</para>
    317 		/// </summary>
    318 		public static HAuthTicket GetAuthSessionTicket(byte[] pTicket, int cbMaxTicket, out uint pcbTicket) {
    319 			InteropHelp.TestIfAvailableGameServer();
    320 			return (HAuthTicket)NativeMethods.ISteamGameServer_GetAuthSessionTicket(CSteamGameServerAPIContext.GetSteamGameServer(), pTicket, cbMaxTicket, out pcbTicket);
    321 		}
    322 
    323 		/// <summary>
    324 		/// <para> Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused</para>
    325 		/// <para> Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )</para>
    326 		/// </summary>
    327 		public static EBeginAuthSessionResult BeginAuthSession(byte[] pAuthTicket, int cbAuthTicket, CSteamID steamID) {
    328 			InteropHelp.TestIfAvailableGameServer();
    329 			return NativeMethods.ISteamGameServer_BeginAuthSession(CSteamGameServerAPIContext.GetSteamGameServer(), pAuthTicket, cbAuthTicket, steamID);
    330 		}
    331 
    332 		/// <summary>
    333 		/// <para> Stop tracking started by BeginAuthSession - called when no longer playing game with this entity</para>
    334 		/// </summary>
    335 		public static void EndAuthSession(CSteamID steamID) {
    336 			InteropHelp.TestIfAvailableGameServer();
    337 			NativeMethods.ISteamGameServer_EndAuthSession(CSteamGameServerAPIContext.GetSteamGameServer(), steamID);
    338 		}
    339 
    340 		/// <summary>
    341 		/// <para> Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to</para>
    342 		/// </summary>
    343 		public static void CancelAuthTicket(HAuthTicket hAuthTicket) {
    344 			InteropHelp.TestIfAvailableGameServer();
    345 			NativeMethods.ISteamGameServer_CancelAuthTicket(CSteamGameServerAPIContext.GetSteamGameServer(), hAuthTicket);
    346 		}
    347 
    348 		/// <summary>
    349 		/// <para> After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function</para>
    350 		/// <para> to determine if the user owns downloadable content specified by the provided AppID.</para>
    351 		/// </summary>
    352 		public static EUserHasLicenseForAppResult UserHasLicenseForApp(CSteamID steamID, AppId_t appID) {
    353 			InteropHelp.TestIfAvailableGameServer();
    354 			return NativeMethods.ISteamGameServer_UserHasLicenseForApp(CSteamGameServerAPIContext.GetSteamGameServer(), steamID, appID);
    355 		}
    356 
    357 		/// <summary>
    358 		/// <para> Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t</para>
    359 		/// <para> returns false if we're not connected to the steam servers and thus cannot ask</para>
    360 		/// </summary>
    361 		public static bool RequestUserGroupStatus(CSteamID steamIDUser, CSteamID steamIDGroup) {
    362 			InteropHelp.TestIfAvailableGameServer();
    363 			return NativeMethods.ISteamGameServer_RequestUserGroupStatus(CSteamGameServerAPIContext.GetSteamGameServer(), steamIDUser, steamIDGroup);
    364 		}
    365 
    366 		/// <summary>
    367 		/// <para> these two functions s are deprecated, and will not return results</para>
    368 		/// <para> they will be removed in a future version of the SDK</para>
    369 		/// </summary>
    370 		public static void GetGameplayStats() {
    371 			InteropHelp.TestIfAvailableGameServer();
    372 			NativeMethods.ISteamGameServer_GetGameplayStats(CSteamGameServerAPIContext.GetSteamGameServer());
    373 		}
    374 
    375 		public static SteamAPICall_t GetServerReputation() {
    376 			InteropHelp.TestIfAvailableGameServer();
    377 			return (SteamAPICall_t)NativeMethods.ISteamGameServer_GetServerReputation(CSteamGameServerAPIContext.GetSteamGameServer());
    378 		}
    379 
    380 		/// <summary>
    381 		/// <para> Returns the public IP of the server according to Steam, useful when the server is</para>
    382 		/// <para> behind NAT and you want to advertise its IP in a lobby for other clients to directly</para>
    383 		/// <para> connect to</para>
    384 		/// </summary>
    385 		public static uint GetPublicIP() {
    386 			InteropHelp.TestIfAvailableGameServer();
    387 			return NativeMethods.ISteamGameServer_GetPublicIP(CSteamGameServerAPIContext.GetSteamGameServer());
    388 		}
    389 
    390 		/// <summary>
    391 		/// <para> These are in GameSocketShare mode, where instead of ISteamGameServer creating its own</para>
    392 		/// <para> socket to talk to the master server on, it lets the game use its socket to forward messages</para>
    393 		/// <para> back and forth. This prevents us from requiring server ops to open up yet another port</para>
    394 		/// <para> in their firewalls.</para>
    395 		/// <para> the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001</para>
    396 		/// <para> These are used when you've elected to multiplex the game server's UDP socket</para>
    397 		/// <para> rather than having the master server updater use its own sockets.</para>
    398 		/// <para> Source games use this to simplify the job of the server admins, so they</para>
    399 		/// <para> don't have to open up more ports on their firewalls.</para>
    400 		/// <para> Call this when a packet that starts with 0xFFFFFFFF comes in. That means</para>
    401 		/// <para> it's for us.</para>
    402 		/// </summary>
    403 		public static bool HandleIncomingPacket(byte[] pData, int cbData, uint srcIP, ushort srcPort) {
    404 			InteropHelp.TestIfAvailableGameServer();
    405 			return NativeMethods.ISteamGameServer_HandleIncomingPacket(CSteamGameServerAPIContext.GetSteamGameServer(), pData, cbData, srcIP, srcPort);
    406 		}
    407 
    408 		/// <summary>
    409 		/// <para> AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.</para>
    410 		/// <para> This gets a packet that the master server updater needs to send out on UDP.</para>
    411 		/// <para> It returns the length of the packet it wants to send, or 0 if there are no more packets to send.</para>
    412 		/// <para> Call this each frame until it returns 0.</para>
    413 		/// </summary>
    414 		public static int GetNextOutgoingPacket(byte[] pOut, int cbMaxOut, out uint pNetAdr, out ushort pPort) {
    415 			InteropHelp.TestIfAvailableGameServer();
    416 			return NativeMethods.ISteamGameServer_GetNextOutgoingPacket(CSteamGameServerAPIContext.GetSteamGameServer(), pOut, cbMaxOut, out pNetAdr, out pPort);
    417 		}
    418 
    419 		/// <summary>
    420 		/// <para> Control heartbeats / advertisement with master server</para>
    421 		/// <para> Call this as often as you like to tell the master server updater whether or not</para>
    422 		/// <para> you want it to be active (default: off).</para>
    423 		/// </summary>
    424 		public static void EnableHeartbeats(bool bActive) {
    425 			InteropHelp.TestIfAvailableGameServer();
    426 			NativeMethods.ISteamGameServer_EnableHeartbeats(CSteamGameServerAPIContext.GetSteamGameServer(), bActive);
    427 		}
    428 
    429 		/// <summary>
    430 		/// <para> You usually don't need to modify this.</para>
    431 		/// <para> Pass -1 to use the default value for iHeartbeatInterval.</para>
    432 		/// <para> Some mods change this.</para>
    433 		/// </summary>
    434 		public static void SetHeartbeatInterval(int iHeartbeatInterval) {
    435 			InteropHelp.TestIfAvailableGameServer();
    436 			NativeMethods.ISteamGameServer_SetHeartbeatInterval(CSteamGameServerAPIContext.GetSteamGameServer(), iHeartbeatInterval);
    437 		}
    438 
    439 		/// <summary>
    440 		/// <para> Force a heartbeat to steam at the next opportunity</para>
    441 		/// </summary>
    442 		public static void ForceHeartbeat() {
    443 			InteropHelp.TestIfAvailableGameServer();
    444 			NativeMethods.ISteamGameServer_ForceHeartbeat(CSteamGameServerAPIContext.GetSteamGameServer());
    445 		}
    446 
    447 		/// <summary>
    448 		/// <para> associate this game server with this clan for the purposes of computing player compat</para>
    449 		/// </summary>
    450 		public static SteamAPICall_t AssociateWithClan(CSteamID steamIDClan) {
    451 			InteropHelp.TestIfAvailableGameServer();
    452 			return (SteamAPICall_t)NativeMethods.ISteamGameServer_AssociateWithClan(CSteamGameServerAPIContext.GetSteamGameServer(), steamIDClan);
    453 		}
    454 
    455 		/// <summary>
    456 		/// <para> ask if any of the current players dont want to play with this new player - or vice versa</para>
    457 		/// </summary>
    458 		public static SteamAPICall_t ComputeNewPlayerCompatibility(CSteamID steamIDNewPlayer) {
    459 			InteropHelp.TestIfAvailableGameServer();
    460 			return (SteamAPICall_t)NativeMethods.ISteamGameServer_ComputeNewPlayerCompatibility(CSteamGameServerAPIContext.GetSteamGameServer(), steamIDNewPlayer);
    461 		}
    462 	}
    463 }
    464 
    465 #endif // !DISABLESTEAMWORKS