diff --git a/rehlds/CMakeLists.txt b/rehlds/CMakeLists.txt
index e48e87d1..bd968bd5 100644
--- a/rehlds/CMakeLists.txt
+++ b/rehlds/CMakeLists.txt
@@ -184,6 +184,7 @@ set(ENGINE_SRCS
rehlds/rehlds_interfaces_impl.cpp
rehlds/rehlds_messagemngr_impl.cpp
rehlds/rehlds_security.cpp
+ rehlds/steam_adapter/gameserver011.cpp
)
set(UNITTESTS_SRCS
diff --git a/rehlds/msvc/ReHLDS.vcxproj b/rehlds/msvc/ReHLDS.vcxproj
index 2b4d97ca..97807198 100644
--- a/rehlds/msvc/ReHLDS.vcxproj
+++ b/rehlds/msvc/ReHLDS.vcxproj
@@ -140,6 +140,7 @@
+
@@ -413,6 +414,7 @@
+
@@ -467,6 +469,7 @@
+
diff --git a/rehlds/msvc/ReHLDS.vcxproj.filters b/rehlds/msvc/ReHLDS.vcxproj.filters
index 0dae4f75..8b841498 100644
--- a/rehlds/msvc/ReHLDS.vcxproj.filters
+++ b/rehlds/msvc/ReHLDS.vcxproj.filters
@@ -51,6 +51,9 @@
{c91850f0-8e81-47e5-9a5f-53215766e960}
+
+ {4e2d8487-e3d7-44e0-a4e7-1ab2aae5d5d1}
+
@@ -344,6 +347,9 @@
rehlds
+
+ rehlds\steam_adapter
+
@@ -1126,5 +1132,11 @@
public\steam
+
+ public\steam
+
+
+ rehlds\steam_adapter
+
\ No newline at end of file
diff --git a/rehlds/public/rehlds/rehlds_interfaces.h b/rehlds/public/rehlds/rehlds_interfaces.h
index 438838c1..c68c3963 100644
--- a/rehlds/public/rehlds/rehlds_interfaces.h
+++ b/rehlds/public/rehlds/rehlds_interfaces.h
@@ -285,7 +285,7 @@ class IRehldsServerData {
virtual void SetResourcesNum(int num) = 0;
virtual struct resource_s *GetResource(int index) = 0;
virtual void SetName(const char* name) = 0;
- virtual class ISteamGameServer *GetSteamGameServer() = 0;
+ virtual class ISteamGameServer011 *GetSteamGameServer() = 0;
virtual struct netadr_s *GetNetFrom() = 0;
virtual double GetOldTime() = 0;
diff --git a/rehlds/public/steam/isteamgameserver.h b/rehlds/public/steam/isteamgameserver.h
index 149b4e30..cb647fab 100644
--- a/rehlds/public/steam/isteamgameserver.h
+++ b/rehlds/public/steam/isteamgameserver.h
@@ -25,7 +25,7 @@ class ISteamGameServer
//
/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
- STEAM_PRIVATE_API( virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0; )
+ virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0;
/// Game product identifier. This is currently used by the master server for version checking purposes.
/// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
@@ -256,14 +256,13 @@ class ISteamGameServer
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
-// Deprecated functions. These will be removed in a future version of the SDK.
+// DEPRECATED!
+// These will be removed in a future version of the SDK.
// If you really need these, please contact us and help us understand what you are
// using them for.
-// STEAM_PRIVATE_API(
- virtual void SetMasterServerHeartbeatInterval( int iHeartbeatInterval ) = 0;
- virtual void ForceMasterServerHeartbeat() = 0;
-// )
+ virtual void SetMasterServerHeartbeatInterval( int iHeartbeatInterval ) = 0;
+ virtual void ForceMasterServerHeartbeat() = 0;
};
#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer015"
diff --git a/rehlds/public/steam/isteamgameserver011.h b/rehlds/public/steam/isteamgameserver011.h
new file mode 100644
index 00000000..a5527dd0
--- /dev/null
+++ b/rehlds/public/steam/isteamgameserver011.h
@@ -0,0 +1,256 @@
+//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
+//
+// Purpose: interface 011 version to steam for game servers
+//
+//=============================================================================
+
+#ifndef ISTEAMGAMESERVER_011_H
+#define ISTEAMGAMESERVER_011_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "steam_api_common.h"
+
+//-----------------------------------------------------------------------------
+// Purpose: Functions for authenticating users via Steam to play on a game server
+//-----------------------------------------------------------------------------
+class ISteamGameServer011
+{
+public:
+
+//
+// Basic server data. These properties, if set, must be set before before calling LogOn. They
+// may not be changed after logged in.
+//
+
+ /// This is called by SteamGameServer_Init, and you will usually not need to call it directly
+ virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0;
+
+ /// Game product identifier. This is currently used by the master server for version checking purposes.
+ /// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
+ virtual void SetProduct( const char *pszProduct ) = 0;
+
+ /// Description of the game. This is a required field and is displayed in the steam server browser....for now.
+ /// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
+ virtual void SetGameDescription( const char *pszGameDescription ) = 0;
+
+ /// 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.
+ ///
+ /// @see k_cbMaxGameServerGameDir
+ virtual void SetModDir( const char *pszModDir ) = 0;
+
+ /// Is this is a dedicated server? The default value is false.
+ virtual void SetDedicatedServer( bool bDedicated ) = 0;
+
+//
+// Login
+//
+
+ /// Begin process to login to a persistent game server account
+ ///
+ /// You need to register for callbacks to determine the result of this operation.
+ /// @see SteamServersConnected_t
+ /// @see SteamServerConnectFailure_t
+ /// @see SteamServersDisconnected_t
+ virtual void LogOn(
+ const char *pszAccountName,
+ const char *pszPassword
+ ) = 0;
+
+ /// Login to a generic, anonymous account.
+ ///
+ /// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,
+ /// but this is no longer the case.
+ virtual void LogOnAnonymous() = 0;
+
+ /// Begin process of logging game server out of steam
+ virtual void LogOff() = 0;
+
+ // status functions
+ virtual bool BLoggedOn() = 0;
+ virtual bool BSecure() = 0;
+ virtual CSteamID GetSteamID() = 0;
+
+ /// Returns true if the master server has requested a restart.
+ /// Only returns true once per request.
+ virtual bool WasRestartRequested() = 0;
+
+//
+// Server state. These properties may be changed at any time.
+//
+
+ /// Max player count that will be reported to server browser and client queries
+ virtual void SetMaxPlayerCount( int cPlayersMax ) = 0;
+
+ /// Number of bots. Default value is zero
+ virtual void SetBotPlayerCount( int cBotplayers ) = 0;
+
+ /// Set the name of server as it will appear in the server browser
+ ///
+ /// @see k_cbMaxGameServerName
+ virtual void SetServerName( const char *pszServerName ) = 0;
+
+ /// Set name of map to report in the server browser
+ ///
+ /// @see k_cbMaxGameServerName
+ virtual void SetMapName( const char *pszMapName ) = 0;
+
+ /// Let people know if your server will require a password
+ virtual void SetPasswordProtected( bool bPasswordProtected ) = 0;
+
+ /// Spectator server. The default value is zero, meaning the service
+ /// is not used.
+ virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0;
+
+ /// Name of the spectator server. (Only used if spectator port is nonzero.)
+ ///
+ /// @see k_cbMaxGameServerMapName
+ virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0;
+
+ /// Call this to clear the whole list of key/values that are sent in rules queries.
+ virtual void ClearAllKeyValues() = 0;
+
+ /// Call this to add/update a key/value pair.
+ virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0;
+
+ /// Sets a string defining the "gametags" for this server, this is optional, but if it is set
+ /// it allows users to filter in the matchmaking/server-browser interfaces based on the value
+ ///
+ /// @see k_cbMaxGameServerTags
+ virtual void SetGameTags( const char *pchGameTags ) = 0;
+
+ /// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
+ /// it allows users to filter in the matchmaking/server-browser interfaces based on the value
+ /// don't set this unless it actually changes, its only uploaded to the master once (when
+ /// acknowledged)
+ ///
+ /// @see k_cbMaxGameServerGameData
+ virtual void SetGameData( const char *pchGameData) = 0;
+
+ /// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
+ virtual void SetRegion( const char *pszRegion ) = 0;
+
+//
+// Player list management / authentication
+//
+
+ // Handles receiving a new connection from a Steam user. This call will ask the Steam
+ // servers to validate the users identity, app ownership, and VAC status. If the Steam servers
+ // are off-line, then it will validate the cached ticket itself which will validate app ownership
+ // and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
+ // and must then be sent up to the game server for authentication.
+ //
+ // 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
+ // If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
+ // for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
+ virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
+
+ // Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
+ //
+ // Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
+ // when this user leaves the server just like you would for a real user.
+ virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
+
+ // Should be called whenever a user leaves our game server, this lets Steam internally
+ // track which users are currently on which servers for the purposes of preventing a single
+ // account being logged into multiple servers, showing who is currently on a server, etc.
+ virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
+
+ // Update the data to be displayed in the server browser and matchmaking interfaces for a user
+ // currently connected to the server. For regular users you must call this after you receive a
+ // GSUserValidationSuccess callback.
+ //
+ // Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
+ virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
+
+ // New auth system APIs - do not mix with the old auth system APIs.
+ // ----------------------------------------------------------------
+
+ // Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
+ // pcbTicket retrieves the length of the actual ticket.
+ virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
+
+ // Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused
+ // Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
+ virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0;
+
+ // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
+ virtual void EndAuthSession( CSteamID steamID ) = 0;
+
+ // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
+ virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0;
+
+ // After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function
+ // to determine if the user owns downloadable content specified by the provided AppID.
+ virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
+
+ // Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
+ // returns false if we're not connected to the steam servers and thus cannot ask
+ virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0;
+
+//
+// Query steam for server data
+//
+
+ // Ask for the gameplay stats for the server. Results returned in a callback
+ virtual void GetGameplayStats( ) = 0;
+
+ // Gets the reputation score for the game server. This API also checks if the server or some
+ // other server on the same IP is banned from the Steam master servers.
+ virtual SteamAPICall_t GetServerReputation( ) = 0;
+
+ // Returns the public IP of the server according to Steam, useful when the server is
+ // behind NAT and you want to advertise its IP in a lobby for other clients to directly
+ // connect to
+ virtual uint32 GetPublicIP() = 0;
+
+// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
+// socket to talk to the master server on, it lets the game use its socket to forward messages
+// back and forth. This prevents us from requiring server ops to open up yet another port
+// in their firewalls.
+//
+// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
+
+ // These are used when you've elected to multiplex the game server's UDP socket
+ // rather than having the master server updater use its own sockets.
+ //
+ // Source games use this to simplify the job of the server admins, so they
+ // don't have to open up more ports on their firewalls.
+
+ // Call this when a packet that starts with 0xFFFFFFFF comes in. That means
+ // it's for us.
+ virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
+
+ // AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
+ // This gets a packet that the master server updater needs to send out on UDP.
+ // It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
+ // Call this each frame until it returns 0.
+ virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
+
+//
+// Control heartbeats / advertisement with master server
+//
+
+ // Call this as often as you like to tell the master server updater whether or not
+ // you want it to be active (default: off).
+ virtual void EnableHeartbeats( bool bActive ) = 0;
+
+ // You usually don't need to modify this.
+ // Pass -1 to use the default value for iHeartbeatInterval.
+ // Some mods change this.
+ virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
+
+ // Force a heartbeat to steam at the next opportunity
+ virtual void ForceHeartbeat() = 0;
+
+ // associate this game server with this clan for the purposes of computing player compat
+ virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0;
+
+ // ask if any of the current players dont want to play with this new player - or vice versa
+ virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0;
+
+};
+
+#endif // ISTEAMGAMESERVER_011_H
diff --git a/rehlds/public/steam/steam_gameserver.h b/rehlds/public/steam/steam_gameserver.h
index db273428..d6e5d008 100644
--- a/rehlds/public/steam/steam_gameserver.h
+++ b/rehlds/public/steam/steam_gameserver.h
@@ -1,4 +1,4 @@
-//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
+//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
@@ -12,6 +12,7 @@
#include "steam_api.h"
#include "isteamgameserver.h"
+#include "isteamgameserver011.h"
#include "isteamgameserverstats.h"
enum EServerMode
diff --git a/rehlds/rehlds/rehlds_interfaces_impl.cpp b/rehlds/rehlds/rehlds_interfaces_impl.cpp
index 0922bfa9..200f790e 100644
--- a/rehlds/rehlds/rehlds_interfaces_impl.cpp
+++ b/rehlds/rehlds/rehlds_interfaces_impl.cpp
@@ -904,8 +904,8 @@ IGameClient* GetRehldsApiClient(client_t* cl)
return g_GameClients[idx];
}
-ISteamGameServer* EXT_FUNC CRehldsServerData::GetSteamGameServer() {
- return ::SteamGameServer();
+ISteamGameServer011* EXT_FUNC CRehldsServerData::GetSteamGameServer() {
+ return ::SteamGameServer_v011();
}
netadr_t* EXT_FUNC CRehldsServerData::GetNetFrom() {
diff --git a/rehlds/rehlds/rehlds_interfaces_impl.h b/rehlds/rehlds/rehlds_interfaces_impl.h
index 7c625472..f3f5b4ed 100644
--- a/rehlds/rehlds/rehlds_interfaces_impl.h
+++ b/rehlds/rehlds/rehlds_interfaces_impl.h
@@ -29,6 +29,7 @@
#include "maintypes.h"
#include "rehlds_interfaces.h"
#include "server.h"
+#include "steam_adapter/gameserver011.h"
const int NET_DECOMPRESS_MAX_TIMES = 10;
@@ -309,7 +310,7 @@ class CRehldsServerData : public IRehldsServerData {
virtual void SetResourcesNum(int num);
virtual struct resource_s *GetResource(int index);
virtual void SetName(const char* name);
- virtual ISteamGameServer *GetSteamGameServer();
+ virtual ISteamGameServer011 *GetSteamGameServer();
virtual netadr_t *GetNetFrom();
virtual double GetOldTime();
diff --git a/rehlds/rehlds/steam_adapter/gameserver011.cpp b/rehlds/rehlds/steam_adapter/gameserver011.cpp
new file mode 100644
index 00000000..fb792a97
--- /dev/null
+++ b/rehlds/rehlds/steam_adapter/gameserver011.cpp
@@ -0,0 +1,289 @@
+//=============================================================================
+//
+// Versioned interface adapter ISteamGameServer for rehlds api
+//
+//=============================================================================
+
+#include "precompiled.h"
+
+#include "steam/steam_api.h"
+#include "steam/steam_gameserver.h"
+
+class CAdapterSteamGameServer011: public ISteamGameServer011
+{
+public:
+ virtual bool InitGameServer(uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString);
+ virtual void SetProduct(const char *pszProduct);
+ virtual void SetGameDescription(const char *pszGameDescription);
+ virtual void SetModDir(const char *pszModDir);
+ virtual void SetDedicatedServer(bool bDedicated);
+ virtual void LogOn(const char *pszAccountName, const char *pszPassword);
+ virtual void LogOnAnonymous();
+ virtual void LogOff();
+ virtual bool BLoggedOn();
+ virtual bool BSecure();
+ virtual CSteamID GetSteamID();
+ virtual bool WasRestartRequested();
+ virtual void SetMaxPlayerCount(int cPlayersMax);
+ virtual void SetBotPlayerCount(int cBotplayers);
+ virtual void SetServerName(const char *pszServerName);
+ virtual void SetMapName(const char *pszMapName);
+ virtual void SetPasswordProtected(bool bPasswordProtected);
+ virtual void SetSpectatorPort(uint16 unSpectatorPort);
+ virtual void SetSpectatorServerName(const char *pszSpectatorServerName);
+ virtual void ClearAllKeyValues();
+ virtual void SetKeyValue(const char *pKey, const char *pValue);
+ virtual void SetGameTags(const char *pchGameTags);
+ virtual void SetGameData(const char *pchGameData);
+ virtual void SetRegion(const char *pszRegion);
+ virtual bool SendUserConnectAndAuthenticate(uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser);
+ virtual CSteamID CreateUnauthenticatedUserConnection();
+ virtual void SendUserDisconnect(CSteamID steamIDUser);
+ virtual bool BUpdateUserData(CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore);
+ virtual HAuthTicket GetAuthSessionTicket(void *pTicket, int cbMaxTicket, uint32 *pcbTicket);
+ virtual EBeginAuthSessionResult BeginAuthSession(const void *pAuthTicket, int cbAuthTicket, CSteamID steamID);
+ virtual void EndAuthSession(CSteamID steamID);
+ virtual void CancelAuthTicket(HAuthTicket hAuthTicket);
+ virtual EUserHasLicenseForAppResult UserHasLicenseForApp(CSteamID steamID, AppId_t appID);
+ virtual bool RequestUserGroupStatus(CSteamID steamIDUser, CSteamID steamIDGroup);
+ virtual void GetGameplayStats();
+ virtual SteamAPICall_t GetServerReputation();
+ virtual uint32 GetPublicIP();
+ virtual bool HandleIncomingPacket(const void *pData, int cbData, uint32 srcIP, uint16 srcPort);
+ virtual int GetNextOutgoingPacket(void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort);
+ virtual void EnableHeartbeats(bool bActive);
+ virtual void SetHeartbeatInterval(int iHeartbeatInterval);
+ virtual void ForceHeartbeat();
+ virtual SteamAPICall_t AssociateWithClan(CSteamID steamIDClan);
+ virtual SteamAPICall_t ComputeNewPlayerCompatibility(CSteamID steamIDNewPlayer);
+};
+
+ISteamGameServer011 *SteamGameServer_v011()
+{
+ static CAdapterSteamGameServer011 gSteamGameServer011Singleton{};
+ return &gSteamGameServer011Singleton;
+}
+
+bool CAdapterSteamGameServer011::InitGameServer(uint32_t unIP, uint16_t usGamePort, uint16_t usQueryPort, uint32_t unFlags, AppId_t nGameAppId, const char *pchVersionString)
+{
+ return SteamGameServer()->InitGameServer(unIP, usGamePort, usQueryPort, unFlags, nGameAppId, pchVersionString);
+}
+
+void CAdapterSteamGameServer011::SetProduct(const char *pszProduct)
+{
+ SteamGameServer()->SetProduct(pszProduct);
+}
+
+void CAdapterSteamGameServer011::SetGameDescription(const char *pszGameDescription)
+{
+ SteamGameServer()->SetGameDescription(pszGameDescription);
+}
+
+void CAdapterSteamGameServer011::SetModDir(const char *pszModDir)
+{
+ SteamGameServer()->SetModDir(pszModDir);
+}
+
+void CAdapterSteamGameServer011::SetDedicatedServer(bool bDedicated)
+{
+ SteamGameServer()->SetDedicatedServer(bDedicated);
+}
+
+void CAdapterSteamGameServer011::LogOn(const char *pszAccountName, const char *pszPassword)
+{
+ const char *pszToken = pszAccountName;
+ SteamGameServer()->LogOn(pszToken);
+}
+
+void CAdapterSteamGameServer011::LogOnAnonymous()
+{
+ SteamGameServer()->LogOnAnonymous();
+}
+
+void CAdapterSteamGameServer011::LogOff()
+{
+ SteamGameServer()->LogOff();
+}
+
+bool CAdapterSteamGameServer011::BLoggedOn()
+{
+ return SteamGameServer()->BLoggedOn();
+}
+
+bool CAdapterSteamGameServer011::BSecure()
+{
+ return SteamGameServer()->BSecure();
+}
+
+CSteamID CAdapterSteamGameServer011::GetSteamID()
+{
+ return SteamGameServer()->GetSteamID();
+}
+
+bool CAdapterSteamGameServer011::WasRestartRequested()
+{
+ return SteamGameServer()->WasRestartRequested();
+}
+
+void CAdapterSteamGameServer011::SetMaxPlayerCount(int cPlayersMax)
+{
+ SteamGameServer()->SetMaxPlayerCount(cPlayersMax);
+}
+
+void CAdapterSteamGameServer011::SetBotPlayerCount(int cBotplayers)
+{
+ SteamGameServer()->SetBotPlayerCount(cBotplayers);
+}
+
+void CAdapterSteamGameServer011::SetServerName(const char *pszServerName)
+{
+ SteamGameServer()->SetServerName(pszServerName);
+}
+
+void CAdapterSteamGameServer011::SetMapName(const char *pszMapName)
+{
+ SteamGameServer()->SetMapName(pszMapName);
+}
+
+void CAdapterSteamGameServer011::SetPasswordProtected(bool bPasswordProtected)
+{
+ SteamGameServer()->SetPasswordProtected(bPasswordProtected);
+}
+
+void CAdapterSteamGameServer011::SetSpectatorPort(uint16_t unSpectatorPort)
+{
+ SteamGameServer()->SetSpectatorPort(unSpectatorPort);
+}
+
+void CAdapterSteamGameServer011::SetSpectatorServerName(const char *pszSpectatorServerName)
+{
+ SteamGameServer()->SetSpectatorServerName(pszSpectatorServerName);
+}
+
+void CAdapterSteamGameServer011::ClearAllKeyValues()
+{
+ SteamGameServer()->ClearAllKeyValues();
+}
+
+void CAdapterSteamGameServer011::SetKeyValue(const char *pKey, const char *pValue)
+{
+ SteamGameServer()->SetKeyValue(pKey, pValue);
+}
+
+void CAdapterSteamGameServer011::SetGameTags(const char *pchGameTags)
+{
+ SteamGameServer()->SetGameTags(pchGameTags);
+}
+
+void CAdapterSteamGameServer011::SetGameData(const char *pchGameData)
+{
+ SteamGameServer()->SetGameData(pchGameData);
+}
+
+void CAdapterSteamGameServer011::SetRegion(const char *pszRegion)
+{
+ SteamGameServer()->SetRegion(pszRegion);
+}
+
+bool CAdapterSteamGameServer011::SendUserConnectAndAuthenticate(uint32_t unIPClient, const void *pvAuthBlob, uint32_t cubAuthBlobSize, CSteamID *pSteamIDUser)
+{
+ return SteamGameServer()->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser);
+}
+
+CSteamID CAdapterSteamGameServer011::CreateUnauthenticatedUserConnection()
+{
+ return SteamGameServer()->CreateUnauthenticatedUserConnection();
+}
+
+void CAdapterSteamGameServer011::SendUserDisconnect(CSteamID steamIDUser)
+{
+ SteamGameServer()->SendUserDisconnect(steamIDUser);
+}
+
+bool CAdapterSteamGameServer011::BUpdateUserData(CSteamID steamIDUser, const char *pchPlayerName, uint32_t uScore)
+{
+ return SteamGameServer()->BUpdateUserData(steamIDUser, pchPlayerName, uScore);
+}
+
+HAuthTicket CAdapterSteamGameServer011::GetAuthSessionTicket(void *pTicket, int cbMaxTicket, uint32_t *pcbTicket)
+{
+ SteamNetworkingIdentity snidl{};
+ snidl.SetSteamID64(GetSteamID().ConvertToUint64());
+ return SteamGameServer()->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket, &snidl);
+}
+
+EBeginAuthSessionResult CAdapterSteamGameServer011::BeginAuthSession(const void *pAuthTicket, int cbAuthTicket, CSteamID steamID)
+{
+ return SteamGameServer()->BeginAuthSession(pAuthTicket, cbAuthTicket, steamID);
+}
+
+void CAdapterSteamGameServer011::EndAuthSession(CSteamID steamID)
+{
+ SteamGameServer()->EndAuthSession(steamID);
+}
+
+void CAdapterSteamGameServer011::CancelAuthTicket(HAuthTicket hAuthTicket)
+{
+ SteamGameServer()->CancelAuthTicket(hAuthTicket);
+}
+
+EUserHasLicenseForAppResult CAdapterSteamGameServer011::UserHasLicenseForApp(CSteamID steamID, AppId_t appID)
+{
+ return SteamGameServer()->UserHasLicenseForApp(steamID, appID);
+}
+
+bool CAdapterSteamGameServer011::RequestUserGroupStatus(CSteamID steamIDUser, CSteamID steamIDGroup)
+{
+ return SteamGameServer()->RequestUserGroupStatus(steamIDUser, steamIDGroup);
+}
+
+void CAdapterSteamGameServer011::GetGameplayStats()
+{
+ SteamGameServer()->GetGameplayStats();
+}
+
+SteamAPICall_t CAdapterSteamGameServer011::GetServerReputation()
+{
+ return SteamGameServer()->GetServerReputation();
+}
+
+uint32_t CAdapterSteamGameServer011::GetPublicIP()
+{
+ SteamIPAddress_t publicIP = SteamGameServer()->GetPublicIP();
+ return publicIP.m_unIPv4;
+}
+
+bool CAdapterSteamGameServer011::HandleIncomingPacket(const void *pData, int cbData, uint32_t srcIP, uint16_t srcPort)
+{
+ return SteamGameServer()->HandleIncomingPacket(pData, cbData, srcIP, srcPort);
+}
+
+int CAdapterSteamGameServer011::GetNextOutgoingPacket(void *pOut, int cbMaxOut, uint32_t *pNetAdr, uint16_t *pPort)
+{
+ return SteamGameServer()->GetNextOutgoingPacket(pOut, cbMaxOut, pNetAdr, pPort);
+}
+
+void CAdapterSteamGameServer011::EnableHeartbeats(bool bActive)
+{
+ SteamGameServer()->SetAdvertiseServerActive(bActive);
+}
+
+void CAdapterSteamGameServer011::SetHeartbeatInterval(int iHeartbeatInterval)
+{
+ SteamGameServer()->SetMasterServerHeartbeatInterval(iHeartbeatInterval);
+}
+
+void CAdapterSteamGameServer011::ForceHeartbeat()
+{
+ SteamGameServer()->ForceMasterServerHeartbeat();
+}
+
+SteamAPICall_t CAdapterSteamGameServer011::AssociateWithClan(CSteamID steamIDClan)
+{
+ return SteamGameServer()->AssociateWithClan(steamIDClan);
+}
+
+SteamAPICall_t CAdapterSteamGameServer011::ComputeNewPlayerCompatibility(CSteamID steamIDNewPlayer)
+{
+ return SteamGameServer()->ComputeNewPlayerCompatibility(steamIDNewPlayer);
+}
diff --git a/rehlds/rehlds/steam_adapter/gameserver011.h b/rehlds/rehlds/steam_adapter/gameserver011.h
new file mode 100644
index 00000000..6163aa20
--- /dev/null
+++ b/rehlds/rehlds/steam_adapter/gameserver011.h
@@ -0,0 +1,9 @@
+//=============================================================================
+//
+// Versioned interface adapter ISteamGameServer for rehlds api
+//
+//=============================================================================
+
+#pragma once
+
+ISteamGameServer011 *SteamGameServer_v011();