36 Commits over 0 Days - ∞cph!
Fix another issue with steam friends not being installed
Some extra fixes for that
TextRendering.GetOrCreateTexture, if we're headless, return Texture.Invalid
Steam Rich Present Join Game support for dedicated server by fake IP or steam id depending on connection type
Update servers list, fix NREs from things tryna access ISteamFriends when they're a dedicated server and that interface isnt loaded
Clean up all the logs, better reason code for invalid ticket closure
Properly leave closing remote connection, such as when they dont have a valid auth ticket
Make sure reason code is clamped properly - only call socket disconnect if previously connected
Cleanup
Added internal c# methods for steam auth ticket authentication with game server - add some log output for test
Set some defaults now stuff is working. Set authentication=true, fakeip=true, and sharedqueryport=true. Servers can be queried in-game, and hide the real IP of the dedi, can be connected to via fake ip or steamid. Oddly though, the Steam Server Browser does not list the server, unless fake ip is off - can look into resolving that later as I don't know who really uses that
More configuration for debugging purposes
Fix compile error, remove debug log
Fix IP Address byte order retrieved from server list
Add steamnetworkingfakeip to steam headers vpc ..
Make sure we disconnect from the network when exiting the game (especially for dedicated servers, we need to clean up properly)
Request and use Fake Ip when starting a dedicated server (test)
Only pass the result, its all we need anyway
Move net config bootstrap stuff to c# so we can set it there, now can be set after steamgameserver init too for custom opts
Stun list test, fix game server callbacks for real, implement in dedi server
Revert "Fake Ip p2p socket test"
This reverts commit f3bece1dc379452f19b89fad20a1676149deb71a.
Extra debug convars
Reset auth back to false, at least we can toggle it internally now without rebuilding native
Add a way to get authentication status so I can debug it
Restore allow without auth - need to find out why it wont auth auto?
Strip that out - waste of time
Dedicated server max players, map name (or scene name if no map package), game name - ip address and port if specified, later we should only have steam ids
DedicatedServer.Init waits until logon complete - this is when we'll have our anon steamid,
Disconnect properly when returning to main menu in some circumstances
Add net_shared_query_port - default to false for now until it's working
Shut down should be called after LogOff
some housekeeping
Stash SocketShare stuff
Remove that stuff - it should be automatic but it isn't working rn
Need to set version gametag on server. Use query port
27016 until implementation of ISteamGameServer::HandleIncomingPacket et al )
Feel like I'm getting somewhere, but still won't list