Hello!
I’m currently working on my game’s multiplayer player experience. I’ve used multiple references and documentations but am still uncertain with the proper execution.
My goal is to set up a dedicated server that is registered with Steam as a server for people to join.
Here is my code to start the server:
//Get references
ServerConfiguration settings = ServerManager.GetConfig();
CraftingDeadManager craftingDead = CraftingDeadManager.singleton;
//Convert string address to uint for steam
uint add1 = System.BitConverter.ToUInt32(System.Net.IPAddress.Parse(settings.address).GetAddressBytes(), 0);
//Init steam connection. Not really sure if this works or etc. Still reading API doc
bool initalized = GameServer.Init(add1, (ushort) settings.portSteam, (ushort) settings.port, (ushort) settings.portQuery, EServerMode.eServerModeAuthentication, craftingDead.buildVersion);
if(initalized == false) {
ServerManager.Log("Game Server FAILED to Initialize");
return;
}
SteamGameServer.SetProduct("CraftingDead");
SteamGameServer.SetGameDescription("Crafting Dead");
SteamGameServer.SetDedicatedServer(true);
SteamGameServer.SetServerName(settings.name);
SteamGameServer.SetMaxPlayerCount(settings.slots);
SteamGameServer.LogOnAnonymous();
SteamGameServer.EnableHeartbeats(true);
//Start the server with Unity
StartServer();
My question is:
Is this the proper way to start it or am I missing specific details?
Currently it isn’t initializing.