ISteamNetworkingSockets.GetGameCoordinatorServerLogin

Generate an authentication blob that can be used to securely login with your backend, using SteamDatagram_ParseHostedServerLogin. (See steamdatagram_gamecoordinator.h)

Before calling the function: - Populate the app data in pLoginInfo (m_cbAppData and m_appData). You can leave all other fields uninitialized. - *pcbSignedBlob contains the size of the buffer at pBlob. (It should be at least k_cbMaxSteamDatagramGameCoordinatorServerLoginSerialized.)

On a successful exit: - k_EResultOK is returned - All of the remaining fields of pLoginInfo will be filled out. - *pcbSignedBlob contains the size of the serialized blob that has been placed into pBlob.

Unsuccessful exit: - Something other than k_EResultOK is returned. - k_EResultNotLoggedOn: you are not logged in (yet) - See GetHostedDedicatedServerAddress for more potential failure return values. - A non-localized diagnostic debug message will be placed in pBlob that describes the cause of the failure.

This works by signing the contents of the SteamDatagramGameCoordinatorServerLogin with the cert that is issued to this server. In dev environments, it's OK if you do not have a cert. (You will need to enable insecure dev login in SteamDatagram_ParseHostedServerLogin.) Otherwise, you will need a signed cert.

NOTE: The routing blob returned here is not encrypted. Send it to your backend and don't share it directly with clients.

class ISteamNetworkingSockets
GetGameCoordinatorServerLogin

Meta