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Diffstat (limited to 'lib/linux/include/steam/isteammatchmaking.h')
-rw-r--r-- | lib/linux/include/steam/isteammatchmaking.h | 751 |
1 files changed, 751 insertions, 0 deletions
diff --git a/lib/linux/include/steam/isteammatchmaking.h b/lib/linux/include/steam/isteammatchmaking.h new file mode 100644 index 0000000..837d98b --- /dev/null +++ b/lib/linux/include/steam/isteammatchmaking.h @@ -0,0 +1,751 @@ +//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. ======= +// +// Purpose: interface to steam managing game server/client match making +// +//============================================================================= + +#ifndef ISTEAMMATCHMAKING +#define ISTEAMMATCHMAKING +#ifdef _WIN32 +#pragma once +#endif + +#include "steamtypes.h" +#include "steamclientpublic.h" +#include "matchmakingtypes.h" +#include "isteamclient.h" +#include "isteamfriends.h" + +// lobby type description +enum ELobbyType +{ + k_ELobbyTypePrivate = 0, // only way to join the lobby is to invite to someone else + k_ELobbyTypeFriendsOnly = 1, // shows for friends or invitees, but not in lobby list + k_ELobbyTypePublic = 2, // visible for friends and in lobby list + k_ELobbyTypeInvisible = 3, // returned by search, but not visible to other friends + // useful if you want a user in two lobbies, for example matching groups together + // a user can be in only one regular lobby, and up to two invisible lobbies +}; + +// lobby search filter tools +enum ELobbyComparison +{ + k_ELobbyComparisonEqualToOrLessThan = -2, + k_ELobbyComparisonLessThan = -1, + k_ELobbyComparisonEqual = 0, + k_ELobbyComparisonGreaterThan = 1, + k_ELobbyComparisonEqualToOrGreaterThan = 2, + k_ELobbyComparisonNotEqual = 3, +}; + +// lobby search distance. Lobby results are sorted from closest to farthest. +enum ELobbyDistanceFilter +{ + k_ELobbyDistanceFilterClose, // only lobbies in the same immediate region will be returned + k_ELobbyDistanceFilterDefault, // only lobbies in the same region or near by regions + k_ELobbyDistanceFilterFar, // for games that don't have many latency requirements, will return lobbies about half-way around the globe + k_ELobbyDistanceFilterWorldwide, // no filtering, will match lobbies as far as India to NY (not recommended, expect multiple seconds of latency between the clients) +}; + +// maximum number of characters a lobby metadata key can be +#define k_nMaxLobbyKeyLength 255 + +//----------------------------------------------------------------------------- +// Purpose: Functions for match making services for clients to get to favorites +// and to operate on game lobbies. +//----------------------------------------------------------------------------- +class ISteamMatchmaking +{ +public: + // game server favorites storage + // saves basic details about a multiplayer game server locally + + // returns the number of favorites servers the user has stored + virtual int GetFavoriteGameCount() = 0; + + // returns the details of the game server + // iGame is of range [0,GetFavoriteGameCount()) + // *pnIP, *pnConnPort are filled in the with IP:port of the game server + // *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections + // *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added + virtual bool GetFavoriteGame( int iGame, AppId_t *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0; + + // adds the game server to the local list; updates the time played of the server if it already exists in the list + virtual int AddFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) = 0; + + // removes the game server from the local storage; returns true if one was removed + virtual bool RemoveFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0; + + /////// + // Game lobby functions + + // Get a list of relevant lobbies + // this is an asynchronous request + // results will be returned by LobbyMatchList_t callback & call result, with the number of lobbies found + // this will never return lobbies that are full + // to add more filter, the filter calls below need to be call before each and every RequestLobbyList() call + // use the CCallResult<> object in steam_api.h to match the SteamAPICall_t call result to a function in an object, e.g. + /* + class CMyLobbyListManager + { + CCallResult<CMyLobbyListManager, LobbyMatchList_t> m_CallResultLobbyMatchList; + void FindLobbies() + { + // SteamMatchmaking()->AddRequestLobbyListFilter*() functions would be called here, before RequestLobbyList() + SteamAPICall_t hSteamAPICall = SteamMatchmaking()->RequestLobbyList(); + m_CallResultLobbyMatchList.Set( hSteamAPICall, this, &CMyLobbyListManager::OnLobbyMatchList ); + } + + void OnLobbyMatchList( LobbyMatchList_t *pLobbyMatchList, bool bIOFailure ) + { + // lobby list has be retrieved from Steam back-end, use results + } + } + */ + // + CALL_RESULT( LobbyMatchList_t ) + virtual SteamAPICall_t RequestLobbyList() = 0; + // filters for lobbies + // this needs to be called before RequestLobbyList() to take effect + // these are cleared on each call to RequestLobbyList() + virtual void AddRequestLobbyListStringFilter( const char *pchKeyToMatch, const char *pchValueToMatch, ELobbyComparison eComparisonType ) = 0; + // numerical comparison + virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, ELobbyComparison eComparisonType ) = 0; + // returns results closest to the specified value. Multiple near filters can be added, with early filters taking precedence + virtual void AddRequestLobbyListNearValueFilter( const char *pchKeyToMatch, int nValueToBeCloseTo ) = 0; + // returns only lobbies with the specified number of slots available + virtual void AddRequestLobbyListFilterSlotsAvailable( int nSlotsAvailable ) = 0; + // sets the distance for which we should search for lobbies (based on users IP address to location map on the Steam backed) + virtual void AddRequestLobbyListDistanceFilter( ELobbyDistanceFilter eLobbyDistanceFilter ) = 0; + // sets how many results to return, the lower the count the faster it is to download the lobby results & details to the client + virtual void AddRequestLobbyListResultCountFilter( int cMaxResults ) = 0; + + virtual void AddRequestLobbyListCompatibleMembersFilter( CSteamID steamIDLobby ) = 0; + + // returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call + // should only be called after a LobbyMatchList_t callback is received + // iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching) + // the returned CSteamID::IsValid() will be false if iLobby is out of range + virtual CSteamID GetLobbyByIndex( int iLobby ) = 0; + + // Create a lobby on the Steam servers. + // If private, then the lobby will not be returned by any RequestLobbyList() call; the CSteamID + // of the lobby will need to be communicated via game channels or via InviteUserToLobby() + // this is an asynchronous request + // results will be returned by LobbyCreated_t callback and call result; lobby is joined & ready to use at this point + // a LobbyEnter_t callback will also be received (since the local user is joining their own lobby) + CALL_RESULT( LobbyCreated_t ) + virtual SteamAPICall_t CreateLobby( ELobbyType eLobbyType, int cMaxMembers ) = 0; + + // Joins an existing lobby + // this is an asynchronous request + // results will be returned by LobbyEnter_t callback & call result, check m_EChatRoomEnterResponse to see if was successful + // lobby metadata is available to use immediately on this call completing + CALL_RESULT( LobbyEnter_t ) + virtual SteamAPICall_t JoinLobby( CSteamID steamIDLobby ) = 0; + + // Leave a lobby; this will take effect immediately on the client side + // other users in the lobby will be notified by a LobbyChatUpdate_t callback + virtual void LeaveLobby( CSteamID steamIDLobby ) = 0; + + // Invite another user to the lobby + // the target user will receive a LobbyInvite_t callback + // will return true if the invite is successfully sent, whether or not the target responds + // returns false if the local user is not connected to the Steam servers + // if the other user clicks the join link, a GameLobbyJoinRequested_t will be posted if the user is in-game, + // or if the game isn't running yet the game will be launched with the parameter +connect_lobby <64-bit lobby id> + virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0; + + // Lobby iteration, for viewing details of users in a lobby + // only accessible if the lobby user is a member of the specified lobby + // persona information for other lobby members (name, avatar, etc.) will be asynchronously received + // and accessible via ISteamFriends interface + + // returns the number of users in the specified lobby + virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0; + // returns the CSteamID of a user in the lobby + // iMember is of range [0,GetNumLobbyMembers()) + // note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby + virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0; + + // Get data associated with this lobby + // takes a simple key, and returns the string associated with it + // "" will be returned if no value is set, or if steamIDLobby is invalid + virtual const char *GetLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0; + // Sets a key/value pair in the lobby metadata + // each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data + // this can be used to set lobby names, map, etc. + // to reset a key, just set it to "" + // other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback + virtual bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0; + + // returns the number of metadata keys set on the specified lobby + virtual int GetLobbyDataCount( CSteamID steamIDLobby ) = 0; + + // returns a lobby metadata key/values pair by index, of range [0, GetLobbyDataCount()) + virtual bool GetLobbyDataByIndex( CSteamID steamIDLobby, int iLobbyData, char *pchKey, int cchKeyBufferSize, char *pchValue, int cchValueBufferSize ) = 0; + + // removes a metadata key from the lobby + virtual bool DeleteLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0; + + // Gets per-user metadata for someone in this lobby + virtual const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) = 0; + // Sets per-user metadata (for the local user implicitly) + virtual void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0; + + // Broadcasts a chat message to the all the users in the lobby + // users in the lobby (including the local user) will receive a LobbyChatMsg_t callback + // returns true if the message is successfully sent + // pvMsgBody can be binary or text data, up to 4k + // if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator + virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0; + // Get a chat message as specified in a LobbyChatMsg_t callback + // iChatID is the LobbyChatMsg_t::m_iChatID value in the callback + // *pSteamIDUser is filled in with the CSteamID of the member + // *pvData is filled in with the message itself + // return value is the number of bytes written into the buffer + virtual int GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, OUT_STRUCT() CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0; + + // Refreshes metadata for a lobby you're not necessarily in right now + // you never do this for lobbies you're a member of, only if your + // this will send down all the metadata associated with a lobby + // this is an asynchronous call + // returns false if the local user is not connected to the Steam servers + // results will be returned by a LobbyDataUpdate_t callback + // if the specified lobby doesn't exist, LobbyDataUpdate_t::m_bSuccess will be set to false + virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0; + + // sets the game server associated with the lobby + // usually at this point, the users will join the specified game server + // either the IP/Port or the steamID of the game server has to be valid, depending on how you want the clients to be able to connect + virtual void SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, CSteamID steamIDGameServer ) = 0; + // returns the details of a game server set in a lobby - returns false if there is no game server set, or that lobby doesn't exist + virtual bool GetLobbyGameServer( CSteamID steamIDLobby, uint32 *punGameServerIP, uint16 *punGameServerPort, OUT_STRUCT() CSteamID *psteamIDGameServer ) = 0; + + // set the limit on the # of users who can join the lobby + virtual bool SetLobbyMemberLimit( CSteamID steamIDLobby, int cMaxMembers ) = 0; + // returns the current limit on the # of users who can join the lobby; returns 0 if no limit is defined + virtual int GetLobbyMemberLimit( CSteamID steamIDLobby ) = 0; + + // updates which type of lobby it is + // only lobbies that are k_ELobbyTypePublic or k_ELobbyTypeInvisible, and are set to joinable, will be returned by RequestLobbyList() calls + virtual bool SetLobbyType( CSteamID steamIDLobby, ELobbyType eLobbyType ) = 0; + + // sets whether or not a lobby is joinable - defaults to true for a new lobby + // if set to false, no user can join, even if they are a friend or have been invited + virtual bool SetLobbyJoinable( CSteamID steamIDLobby, bool bLobbyJoinable ) = 0; + + // returns the current lobby owner + // you must be a member of the lobby to access this + // there always one lobby owner - if the current owner leaves, another user will become the owner + // it is possible (bur rare) to join a lobby just as the owner is leaving, thus entering a lobby with self as the owner + virtual CSteamID GetLobbyOwner( CSteamID steamIDLobby ) = 0; + + // changes who the lobby owner is + // you must be the lobby owner for this to succeed, and steamIDNewOwner must be in the lobby + // after completion, the local user will no longer be the owner + virtual bool SetLobbyOwner( CSteamID steamIDLobby, CSteamID steamIDNewOwner ) = 0; + + // link two lobbies for the purposes of checking player compatibility + // you must be the lobby owner of both lobbies + virtual bool SetLinkedLobby( CSteamID steamIDLobby, CSteamID steamIDLobbyDependent ) = 0; + +#ifdef _PS3 + // changes who the lobby owner is + // you must be the lobby owner for this to succeed, and steamIDNewOwner must be in the lobby + // after completion, the local user will no longer be the owner + virtual void CheckForPSNGameBootInvite( unsigned int iGameBootAttributes ) = 0; +#endif + CALL_BACK( LobbyChatUpdate_t ) +}; +#define STEAMMATCHMAKING_INTERFACE_VERSION "SteamMatchMaking009" + + +//----------------------------------------------------------------------------- +// Callback interfaces for server list functions (see ISteamMatchmakingServers below) +// +// The idea here is that your game code implements objects that implement these +// interfaces to receive callback notifications after calling asynchronous functions +// inside the ISteamMatchmakingServers() interface below. +// +// This is different than normal Steam callback handling due to the potentially +// large size of server lists. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typedef for handle type you will receive when requesting server list. +//----------------------------------------------------------------------------- +typedef void* HServerListRequest; + +//----------------------------------------------------------------------------- +// Purpose: Callback interface for receiving responses after a server list refresh +// or an individual server update. +// +// Since you get these callbacks after requesting full list refreshes you will +// usually implement this interface inside an object like CServerBrowser. If that +// object is getting destructed you should use ISteamMatchMakingServers()->CancelQuery() +// to cancel any in-progress queries so you don't get a callback into the destructed +// object and crash. +//----------------------------------------------------------------------------- +class ISteamMatchmakingServerListResponse +{ +public: + // Server has responded ok with updated data + virtual void ServerResponded( HServerListRequest hRequest, int iServer ) = 0; + + // Server has failed to respond + virtual void ServerFailedToRespond( HServerListRequest hRequest, int iServer ) = 0; + + // A list refresh you had initiated is now 100% completed + virtual void RefreshComplete( HServerListRequest hRequest, EMatchMakingServerResponse response ) = 0; +}; + + +//----------------------------------------------------------------------------- +// Purpose: Callback interface for receiving responses after pinging an individual server +// +// These callbacks all occur in response to querying an individual server +// via the ISteamMatchmakingServers()->PingServer() call below. If you are +// destructing an object that implements this interface then you should call +// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query +// which is in progress. Failure to cancel in progress queries when destructing +// a callback handler may result in a crash when a callback later occurs. +//----------------------------------------------------------------------------- +class ISteamMatchmakingPingResponse +{ +public: + // Server has responded successfully and has updated data + virtual void ServerResponded( gameserveritem_t &server ) = 0; + + // Server failed to respond to the ping request + virtual void ServerFailedToRespond() = 0; +}; + + +//----------------------------------------------------------------------------- +// Purpose: Callback interface for receiving responses after requesting details on +// who is playing on a particular server. +// +// These callbacks all occur in response to querying an individual server +// via the ISteamMatchmakingServers()->PlayerDetails() call below. If you are +// destructing an object that implements this interface then you should call +// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query +// which is in progress. Failure to cancel in progress queries when destructing +// a callback handler may result in a crash when a callback later occurs. +//----------------------------------------------------------------------------- +class ISteamMatchmakingPlayersResponse +{ +public: + // Got data on a new player on the server -- you'll get this callback once per player + // on the server which you have requested player data on. + virtual void AddPlayerToList( const char *pchName, int nScore, float flTimePlayed ) = 0; + + // The server failed to respond to the request for player details + virtual void PlayersFailedToRespond() = 0; + + // The server has finished responding to the player details request + // (ie, you won't get anymore AddPlayerToList callbacks) + virtual void PlayersRefreshComplete() = 0; +}; + + +//----------------------------------------------------------------------------- +// Purpose: Callback interface for receiving responses after requesting rules +// details on a particular server. +// +// These callbacks all occur in response to querying an individual server +// via the ISteamMatchmakingServers()->ServerRules() call below. If you are +// destructing an object that implements this interface then you should call +// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query +// which is in progress. Failure to cancel in progress queries when destructing +// a callback handler may result in a crash when a callback later occurs. +//----------------------------------------------------------------------------- +class ISteamMatchmakingRulesResponse +{ +public: + // Got data on a rule on the server -- you'll get one of these per rule defined on + // the server you are querying + virtual void RulesResponded( const char *pchRule, const char *pchValue ) = 0; + + // The server failed to respond to the request for rule details + virtual void RulesFailedToRespond() = 0; + + // The server has finished responding to the rule details request + // (ie, you won't get anymore RulesResponded callbacks) + virtual void RulesRefreshComplete() = 0; +}; + + +//----------------------------------------------------------------------------- +// Typedef for handle type you will receive when querying details on an individual server. +//----------------------------------------------------------------------------- +typedef int HServerQuery; +const int HSERVERQUERY_INVALID = 0xffffffff; + +//----------------------------------------------------------------------------- +// Purpose: Functions for match making services for clients to get to game lists and details +//----------------------------------------------------------------------------- +class ISteamMatchmakingServers +{ +public: + // Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values. + // Each call allocates a new asynchronous request object. + // Request object must be released by calling ReleaseRequest( hServerListRequest ) + virtual HServerListRequest RequestInternetServerList( AppId_t iApp, ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0; + virtual HServerListRequest RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0; + virtual HServerListRequest RequestFriendsServerList( AppId_t iApp, ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0; + virtual HServerListRequest RequestFavoritesServerList( AppId_t iApp, ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0; + virtual HServerListRequest RequestHistoryServerList( AppId_t iApp, ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0; + virtual HServerListRequest RequestSpectatorServerList( AppId_t iApp, ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0; + + // Releases the asynchronous request object and cancels any pending query on it if there's a pending query in progress. + // RefreshComplete callback is not posted when request is released. + virtual void ReleaseRequest( HServerListRequest hServerListRequest ) = 0; + + /* the filter operation codes that go in the key part of MatchMakingKeyValuePair_t should be one of these: + + "map" + - Server passes the filter if the server is playing the specified map. + "gamedataand" + - Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains all of the + specified strings. The value field is a comma-delimited list of strings to match. + "gamedataor" + - Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains at least one of the + specified strings. The value field is a comma-delimited list of strings to match. + "gamedatanor" + - Server passes the filter if the server's game data (ISteamGameServer::SetGameData) does not contain any + of the specified strings. The value field is a comma-delimited list of strings to check. + "gametagsand" + - Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) contains all + of the specified strings. The value field is a comma-delimited list of strings to check. + "gametagsnor" + - Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) does not contain any + of the specified strings. The value field is a comma-delimited list of strings to check. + "and" (x1 && x2 && ... && xn) + "or" (x1 || x2 || ... || xn) + "nand" !(x1 && x2 && ... && xn) + "nor" !(x1 || x2 || ... || xn) + - Performs Boolean operation on the following filters. The operand to this filter specifies + the "size" of the Boolean inputs to the operation, in Key/value pairs. (The keyvalue + pairs must immediately follow, i.e. this is a prefix logical operator notation.) + In the simplest case where Boolean expressions are not nested, this is simply + the number of operands. + + For example, to match servers on a particular map or with a particular tag, would would + use these filters. + + ( server.map == "cp_dustbowl" || server.gametags.contains("payload") ) + "or", "2" + "map", "cp_dustbowl" + "gametagsand", "payload" + + If logical inputs are nested, then the operand specifies the size of the entire + "length" of its operands, not the number of immediate children. + + ( server.map == "cp_dustbowl" || ( server.gametags.contains("payload") && !server.gametags.contains("payloadrace") ) ) + "or", "4" + "map", "cp_dustbowl" + "and", "2" + "gametagsand", "payload" + "gametagsnor", "payloadrace" + + Unary NOT can be achieved using either "nand" or "nor" with a single operand. + + "addr" + - Server passes the filter if the server's query address matches the specified IP or IP:port. + "gameaddr" + - Server passes the filter if the server's game address matches the specified IP or IP:port. + + The following filter operations ignore the "value" part of MatchMakingKeyValuePair_t + + "dedicated" + - Server passes the filter if it passed true to SetDedicatedServer. + "secure" + - Server passes the filter if the server is VAC-enabled. + "notfull" + - Server passes the filter if the player count is less than the reported max player count. + "hasplayers" + - Server passes the filter if the player count is greater than zero. + "noplayers" + - Server passes the filter if it doesn't have any players. + "linux" + - Server passes the filter if it's a linux server + */ + + // Get details on a given server in the list, you can get the valid range of index + // values by calling GetServerCount(). You will also receive index values in + // ISteamMatchmakingServerListResponse::ServerResponded() callbacks + virtual gameserveritem_t *GetServerDetails( HServerListRequest hRequest, int iServer ) = 0; + + // Cancel an request which is operation on the given list type. You should call this to cancel + // any in-progress requests before destructing a callback object that may have been passed + // to one of the above list request calls. Not doing so may result in a crash when a callback + // occurs on the destructed object. + // Canceling a query does not release the allocated request handle. + // The request handle must be released using ReleaseRequest( hRequest ) + virtual void CancelQuery( HServerListRequest hRequest ) = 0; + + // Ping every server in your list again but don't update the list of servers + // Query callback installed when the server list was requested will be used + // again to post notifications and RefreshComplete, so the callback must remain + // valid until another RefreshComplete is called on it or the request + // is released with ReleaseRequest( hRequest ) + virtual void RefreshQuery( HServerListRequest hRequest ) = 0; + + // Returns true if the list is currently refreshing its server list + virtual bool IsRefreshing( HServerListRequest hRequest ) = 0; + + // How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1 + virtual int GetServerCount( HServerListRequest hRequest ) = 0; + + // Refresh a single server inside of a query (rather than all the servers ) + virtual void RefreshServer( HServerListRequest hRequest, int iServer ) = 0; + + + //----------------------------------------------------------------------------- + // Queries to individual servers directly via IP/Port + //----------------------------------------------------------------------------- + + // Request updated ping time and other details from a single server + virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0; + + // Request the list of players currently playing on a server + virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0; + + // Request the list of rules that the server is running (See ISteamGameServer::SetKeyValue() to set the rules server side) + virtual HServerQuery ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse ) = 0; + + // Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel + // any in-progress requests before destructing a callback object that may have been passed + // to one of the above calls to avoid crashing when callbacks occur. + virtual void CancelServerQuery( HServerQuery hServerQuery ) = 0; +}; +#define STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION "SteamMatchMakingServers002" + +// game server flags +const uint32 k_unFavoriteFlagNone = 0x00; +const uint32 k_unFavoriteFlagFavorite = 0x01; // this game favorite entry is for the favorites list +const uint32 k_unFavoriteFlagHistory = 0x02; // this game favorite entry is for the history list + + +//----------------------------------------------------------------------------- +// Purpose: Used in ChatInfo messages - fields specific to a chat member - must fit in a uint32 +//----------------------------------------------------------------------------- +enum EChatMemberStateChange +{ + // Specific to joining / leaving the chatroom + k_EChatMemberStateChangeEntered = 0x0001, // This user has joined or is joining the chat room + k_EChatMemberStateChangeLeft = 0x0002, // This user has left or is leaving the chat room + k_EChatMemberStateChangeDisconnected = 0x0004, // User disconnected without leaving the chat first + k_EChatMemberStateChangeKicked = 0x0008, // User kicked + k_EChatMemberStateChangeBanned = 0x0010, // User kicked and banned +}; + +// returns true of the flags indicate that a user has been removed from the chat +#define BChatMemberStateChangeRemoved( rgfChatMemberStateChangeFlags ) ( rgfChatMemberStateChangeFlags & ( k_EChatMemberStateChangeDisconnected | k_EChatMemberStateChangeLeft | k_EChatMemberStateChangeKicked | k_EChatMemberStateChangeBanned ) ) + + +//----------------------------------------------------------------------------- +// Callbacks for ISteamMatchmaking (which go through the regular Steam callback registration system) +#if defined( VALVE_CALLBACK_PACK_SMALL ) +#pragma pack( push, 4 ) +#elif defined( VALVE_CALLBACK_PACK_LARGE ) +#pragma pack( push, 8 ) +#else +#error isteamclient.h must be included +#endif + +//----------------------------------------------------------------------------- +// Purpose: a server was added/removed from the favorites list, you should refresh now +//----------------------------------------------------------------------------- +struct FavoritesListChanged_t +{ + enum { k_iCallback = k_iSteamMatchmakingCallbacks + 2 }; + uint32 m_nIP; // an IP of 0 means reload the whole list, any other value means just one server + uint32 m_nQueryPort; + uint32 m_nConnPort; + uint32 m_nAppID; + uint32 m_nFlags; + bool m_bAdd; // true if this is adding the entry, otherwise it is a remove + AccountID_t m_unAccountId; +}; + + +//----------------------------------------------------------------------------- +// Purpose: Someone has invited you to join a Lobby +// normally you don't need to do anything with this, since +// the Steam UI will also display a '<user> has invited you to the lobby, join?' dialog +// +// if the user outside a game chooses to join, your game will be launched with the parameter "+connect_lobby <64-bit lobby id>", +// or with the callback GameLobbyJoinRequested_t if they're already in-game +//----------------------------------------------------------------------------- +struct LobbyInvite_t +{ + enum { k_iCallback = k_iSteamMatchmakingCallbacks + 3 }; + + uint64 m_ulSteamIDUser; // Steam ID of the person making the invite + uint64 m_ulSteamIDLobby; // Steam ID of the Lobby + uint64 m_ulGameID; // GameID of the Lobby +}; + + +//----------------------------------------------------------------------------- +// Purpose: Sent on entering a lobby, or on failing to enter +// m_EChatRoomEnterResponse will be set to k_EChatRoomEnterResponseSuccess on success, +// or a higher value on failure (see enum EChatRoomEnterResponse) +//----------------------------------------------------------------------------- +struct LobbyEnter_t +{ + enum { k_iCallback = k_iSteamMatchmakingCallbacks + 4 }; + + uint64 m_ulSteamIDLobby; // SteamID of the Lobby you have entered + uint32 m_rgfChatPermissions; // Permissions of the current user + bool m_bLocked; // If true, then only invited users may join + uint32 m_EChatRoomEnterResponse; // EChatRoomEnterResponse +}; + + +//----------------------------------------------------------------------------- +// Purpose: The lobby metadata has changed +// if m_ulSteamIDMember is the steamID of a lobby member, use GetLobbyMemberData() to access per-user details +// if m_ulSteamIDMember == m_ulSteamIDLobby, use GetLobbyData() to access lobby metadata +//----------------------------------------------------------------------------- +struct LobbyDataUpdate_t +{ + enum { k_iCallback = k_iSteamMatchmakingCallbacks + 5 }; + + uint64 m_ulSteamIDLobby; // steamID of the Lobby + uint64 m_ulSteamIDMember; // steamID of the member whose data changed, or the room itself + uint8 m_bSuccess; // true if we lobby data was successfully changed; + // will only be false if RequestLobbyData() was called on a lobby that no longer exists +}; + + +//----------------------------------------------------------------------------- +// Purpose: The lobby chat room state has changed +// this is usually sent when a user has joined or left the lobby +//----------------------------------------------------------------------------- +struct LobbyChatUpdate_t +{ + enum { k_iCallback = k_iSteamMatchmakingCallbacks + 6 }; + + uint64 m_ulSteamIDLobby; // Lobby ID + uint64 m_ulSteamIDUserChanged; // user who's status in the lobby just changed - can be recipient + uint64 m_ulSteamIDMakingChange; // Chat member who made the change (different from SteamIDUserChange if kicking, muting, etc.) + // for example, if one user kicks another from the lobby, this will be set to the id of the user who initiated the kick + uint32 m_rgfChatMemberStateChange; // bitfield of EChatMemberStateChange values +}; + + +//----------------------------------------------------------------------------- +// Purpose: A chat message for this lobby has been sent +// use GetLobbyChatEntry( m_iChatID ) to retrieve the contents of this message +//----------------------------------------------------------------------------- +struct LobbyChatMsg_t +{ + enum { k_iCallback = k_iSteamMatchmakingCallbacks + 7 }; + + uint64 m_ulSteamIDLobby; // the lobby id this is in + uint64 m_ulSteamIDUser; // steamID of the user who has sent this message + uint8 m_eChatEntryType; // type of message + uint32 m_iChatID; // index of the chat entry to lookup +}; + + +//----------------------------------------------------------------------------- +// Purpose: A game created a game for all the members of the lobby to join, +// as triggered by a SetLobbyGameServer() +// it's up to the individual clients to take action on this; the usual +// game behavior is to leave the lobby and connect to the specified game server +//----------------------------------------------------------------------------- +struct LobbyGameCreated_t +{ + enum { k_iCallback = k_iSteamMatchmakingCallbacks + 9 }; + + uint64 m_ulSteamIDLobby; // the lobby we were in + uint64 m_ulSteamIDGameServer; // the new game server that has been created or found for the lobby members + uint32 m_unIP; // IP & Port of the game server (if any) + uint16 m_usPort; +}; + + +//----------------------------------------------------------------------------- +// Purpose: Number of matching lobbies found +// iterate the returned lobbies with GetLobbyByIndex(), from values 0 to m_nLobbiesMatching-1 +//----------------------------------------------------------------------------- +struct LobbyMatchList_t +{ + enum { k_iCallback = k_iSteamMatchmakingCallbacks + 10 }; + uint32 m_nLobbiesMatching; // Number of lobbies that matched search criteria and we have SteamIDs for +}; + + +//----------------------------------------------------------------------------- +// Purpose: posted if a user is forcefully removed from a lobby +// can occur if a user loses connection to Steam +//----------------------------------------------------------------------------- +struct LobbyKicked_t +{ + enum { k_iCallback = k_iSteamMatchmakingCallbacks + 12 }; + uint64 m_ulSteamIDLobby; // Lobby + uint64 m_ulSteamIDAdmin; // User who kicked you - possibly the ID of the lobby itself + uint8 m_bKickedDueToDisconnect; // true if you were kicked from the lobby due to the user losing connection to Steam (currently always true) +}; + + +//----------------------------------------------------------------------------- +// Purpose: Result of our request to create a Lobby +// m_eResult == k_EResultOK on success +// at this point, the lobby has been joined and is ready for use +// a LobbyEnter_t callback will also be received (since the local user is joining their own lobby) +//----------------------------------------------------------------------------- +struct LobbyCreated_t +{ + enum { k_iCallback = k_iSteamMatchmakingCallbacks + 13 }; + + EResult m_eResult; // k_EResultOK - the lobby was successfully created + // k_EResultNoConnection - your Steam client doesn't have a connection to the back-end + // k_EResultTimeout - you the message to the Steam servers, but it didn't respond + // k_EResultFail - the server responded, but with an unknown internal error + // k_EResultAccessDenied - your game isn't set to allow lobbies, or your client does haven't rights to play the game + // k_EResultLimitExceeded - your game client has created too many lobbies + + uint64 m_ulSteamIDLobby; // chat room, zero if failed +}; + +// used by now obsolete RequestFriendsLobbiesResponse_t +// enum { k_iCallback = k_iSteamMatchmakingCallbacks + 14 }; + + +//----------------------------------------------------------------------------- +// Purpose: Result of CheckForPSNGameBootInvite +// m_eResult == k_EResultOK on success +// at this point, the local user may not have finishing joining this lobby; +// game code should wait until the subsequent LobbyEnter_t callback is received +//----------------------------------------------------------------------------- +struct PSNGameBootInviteResult_t +{ + enum { k_iCallback = k_iSteamMatchmakingCallbacks + 15 }; + + bool m_bGameBootInviteExists; + CSteamID m_steamIDLobby; // Should be valid if m_bGameBootInviteExists == true +}; + + +//----------------------------------------------------------------------------- +// Purpose: Result of our request to create a Lobby +// m_eResult == k_EResultOK on success +// at this point, the lobby has been joined and is ready for use +// a LobbyEnter_t callback will also be received (since the local user is joining their own lobby) +//----------------------------------------------------------------------------- +struct FavoritesListAccountsUpdated_t +{ + enum { k_iCallback = k_iSteamMatchmakingCallbacks + 16 }; + + EResult m_eResult; +}; + +#pragma pack( pop ) + + +#endif // ISTEAMMATCHMAKING |