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Diffstat (limited to 'lib/windows64/include/steam/isteammatchmaking.h')
-rw-r--r-- | lib/windows64/include/steam/isteammatchmaking.h | 751 |
1 files changed, 0 insertions, 751 deletions
diff --git a/lib/windows64/include/steam/isteammatchmaking.h b/lib/windows64/include/steam/isteammatchmaking.h deleted file mode 100644 index 837d98b..0000000 --- a/lib/windows64/include/steam/isteammatchmaking.h +++ /dev/null @@ -1,751 +0,0 @@ -//====== 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 |