gbe_fork/sdk/steam/isteammatchmaking001.h
2024-12-07 00:24:21 +02:00

84 lines
4.7 KiB
C++

#ifndef ISTEAMMATCHMAKING001_H
#define ISTEAMMATCHMAKING001_H
#ifdef STEAM_WIN32
#pragma once
#endif
// this interface version is not found in public SDK archives, it is based on proton src: https://github.com/ValveSoftware/Proton/tree/proton_9.0/lsteamclient
//-----------------------------------------------------------------------------
// Purpose: Functions for match making services for clients to get to favorites
// and to operate on game lobbies.
//-----------------------------------------------------------------------------
class ISteamMatchmaking001
{
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, uint32 *pnAppID, uint32 *pnIP, uint16 *pnConnPort, 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( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) = 0;
// removes the game server from the local storage; returns true if one was removed
virtual bool RemoveFavoriteGame( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint32 unFlags ) = 0;
virtual bool GetFavoriteGame2( int iGame, uint32 *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0;
virtual int AddFavoriteGame2( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) = 0;
virtual bool RemoveFavoriteGame2( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0;
///////
// Game lobby functions
virtual void RequestLobbyList( uint64 ulGameID, MatchMakingKeyValuePair_t *pFilters, uint32 nFilters ) = 0;
virtual CSteamID GetLobbyByIndex( int iLobby ) = 0;
virtual void CreateLobby( uint64 ulGameID, bool bPrivate ) = 0;
virtual void JoinLobby_OLD( CSteamID steamIDLobby ) = 0;
virtual void LeaveLobby( CSteamID steamIDLobby ) = 0;
virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0;
virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0;
virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0;
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;
// As above, but gets per-user data 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 bool SetLobbyMemberData_OLD( 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
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, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
// Fetch metadata for a lobby you're not necessarily in right now
// 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
virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0;
};
#endif // ISTEAMMATCHMAKING001_H