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104 lines
4.1 KiB
C
104 lines
4.1 KiB
C
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//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to steam for retrieving list of game servers
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//
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//=============================================================================
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#ifndef ISTEAMMASTERSERVERUPDATER_H
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#define ISTEAMMASTERSERVERUPDATER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "isteamclient.h"
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#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
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//-----------------------------------------------------------------------------
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// Purpose: Game engines use this to tell the Steam master servers
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// about their games so their games can show up in the server browser.
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//-----------------------------------------------------------------------------
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class ISteamMasterServerUpdater
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{
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public:
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// Call this as often as you like to tell the master server updater whether or not
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// you want it to be active (default: off).
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virtual void SetActive( bool bActive ) = 0;
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// You usually don't need to modify this.
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// Pass -1 to use the default value for iHeartbeatInterval.
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// Some mods change this.
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virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
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// These are in GameSocketShare mode, where instead of ISteamMasterServerUpdater creating its own
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// socket to talk to the master server on, it lets the game use its socket to forward messages
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// back and forth. This prevents us from requiring server ops to open up yet another port
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// in their firewalls.
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//
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// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
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// These are used when you've elected to multiplex the game server's UDP socket
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// rather than having the master server updater use its own sockets.
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//
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// Source games use this to simplify the job of the server admins, so they
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// don't have to open up more ports on their firewalls.
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// Call this when a packet that starts with 0xFFFFFFFF comes in. That means
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// it's for us.
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virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
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// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
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// This gets a packet that the master server updater needs to send out on UDP.
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// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
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// Call this each frame until it returns 0.
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virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
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// Functions to set various fields that are used to respond to queries.
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// Call this to set basic data that is passed to the server browser.
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virtual void SetBasicServerData(
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unsigned short nProtocolVersion,
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bool bDedicatedServer,
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const char *pRegionName,
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const char *pProductName,
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unsigned short nMaxReportedClients,
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bool bPasswordProtected,
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const char *pGameDescription ) = 0;
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// Call this to clear the whole list of key/values that are sent in rules queries.
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virtual void ClearAllKeyValues() = 0;
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// Call this to add/update a key/value pair.
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virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0;
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// You can call this upon shutdown to clear out data stored for this game server and
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// to tell the master servers that this server is going away.
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virtual void NotifyShutdown() = 0;
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// Returns true if the master server has requested a restart.
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// Only returns true once per request.
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virtual bool WasRestartRequested() = 0;
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// Force it to request a heartbeat from the master servers.
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virtual void ForceHeartbeat() = 0;
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// Manually edit and query the master server list.
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// It will provide name resolution and use the default master server port if none is provided.
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virtual bool AddMasterServer( const char *pServerAddress ) = 0;
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virtual bool RemoveMasterServer( const char *pServerAddress ) = 0;
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virtual int GetNumMasterServers() = 0;
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// Returns the # of bytes written to pOut.
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virtual int GetMasterServerAddress( int iServer, char *pOut, int outBufferSize ) = 0;
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};
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#define STEAMMASTERSERVERUPDATER_INTERFACE_VERSION "SteamMasterServerUpdater001"
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#endif // ISTEAMMASTERSERVERUPDATER_H
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