mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-30 14:25:36 +08:00
All interface versions from sdk 1.0 and up are now supported.
This commit is contained in:
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commit
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@ -24,6 +24,16 @@ Steam_Apps::Steam_Apps(Settings *settings, class SteamCallResults *callback_resu
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this->callback_results = callback_results;
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}
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// returns 0 if the key does not exist
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// this may be true on first call, since the app data may not be cached locally yet
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// If you expect it to exists wait for the AppDataChanged_t after the first failure and ask again
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int Steam_Apps::GetAppData( AppId_t nAppID, const char *pchKey, char *pchValue, int cchValueMax )
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{
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//TODO
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PRINT_DEBUG("GetAppData %u %s\n", nAppID, pchKey);
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return 0;
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}
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bool Steam_Apps::BIsSubscribed()
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{
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PRINT_DEBUG("BIsSubscribed\n");
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@ -1,6 +1,7 @@
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#include "base.h"
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class Steam_Apps :
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public ISteamApps001,
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public ISteamApps002,
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public ISteamApps003,
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public ISteamApps004,
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@ -15,6 +16,11 @@ public ISteamApps
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public:
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Steam_Apps(Settings *settings, class SteamCallResults *callback_results);
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// returns 0 if the key does not exist
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// this may be true on first call, since the app data may not be cached locally yet
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// If you expect it to exists wait for the AppDataChanged_t after the first failure and ask again
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int GetAppData( AppId_t nAppID, const char *pchKey, char *pchValue, int cchValueMax );
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bool BIsSubscribed();
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bool BIsLowViolence();
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bool BIsCybercafe();
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@ -295,7 +295,9 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte
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PRINT_DEBUG("GetISteamGameServer %s\n", pchVersion);
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if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL;
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if (strcmp(pchVersion, "SteamGameServer005") == 0) {
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if (strcmp(pchVersion, "SteamGameServer004") == 0) {
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return (ISteamGameServer *)(void *)(ISteamGameServer004 *)steam_gameserver;
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} else if (strcmp(pchVersion, "SteamGameServer005") == 0) {
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return (ISteamGameServer *)(void *)(ISteamGameServer005 *)steam_gameserver;
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} else if (strcmp(pchVersion, "SteamGameServer006") == 0) {
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return (ISteamGameServer *)(void *)(ISteamGameServer008 *)steam_gameserver;
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@ -343,7 +345,9 @@ ISteamFriends *Steam_Client::GetISteamFriends( HSteamUser hSteamUser, HSteamPipe
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PRINT_DEBUG("GetISteamFriends %s\n", pchVersion);
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if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL;
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if (strcmp(pchVersion, "SteamFriends004") == 0) {
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if (strcmp(pchVersion, "SteamFriends003") == 0) {
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return (ISteamFriends *)(void *)(ISteamFriends003 *)steam_friends;
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} else if (strcmp(pchVersion, "SteamFriends004") == 0) {
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return (ISteamFriends *)(void *)(ISteamFriends004 *)steam_friends;
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} else if (strcmp(pchVersion, "SteamFriends005") == 0) {
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return (ISteamFriends *)(void *)(ISteamFriends005 *)steam_friends;
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@ -425,19 +429,15 @@ ISteamMatchmaking *Steam_Client::GetISteamMatchmaking( HSteamUser hSteamUser, HS
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if (strcmp(pchVersion, "SteamMatchMaking001") == 0) {
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//TODO
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return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking;
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return (ISteamMatchmaking *)(void *)(ISteamMatchmaking002 *)steam_matchmaking;
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} else if (strcmp(pchVersion, "SteamMatchMaking002") == 0) {
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//TODO
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return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking;
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return (ISteamMatchmaking *)(void *)(ISteamMatchmaking002 *)steam_matchmaking;
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} else if (strcmp(pchVersion, "SteamMatchMaking003") == 0) {
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//TODO
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return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking;
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return (ISteamMatchmaking *)(void *)(ISteamMatchmaking003 *)steam_matchmaking;
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} else if (strcmp(pchVersion, "SteamMatchMaking004") == 0) {
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//TODO
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return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking;
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return (ISteamMatchmaking *)(void *)(ISteamMatchmaking004 *)steam_matchmaking;
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} else if (strcmp(pchVersion, "SteamMatchMaking005") == 0) {
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//TODO
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return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking;
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return (ISteamMatchmaking *)(void *)(ISteamMatchmaking005 *)steam_matchmaking;
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} else if (strcmp(pchVersion, "SteamMatchMaking006") == 0) {
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return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking;
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} else if (strcmp(pchVersion, "SteamMatchMaking007") == 0) {
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@ -459,6 +459,15 @@ ISteamMatchmakingServers *Steam_Client::GetISteamMatchmakingServers( HSteamUser
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{
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PRINT_DEBUG("GetISteamMatchmakingServers %s\n", pchVersion);
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if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL;
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if (strcmp(pchVersion, "SteamMatchMakingServers001") == 0) {
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return (ISteamMatchmakingServers *)(void *)(ISteamMatchmakingServers001 *)steam_matchmaking_servers;
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} else if (strcmp(pchVersion, STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION) == 0) {
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return steam_matchmaking_servers;
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} else {
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return steam_matchmaking_servers;
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}
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return steam_matchmaking_servers;
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}
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@ -676,7 +685,9 @@ ISteamApps *Steam_Client::GetISteamApps( HSteamUser hSteamUser, HSteamPipe hStea
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} else {
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steam_apps_temp = steam_apps;
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}
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if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION002") == 0) {
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if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION001") == 0) {
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return (ISteamApps *)(void *)(ISteamApps001 *)steam_apps_temp;
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} else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION002") == 0) {
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return (ISteamApps *)(void *)(ISteamApps002 *)steam_apps_temp;
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} else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION003") == 0) {
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return (ISteamApps *)(void *)(ISteamApps003 *)steam_apps_temp;
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@ -30,6 +30,7 @@ struct Avatar_Numbers {
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};
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class Steam_Friends :
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public ISteamFriends003,
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public ISteamFriends004,
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public ISteamFriends005,
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public ISteamFriends006,
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@ -629,6 +630,12 @@ int GetFriendAvatar( CSteamID steamIDFriend, int eAvatarSize )
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}
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}
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int GetFriendAvatar(CSteamID steamIDFriend)
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{
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PRINT_DEBUG("Steam_Friends::GetFriendAvatar old\n");
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return GetFriendAvatar(steamIDFriend, k_EAvatarSize32x32);
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}
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// requests information about a user - persona name & avatar
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// if bRequireNameOnly is set, then the avatar of a user isn't downloaded
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// - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them
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@ -285,7 +285,7 @@ void Steam_GameServer::ClearAllKeyValues()
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/// Call this to add/update a key/value pair.
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void Steam_GameServer::SetKeyValue( const char *pKey, const char *pValue )
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{
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PRINT_DEBUG("SetKeyValue\n");
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PRINT_DEBUG("SetKeyValue %s %s\n", pKey, pValue);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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(*server_data.mutable_values())[std::string(pKey)] = std::string(pValue);
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}
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@ -347,6 +347,10 @@ bool Steam_GameServer::SendUserConnectAndAuthenticate( uint32 unIPClient, const
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return ticket_manager->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser);
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}
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void Steam_GameServer::SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize )
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{
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SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, NULL);
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}
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// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
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//
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@ -380,7 +384,7 @@ void Steam_GameServer::SendUserDisconnect( CSteamID steamIDUser )
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// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
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bool Steam_GameServer::BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore )
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{
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PRINT_DEBUG("BUpdateUserData\n");
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PRINT_DEBUG("BUpdateUserData %llu %s %u\n", steamIDUser.ConvertToUint64(), pchPlayerName, uScore);
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return true;
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}
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@ -420,6 +424,12 @@ bool Steam_GameServer::BSetServerType( uint32 unServerFlags, uint32 unGameIP, ui
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return true;
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}
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bool Steam_GameServer::BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
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uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode )
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{
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return BSetServerType(unServerFlags, unGameIP, unGamePort, unSpectatorPort, usQueryPort, pchGameDir, pchVersion, bLANMode);
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}
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// Updates server status values which shows up in the server browser and matchmaking APIs
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void Steam_GameServer::UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
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const char *pchServerName, const char *pSpectatorServerName,
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@ -29,6 +29,7 @@ struct Gameserver_Outgoing_Packet {
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};
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class Steam_GameServer :
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public ISteamGameServer004,
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public ISteamGameServer005,
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public ISteamGameServer008,
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public ISteamGameServer009,
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@ -189,6 +190,7 @@ public:
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// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
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// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
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bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser );
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void SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize );
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// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
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//
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@ -227,6 +229,9 @@ public:
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bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
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uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
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bool BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
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uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
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// Updates server status values which shows up in the server browser and matchmaking APIs
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void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
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const char *pchServerName, const char *pSpectatorServerName,
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@ -60,6 +60,10 @@ struct Chat_Entry {
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class Steam_Matchmaking :
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public ISteamMatchmaking002,
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public ISteamMatchmaking003,
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public ISteamMatchmaking004,
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public ISteamMatchmaking005,
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public ISteamMatchmaking006,
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public ISteamMatchmaking007,
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public ISteamMatchmaking008,
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@ -422,6 +426,11 @@ SteamAPICall_t RequestLobbyList()
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return search_call_api_id;
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}
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void RequestLobbyList_OLD()
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{
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RequestLobbyList();
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}
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// filters for lobbies
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// this needs to be called before RequestLobbyList() to take effect
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// these are cleared on each call to RequestLobbyList()
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@ -509,6 +518,11 @@ void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueTo
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AddRequestLobbyListNumericalFilter(pchKeyToMatch, nValueToMatch, (ELobbyComparison) nComparisonType );
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}
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void AddRequestLobbyListSlotsAvailableFilter()
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{
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}
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// returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call
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// should only be called after a LobbyMatchList_t callback is received
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// iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching)
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@ -623,6 +637,16 @@ SteamAPICall_t CreateLobby( ELobbyType eLobbyType )
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return CreateLobby(eLobbyType, 0);
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}
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void CreateLobby_OLD( ELobbyType eLobbyType )
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{
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CreateLobby(eLobbyType);
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}
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void CreateLobby( bool bPrivate )
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{
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CreateLobby(bPrivate ? k_ELobbyTypePrivate : k_ELobbyTypePublic);
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}
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// Joins an existing lobby
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// this is an asynchronous request
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// results will be returned by LobbyEnter_t callback & call result, check m_EChatRoomEnterResponse to see if was successful
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@ -649,6 +673,11 @@ SteamAPICall_t JoinLobby( CSteamID steamIDLobby )
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return pending_join.api_id;
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}
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void JoinLobby_OLD( CSteamID steamIDLobby )
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{
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JoinLobby(steamIDLobby);
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}
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// Leave a lobby; this will take effect immediately on the client side
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// other users in the lobby will be notified by a LobbyChatUpdate_t callback
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void LeaveLobby( CSteamID steamIDLobby )
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@ -1071,6 +1100,10 @@ int GetLobbyMemberLimit( CSteamID steamIDLobby )
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return limit;
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}
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void SetLobbyVoiceEnabled( CSteamID steamIDLobby, bool bVoiceEnabled )
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{
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PRINT_DEBUG("SetLobbyVoiceEnabled\n");
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}
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// updates which type of lobby it is
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// only lobbies that are k_ELobbyTypePublic or k_ELobbyTypeInvisible, and are set to joinable, will be returned by RequestLobbyList() calls
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@ -1131,6 +1164,23 @@ CSteamID GetLobbyOwner( CSteamID steamIDLobby )
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return (uint64)lobby->owner();
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}
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// asks the Steam servers for a list of lobbies that friends are in
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// returns results by posting one RequestFriendsLobbiesResponse_t callback per friend/lobby pair
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// if no friends are in lobbies, RequestFriendsLobbiesResponse_t will be posted but with 0 results
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// filters don't apply to lobbies (currently)
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bool RequestFriendsLobbies()
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{
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PRINT_DEBUG("RequestFriendsLobbies\n");
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RequestFriendsLobbiesResponse_t data = {};
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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return true;
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}
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float GetLobbyDistance( CSteamID steamIDLobby )
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{
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PRINT_DEBUG("GetLobbyDistance %llu\n", steamIDLobby.ConvertToUint64());
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return 0.0;
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}
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// changes who the lobby owner is
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// you must be the lobby owner for this to succeed, and steamIDNewOwner must be in the lobby
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@ -52,6 +52,7 @@ HServerListRequest Steam_Matchmaking_Servers::RequestLANServerList( AppId_t iApp
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struct Steam_Matchmaking_Request request;
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request.appid = iApp;
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request.callbacks = pRequestServersResponse;
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request.old_callbacks = NULL;
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request.cancelled = false;
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request.completed = false;
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requests.push_back(request);
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@ -90,6 +91,71 @@ HServerListRequest Steam_Matchmaking_Servers::RequestSpectatorServerList( AppId_
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return RequestLANServerList(iApp, pRequestServersResponse);
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}
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void Steam_Matchmaking_Servers::RequestOldServerList(AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse, EMatchMakingType type)
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{
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PRINT_DEBUG("RequestOldServerList %u\n", iApp);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto g = std::begin(requests);
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while (g != std::end(requests)) {
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if (g->id == ((void *)type)) {
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return;
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}
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++g;
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}
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struct Steam_Matchmaking_Request request;
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request.appid = iApp;
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request.callbacks = NULL;
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request.old_callbacks = pRequestServersResponse;
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request.cancelled = false;
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request.completed = false;
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requests.push_back(request);
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requests[requests.size() - 1].id = (void *)type;
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}
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void Steam_Matchmaking_Servers::RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
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{
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PRINT_DEBUG("%s old\n", __FUNCTION__);
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//TODO
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RequestOldServerList(iApp, pRequestServersResponse, eInternetServer);
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}
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void Steam_Matchmaking_Servers::RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
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{
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PRINT_DEBUG("%s old\n", __FUNCTION__);
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//TODO
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RequestOldServerList(iApp, pRequestServersResponse, eLANServer);
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}
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void Steam_Matchmaking_Servers::RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
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{
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PRINT_DEBUG("%s old\n", __FUNCTION__);
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//TODO
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RequestOldServerList(iApp, pRequestServersResponse, eFriendsServer);
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}
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void Steam_Matchmaking_Servers::RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
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{
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PRINT_DEBUG("%s old\n", __FUNCTION__);
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//TODO
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RequestOldServerList(iApp, pRequestServersResponse, eFavoritesServer);
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}
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void Steam_Matchmaking_Servers::RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
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{
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PRINT_DEBUG("%s old\n", __FUNCTION__);
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//TODO
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RequestOldServerList(iApp, pRequestServersResponse, eHistoryServer);
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}
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void Steam_Matchmaking_Servers::RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
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{
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PRINT_DEBUG("%s old\n", __FUNCTION__);
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//TODO
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RequestOldServerList(iApp, pRequestServersResponse, eSpectatorServer);
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}
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// 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.
|
||||
@ -410,6 +476,7 @@ void Steam_Matchmaking_Servers::RunCallbacks()
|
||||
|
||||
r.gameservers_filtered.clear();
|
||||
for (auto &g : gameservers) {
|
||||
PRINT_DEBUG("game_server_check %u %u\n", g.server.appid(), r.appid);
|
||||
if (g.server.appid() == r.appid) {
|
||||
PRINT_DEBUG("REQUESTS server found\n");
|
||||
r.gameservers_filtered.push_back(g);
|
||||
@ -440,6 +507,20 @@ void Steam_Matchmaking_Servers::RunCallbacks()
|
||||
r.callbacks->RefreshComplete(r.id, eNoServersListedOnMasterServer);
|
||||
}
|
||||
}
|
||||
|
||||
if (r.old_callbacks) {
|
||||
for (auto &g : r.gameservers_filtered) {
|
||||
PRINT_DEBUG("old REQUESTS server responded cb %p\n", r.id);
|
||||
r.old_callbacks->ServerResponded(i);
|
||||
++i;
|
||||
}
|
||||
|
||||
if (i) {
|
||||
r.old_callbacks->RefreshComplete(eServerResponded);
|
||||
} else {
|
||||
r.old_callbacks->RefreshComplete(eNoServersListedOnMasterServer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::vector <struct Steam_Matchmaking_Servers_Direct_IP_Request> direct_ip_requests_temp;
|
||||
|
@ -40,11 +40,13 @@ struct Steam_Matchmaking_Request {
|
||||
AppId_t appid;
|
||||
HServerListRequest id;
|
||||
ISteamMatchmakingServerListResponse *callbacks;
|
||||
ISteamMatchmakingServerListResponse001 *old_callbacks;
|
||||
bool completed, cancelled, released;
|
||||
std::vector <struct Steam_Matchmaking_Servers_Gameserver> gameservers_filtered;
|
||||
};
|
||||
|
||||
class Steam_Matchmaking_Servers : public ISteamMatchmakingServers
|
||||
class Steam_Matchmaking_Servers : public ISteamMatchmakingServers,
|
||||
public ISteamMatchmakingServers001
|
||||
{
|
||||
class Settings *settings;
|
||||
class Networking *network;
|
||||
@ -52,6 +54,7 @@ class Steam_Matchmaking_Servers : public ISteamMatchmakingServers
|
||||
std::vector <struct Steam_Matchmaking_Servers_Gameserver> gameservers;
|
||||
std::vector <struct Steam_Matchmaking_Request> requests;
|
||||
std::vector <struct Steam_Matchmaking_Servers_Direct_IP_Request> direct_ip_requests;
|
||||
void RequestOldServerList(AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse, EMatchMakingType type);
|
||||
public:
|
||||
Steam_Matchmaking_Servers(class Settings *settings, class Networking *network);
|
||||
// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
|
||||
@ -64,6 +67,13 @@ public:
|
||||
HServerListRequest RequestHistoryServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse );
|
||||
HServerListRequest RequestSpectatorServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse );
|
||||
|
||||
void RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse );
|
||||
void RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse );
|
||||
void RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse );
|
||||
void RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse );
|
||||
void RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse );
|
||||
void RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse );
|
||||
|
||||
// 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.
|
||||
void ReleaseRequest( HServerListRequest hServerListRequest );
|
||||
@ -167,6 +177,28 @@ public:
|
||||
// Refresh a single server inside of a query (rather than all the servers )
|
||||
void RefreshServer( HServerListRequest hRequest, int iServer );
|
||||
|
||||
// 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
|
||||
gameserveritem_t *GetServerDetails( EMatchMakingType eType, int iServer ) { return GetServerDetails((HServerListRequest) eType , iServer ); }
|
||||
|
||||
// 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.
|
||||
void CancelQuery( EMatchMakingType eType ) { return CancelQuery((HServerListRequest) eType); }
|
||||
|
||||
// Ping every server in your list again but don't update the list of servers
|
||||
void RefreshQuery( EMatchMakingType eType ) { return RefreshQuery((HServerListRequest) eType); }
|
||||
|
||||
// Returns true if the list is currently refreshing its server list
|
||||
bool IsRefreshing( EMatchMakingType eType ) { return IsRefreshing((HServerListRequest) eType); }
|
||||
|
||||
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
|
||||
int GetServerCount( EMatchMakingType eType ) { return GetServerCount((HServerListRequest) eType); }
|
||||
|
||||
// Refresh a single server inside of a query (rather than all the servers )
|
||||
void RefreshServer( EMatchMakingType eType, int iServer ) { return RefreshServer((HServerListRequest) eType, iServer); }
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Queries to individual servers directly via IP/Port
|
||||
|
82
sdk_includes/isteamfriends003.h
Normal file
82
sdk_includes/isteamfriends003.h
Normal file
@ -0,0 +1,82 @@
|
||||
|
||||
#ifndef ISTEAMFRIENDS003_H
|
||||
#define ISTEAMFRIENDS003_H
|
||||
#ifdef STEAM_WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
|
||||
class ISteamFriends003
|
||||
{
|
||||
public:
|
||||
// returns the local players name - guaranteed to not be NULL.
|
||||
// this is the same name as on the users community profile page
|
||||
// this is stored in UTF-8 format
|
||||
// like all the other interface functions that return a char *, it's important that this pointer is not saved
|
||||
// off; it will eventually be free'd or re-allocated
|
||||
virtual const char *GetPersonaName() = 0;
|
||||
|
||||
// sets the player name, stores it on the server and publishes the changes to all friends who are online
|
||||
virtual void SetPersonaName_old( const char *pchPersonaName ) = 0;
|
||||
|
||||
// gets the status of the current user
|
||||
virtual EPersonaState GetPersonaState() = 0;
|
||||
|
||||
// friend iteration
|
||||
// takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria
|
||||
// then GetFriendByIndex() can then be used to return the id's of each of those users
|
||||
virtual int GetFriendCount( int iFriendFlags ) = 0;
|
||||
|
||||
// returns the steamID of a user
|
||||
// iFriend is a index of range [0, GetFriendCount())
|
||||
// iFriendsFlags must be the same value as used in GetFriendCount()
|
||||
// the returned CSteamID can then be used by all the functions below to access details about the user
|
||||
virtual CSteamID GetFriendByIndex( int iFriend, int iFriendFlags ) = 0;
|
||||
|
||||
// returns a relationship to a user
|
||||
virtual EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend ) = 0;
|
||||
|
||||
// returns the current status of the specified user
|
||||
// this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user
|
||||
virtual EPersonaState GetFriendPersonaState( CSteamID steamIDFriend ) = 0;
|
||||
|
||||
// returns the name another user - guaranteed to not be NULL.
|
||||
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
|
||||
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
|
||||
//
|
||||
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;
|
||||
|
||||
// gets the avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
|
||||
virtual int GetFriendAvatar( CSteamID steamIDFriend ) = 0;
|
||||
// returns true if the friend is actually in a game
|
||||
virtual bool GetFriendGamePlayed( CSteamID steamIDFriend, uint64 *pulGameID, uint32 *punGameIP, uint16 *pusGamePort, uint16 *pusQueryPort ) = 0;
|
||||
// accesses old friends names - returns an empty string when their are no more items in the history
|
||||
virtual const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName ) = 0;
|
||||
|
||||
// returns true if the specified user meets any of the criteria specified in iFriendFlags
|
||||
// iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values
|
||||
virtual bool HasFriend( CSteamID steamIDFriend, int iFriendFlags ) = 0;
|
||||
|
||||
// clan (group) iteration and access functions
|
||||
virtual int GetClanCount() = 0;
|
||||
virtual CSteamID GetClanByIndex( int iClan ) = 0;
|
||||
virtual const char *GetClanName( CSteamID steamIDClan ) = 0;
|
||||
|
||||
// iterators for getting users in a chat room, lobby, game server or clan
|
||||
// note that large clans that cannot be iterated by the local user
|
||||
// steamIDSource can be the steamID of a group, game server, lobby or chat room
|
||||
virtual int GetFriendCountFromSource( CSteamID steamIDSource ) = 0;
|
||||
virtual CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend ) = 0;
|
||||
|
||||
// returns true if the local user can see that steamIDUser is a member or in steamIDSource
|
||||
virtual bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource ) = 0;
|
||||
|
||||
// User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
|
||||
virtual void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking ) = 0;
|
||||
|
||||
// activates the game overlay, with an optional dialog to open ("Friends", "Community", "Players", "Settings")
|
||||
virtual void ActivateGameOverlay( const char *pchDialog ) = 0;
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMFRIENDS003_H
|
84
sdk_includes/isteamgameserver004.h
Normal file
84
sdk_includes/isteamgameserver004.h
Normal file
@ -0,0 +1,84 @@
|
||||
|
||||
#ifndef ISTEAMGAMESERVER004_H
|
||||
#define ISTEAMGAMESERVER004_H
|
||||
#ifdef STEAM_WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
class ISteamGameServer004
|
||||
{
|
||||
public:
|
||||
// connection functions
|
||||
virtual void LogOn() = 0;
|
||||
virtual void LogOff() = 0;
|
||||
|
||||
// status functions
|
||||
virtual bool BLoggedOn() = 0;
|
||||
virtual bool BSecure() = 0;
|
||||
virtual CSteamID GetSteamID() = 0;
|
||||
|
||||
// Handles receiving a new connection from a Steam user. This call will ask the Steam
|
||||
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
|
||||
// are off-line, then it will validate the cached ticket itself which will validate app ownership
|
||||
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
|
||||
// and must then be sent up to the game server for authentication.
|
||||
//
|
||||
// Return Value: true/false depending on whether the call succeeds. If the call succeeds then you
|
||||
// should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
|
||||
// for the user has succeeded or failed.
|
||||
virtual void SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize ) = 0;
|
||||
|
||||
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
|
||||
//
|
||||
// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
|
||||
// when this user leaves the server just like you would for a real user.
|
||||
virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
|
||||
|
||||
// Should be called whenever a user leaves our game server, this lets Steam internally
|
||||
// track which users are currently on which servers for the purposes of preventing a single
|
||||
// account being logged into multiple servers, showing who is currently on a server, etc.
|
||||
virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
|
||||
|
||||
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
|
||||
// currently connected to the server. For regular users you must call this after you receive a
|
||||
// GSUserValidationSuccess callback.
|
||||
//
|
||||
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
|
||||
virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
|
||||
|
||||
// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
|
||||
//
|
||||
// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
|
||||
//
|
||||
// Input: nGameAppID - The Steam assigned AppID for the game
|
||||
// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
|
||||
// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
|
||||
// unGamePort - The port which the server is listening for client connections on
|
||||
// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
|
||||
// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
|
||||
// pchGameDir - A unique string identifier for your game
|
||||
// pchVersion - The current version of the server as a string like 1.0.0.0
|
||||
// bLanMode - Is this a LAN only server?
|
||||
//
|
||||
// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
|
||||
// and stop calling it in SteamGameServer_Init()?
|
||||
virtual bool BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
|
||||
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
|
||||
|
||||
// Updates server status values which shows up in the server browser and matchmaking APIs
|
||||
virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
|
||||
const char *pchServerName, const char *pSpectatorServerName,
|
||||
const char *pchMapName ) = 0;
|
||||
|
||||
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
|
||||
virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
|
||||
|
||||
// Sets a string defining the "gametype" for this server, this is optional, but if it is set
|
||||
// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
virtual void SetGameType( const char *pchGameType ) = 0;
|
||||
|
||||
// Ask if a user has a specific achievement for this game, will get a callback on reply
|
||||
virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
|
||||
};
|
||||
|
||||
#endif // ISTEAMGAMESERVER004_H
|
@ -891,7 +891,21 @@ struct LobbyCreated_t
|
||||
|
||||
// used by now obsolete RequestFriendsLobbiesResponse_t
|
||||
// enum { k_iCallback = k_iSteamMatchmakingCallbacks + 14 };
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Response to a RequestFriendsLobbies() call
|
||||
// One of these callbacks will be received per friend who is in a lobby
|
||||
// if no friends are in a lobby, then one of these will be called with 0 values
|
||||
//-----------------------------------------------------------------------------
|
||||
struct RequestFriendsLobbiesResponse_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 14 };
|
||||
|
||||
uint64 m_ulSteamIDFriend; // friend who is in a lobby; 0 if no friends in lobbies are found
|
||||
uint64 m_ulSteamIDLobby; // lobby that the friend is in; 0 if no friends in lobbies are found
|
||||
|
||||
int m_cResultIndex; // result #, [1, m_cResultsTotal] if any are found; 0 if no friends in lobbies are found
|
||||
int m_cResultsTotal; // total number of results; 0 if no friends in lobbies are found
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Result of CheckForPSNGameBootInvite
|
||||
|
126
sdk_includes/isteammatchmaking002.h
Normal file
126
sdk_includes/isteammatchmaking002.h
Normal file
@ -0,0 +1,126 @@
|
||||
|
||||
#ifndef ISTEAMMATCHMAKING002_H
|
||||
#define ISTEAMMATCHMAKING002_H
|
||||
#ifdef STEAM_WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to favorites
|
||||
// and to operate on game lobbies.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmaking002
|
||||
{
|
||||
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, with the number of servers requested
|
||||
// if the user is not currently connected to Steam (i.e. SteamUser()->BLoggedOn() returns false) then
|
||||
// a LobbyMatchList_t callback will be posted immediately with no servers
|
||||
virtual void RequestLobbyList_OLD() = 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 bPrivate is true, 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 when the lobby has been created;
|
||||
// local user will the join the lobby, resulting in an additional LobbyEnter_t callback being sent
|
||||
// operations on the chat room can only proceed once the LobbyEnter_t has been received
|
||||
virtual void CreateLobby( bool bPrivate ) = 0;
|
||||
|
||||
// Joins an existing lobby
|
||||
// this is an asynchronous request
|
||||
// results will be returned by LobbyEnter_t callback when the lobby has been joined
|
||||
virtual void JoinLobby_OLD( 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
|
||||
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())
|
||||
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;
|
||||
|
||||
// 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 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, 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;
|
||||
|
||||
// sets the game server associated with the lobby
|
||||
// usually at this point, the users will leave the lobby and 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;
|
||||
};
|
||||
|
||||
#endif // ISTEAMMATCHMAKING002_H
|
151
sdk_includes/isteammatchmaking003.h
Normal file
151
sdk_includes/isteammatchmaking003.h
Normal file
@ -0,0 +1,151 @@
|
||||
|
||||
#ifndef ISTEAMMATCHMAKING003_H
|
||||
#define ISTEAMMATCHMAKING003_H
|
||||
#ifdef STEAM_WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to favorites
|
||||
// and to operate on game lobbies.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmaking003
|
||||
{
|
||||
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, with the number of servers requested
|
||||
// if the user is not currently connected to Steam (i.e. SteamUser()->BLoggedOn() returns false) then
|
||||
// a LobbyMatchList_t callback will be posted immediately with no servers
|
||||
virtual void RequestLobbyList_OLD() = 0;
|
||||
|
||||
// filters for lobbies
|
||||
// this needs to be called before RequestLobbyList() to take effect
|
||||
// these are cleared on each call to RequestLobbyList()
|
||||
virtual void AddRequestLobbyListFilter( const char *pchKeyToMatch, const char *pchValueToMatch ) = 0;
|
||||
// numerical comparison - 0 is equal, -1 is the lobby value is less than nValueToMatch, 1 is the lobby value is greater than nValueToMatch
|
||||
virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, int nComparisonType /* 0 is equal, -1 is less than, 1 is greater than */ ) = 0;
|
||||
// sets RequestLobbyList() to only returns lobbies which aren't yet full - needs SetLobbyMemberLimit() called on the lobby to set an initial limit
|
||||
virtual void AddRequestLobbyListSlotsAvailableFilter() = 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 bPrivate is true, 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 when the lobby has been created;
|
||||
// local user will the join the lobby, resulting in an additional LobbyEnter_t callback being sent
|
||||
// operations on the chat room can only proceed once the LobbyEnter_t has been received
|
||||
virtual void CreateLobby( bool bPrivate ) = 0;
|
||||
|
||||
// Joins an existing lobby
|
||||
// this is an asynchronous request
|
||||
// results will be returned by LobbyEnter_t callback when the lobby has been joined
|
||||
// users already in the lobby will receive LobbyChatUpdate_t callback after this user has successfully joined
|
||||
virtual void JoinLobby_OLD( 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
|
||||
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())
|
||||
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;
|
||||
|
||||
// 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 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, 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;
|
||||
|
||||
// sets the game server associated with the lobby
|
||||
// usually at this point, the users will leave the lobby and 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, 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;
|
||||
|
||||
virtual void SetLobbyVoiceEnabled( CSteamID steamIDLobby, bool bVoiceEnabled ) = 0;
|
||||
|
||||
// asks the Steam servers for a list of lobbies that friends are in
|
||||
// returns results by posting one RequestFriendsLobbiesResponse_t callback per friend/lobby pair
|
||||
// if no friends are in lobbies, RequestFriendsLobbiesResponse_t will be posted but with 0 results
|
||||
// filters don't apply to lobbies (currently)
|
||||
virtual bool RequestFriendsLobbies() = 0;
|
||||
};
|
||||
|
||||
#endif // ISTEAMMATCHMAKING003_H
|
149
sdk_includes/isteammatchmaking004.h
Normal file
149
sdk_includes/isteammatchmaking004.h
Normal file
@ -0,0 +1,149 @@
|
||||
|
||||
#ifndef ISTEAMMATCHMAKING004_H
|
||||
#define ISTEAMMATCHMAKING004_H
|
||||
#ifdef STEAM_WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to favorites
|
||||
// and to operate on game lobbies.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmaking004
|
||||
{
|
||||
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, with the number of servers requested
|
||||
// if the user is not currently connected to Steam (i.e. SteamUser()->BLoggedOn() returns false) then
|
||||
// a LobbyMatchList_t callback will be posted immediately with no servers
|
||||
virtual void RequestLobbyList_OLD() = 0;
|
||||
|
||||
// filters for lobbies
|
||||
// this needs to be called before RequestLobbyList() to take effect
|
||||
// these are cleared on each call to RequestLobbyList()
|
||||
virtual void AddRequestLobbyListFilter( const char *pchKeyToMatch, const char *pchValueToMatch ) = 0;
|
||||
// numerical comparison - 0 is equal, -1 is the lobby value is less than nValueToMatch, 1 is the lobby value is greater than nValueToMatch
|
||||
virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, int nComparisonType /* 0 is equal, -1 is less than, 1 is greater than */ ) = 0;
|
||||
// sets RequestLobbyList() to only returns lobbies which aren't yet full - needs SetLobbyMemberLimit() called on the lobby to set an initial limit
|
||||
virtual void AddRequestLobbyListSlotsAvailableFilter() = 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 bPrivate is true, 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 when the lobby has been created;
|
||||
// local user will the join the lobby, resulting in an additional LobbyEnter_t callback being sent
|
||||
// operations on the chat room can only proceed once the LobbyEnter_t has been received
|
||||
virtual void CreateLobby( bool bPrivate ) = 0;
|
||||
|
||||
// Joins an existing lobby
|
||||
// this is an asynchronous request
|
||||
// results will be returned by LobbyEnter_t callback when the lobby has been joined
|
||||
// users already in the lobby will receive LobbyChatUpdate_t callback after this user has successfully joined
|
||||
virtual void JoinLobby_OLD( 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
|
||||
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())
|
||||
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;
|
||||
|
||||
// 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 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, 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;
|
||||
|
||||
// sets the game server associated with the lobby
|
||||
// usually at this point, the users will leave the lobby and 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, 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;
|
||||
|
||||
// asks the Steam servers for a list of lobbies that friends are in
|
||||
// returns results by posting one RequestFriendsLobbiesResponse_t callback per friend/lobby pair
|
||||
// if no friends are in lobbies, RequestFriendsLobbiesResponse_t will be posted but with 0 results
|
||||
// filters don't apply to lobbies (currently)
|
||||
virtual bool RequestFriendsLobbies() = 0;
|
||||
};
|
||||
|
||||
#endif // ISTEAMMATCHMAKING004_H
|
177
sdk_includes/isteammatchmaking005.h
Normal file
177
sdk_includes/isteammatchmaking005.h
Normal file
@ -0,0 +1,177 @@
|
||||
|
||||
#ifndef ISTEAMMATCHMAKING005_H
|
||||
#define ISTEAMMATCHMAKING005_H
|
||||
#ifdef STEAM_WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to favorites
|
||||
// and to operate on game lobbies.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmaking005
|
||||
{
|
||||
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
|
||||
}
|
||||
}
|
||||
*/
|
||||
//
|
||||
virtual void RequestLobbyList_OLD() = 0;
|
||||
// filters for lobbies
|
||||
// this needs to be called before RequestLobbyList() to take effect
|
||||
// these are cleared on each call to RequestLobbyList()
|
||||
virtual void AddRequestLobbyListFilter( const char *pchKeyToMatch, const char *pchValueToMatch ) = 0;
|
||||
// numerical comparison
|
||||
virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, int nComparisonType ) = 0;
|
||||
virtual void AddRequestLobbyListSlotsAvailableFilter() = 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 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 pointer
|
||||
// a LobbyEnter_t callback will also be received (since the local user is joining their own lobby)
|
||||
virtual void CreateLobby_OLD( ELobbyType eLobbyType ) = 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
|
||||
virtual void JoinLobby_OLD( 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
|
||||
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())
|
||||
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;
|
||||
|
||||
// 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 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, 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
|
||||
// restart are returned by a LobbyDataUpdate_t callback
|
||||
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, 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;
|
||||
|
||||
virtual bool RequestFriendsLobbies() = 0;
|
||||
|
||||
// updates which type of lobby it is
|
||||
// only lobbies that are k_ELobbyTypePublic will be returned by RequestLobbyList() calls
|
||||
virtual bool SetLobbyType( CSteamID steamIDLobby, ELobbyType eLobbyType ) = 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;
|
||||
|
||||
virtual float GetLobbyDistance( CSteamID steamIDLobby ) = 0;
|
||||
};
|
||||
|
||||
#endif // ISTEAMMATCHMAKING005_H
|
@ -191,4 +191,118 @@ public:
|
||||
virtual bool SetLobbyOwner( CSteamID steamIDLobby, CSteamID steamIDNewOwner ) = 0;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// 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 ISteamMatchmakingServerListResponse001
|
||||
{
|
||||
public:
|
||||
// Server has responded ok with updated data
|
||||
virtual void ServerResponded( int iServer ) = 0;
|
||||
|
||||
// Server has failed to respond
|
||||
virtual void ServerFailedToRespond( int iServer ) = 0;
|
||||
|
||||
// A list refresh you had initiated is now 100% completed
|
||||
virtual void RefreshComplete( EMatchMakingServerResponse response ) = 0;
|
||||
};
|
||||
|
||||
enum EMatchMakingType
|
||||
{
|
||||
eInternetServer = 0,
|
||||
eLANServer,
|
||||
eFriendsServer,
|
||||
eFavoritesServer,
|
||||
eHistoryServer,
|
||||
eSpectatorServer,
|
||||
eInvalidServer
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to game lists and details
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingServers001
|
||||
{
|
||||
public:
|
||||
// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
|
||||
virtual void RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
|
||||
virtual void RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
|
||||
virtual void RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
|
||||
virtual void RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
|
||||
virtual void RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
|
||||
virtual void RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
|
||||
|
||||
/* the filters that are available in the ppchFilters params are:
|
||||
|
||||
"map" - map the server is running, as set in the dedicated server api
|
||||
"dedicated" - reports bDedicated from the API
|
||||
"secure" - VAC-enabled
|
||||
"full" - not full
|
||||
"empty" - not empty
|
||||
"noplayers" - is empty
|
||||
"proxy" - a relay 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( EMatchMakingType eType, 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.
|
||||
virtual void CancelQuery( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Ping every server in your list again but don't update the list of servers
|
||||
virtual void RefreshQuery( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Returns true if the list is currently refreshing its server list
|
||||
virtual bool IsRefreshing( EMatchMakingType eType ) = 0;
|
||||
|
||||
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
|
||||
virtual int GetServerCount( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Refresh a single server inside of a query (rather than all the servers )
|
||||
virtual void RefreshServer( EMatchMakingType eType, 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 ISteamMasterServerUpdater->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;
|
||||
};
|
||||
|
||||
#endif // ISTEAMMATCHMAKING007_H
|
||||
|
@ -49,6 +49,7 @@
|
||||
#include "isteamuser019.h"
|
||||
#include "isteamuser020.h"
|
||||
#include "isteamfriends.h"
|
||||
#include "isteamfriends003.h"
|
||||
#include "isteamfriends004.h"
|
||||
#include "isteamfriends005.h"
|
||||
#include "isteamfriends006.h"
|
||||
@ -72,6 +73,10 @@
|
||||
#include "isteamutils008.h"
|
||||
#include "isteamutils009.h"
|
||||
#include "isteammatchmaking.h"
|
||||
#include "isteammatchmaking002.h"
|
||||
#include "isteammatchmaking003.h"
|
||||
#include "isteammatchmaking004.h"
|
||||
#include "isteammatchmaking005.h"
|
||||
#include "isteammatchmaking006.h"
|
||||
#include "isteammatchmaking007.h"
|
||||
#include "isteammatchmaking008.h"
|
||||
|
@ -19,6 +19,7 @@
|
||||
#include "isteamgameserver009.h"
|
||||
#include "isteamgameserver008.h"
|
||||
#include "isteamgameserver005.h"
|
||||
#include "isteamgameserver004.h"
|
||||
#include "isteamgameserverstats.h"
|
||||
|
||||
enum EServerMode
|
||||
|
Loading…
Reference in New Issue
Block a user