//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. ======= // // Purpose: interface to steam for retrieving list of game servers // //============================================================================= #ifndef ISTEAMMASTERSERVERUPDATER_H #define ISTEAMMASTERSERVERUPDATER_H #ifdef STEAM_WIN32 #pragma once #endif #include "isteamclient.h" #define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1) //----------------------------------------------------------------------------- // Purpose: Game engines use this to tell the Steam master servers // about their games so their games can show up in the server browser. //----------------------------------------------------------------------------- class ISteamMasterServerUpdater { public: // Call this as often as you like to tell the master server updater whether or not // you want it to be active (default: off). virtual void SetActive( bool bActive ) = 0; // You usually don't need to modify this. // Pass -1 to use the default value for iHeartbeatInterval. // Some mods change this. virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0; // These are in GameSocketShare mode, where instead of ISteamMasterServerUpdater creating its own // socket to talk to the master server on, it lets the game use its socket to forward messages // back and forth. This prevents us from requiring server ops to open up yet another port // in their firewalls. // // the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001 // These are used when you've elected to multiplex the game server's UDP socket // rather than having the master server updater use its own sockets. // // Source games use this to simplify the job of the server admins, so they // don't have to open up more ports on their firewalls. // Call this when a packet that starts with 0xFFFFFFFF comes in. That means // it's for us. virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0; // AFTER calling HandleIncomingPacket for any packets that came in that frame, call this. // This gets a packet that the master server updater needs to send out on UDP. // It returns the length of the packet it wants to send, or 0 if there are no more packets to send. // Call this each frame until it returns 0. virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0; // Functions to set various fields that are used to respond to queries. // Call this to set basic data that is passed to the server browser. virtual void SetBasicServerData( unsigned short nProtocolVersion, bool bDedicatedServer, const char *pRegionName, const char *pProductName, unsigned short nMaxReportedClients, bool bPasswordProtected, const char *pGameDescription ) = 0; // Call this to clear the whole list of key/values that are sent in rules queries. virtual void ClearAllKeyValues() = 0; // Call this to add/update a key/value pair. virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0; // You can call this upon shutdown to clear out data stored for this game server and // to tell the master servers that this server is going away. virtual void NotifyShutdown() = 0; // Returns true if the master server has requested a restart. // Only returns true once per request. virtual bool WasRestartRequested() = 0; // Force it to request a heartbeat from the master servers. virtual void ForceHeartbeat() = 0; // Manually edit and query the master server list. // It will provide name resolution and use the default master server port if none is provided. virtual bool AddMasterServer( const char *pServerAddress ) = 0; virtual bool RemoveMasterServer( const char *pServerAddress ) = 0; virtual int GetNumMasterServers() = 0; // Returns the # of bytes written to pOut. virtual int GetMasterServerAddress( int iServer, char *pOut, int outBufferSize ) = 0; }; #define STEAMMASTERSERVERUPDATER_INTERFACE_VERSION "SteamMasterServerUpdater001" #endif // ISTEAMMASTERSERVERUPDATER_H