mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-25 18:04:16 +08:00
104 lines
4.1 KiB
C++
104 lines
4.1 KiB
C++
//====== 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 _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
|