mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-09 01:10:34 +00:00
1094 lines
53 KiB
C++
1094 lines
53 KiB
C++
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
|
//
|
|
// Purpose: interface to steam managing game server/client match making
|
|
//
|
|
//=============================================================================
|
|
|
|
#ifndef ISTEAMMATCHMAKING
|
|
#define ISTEAMMATCHMAKING
|
|
#ifdef STEAM_WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "steam_api_common.h"
|
|
#include "matchmakingtypes.h"
|
|
#include "isteamfriends.h"
|
|
|
|
// lobby type description
|
|
enum ELobbyType
|
|
{
|
|
k_ELobbyTypePrivate = 0, // only way to join the lobby is to invite to someone else
|
|
k_ELobbyTypeFriendsOnly = 1, // shows for friends or invitees, but not in lobby list
|
|
k_ELobbyTypePublic = 2, // visible for friends and in lobby list
|
|
k_ELobbyTypeInvisible = 3, // returned by search, but not visible to other friends
|
|
// useful if you want a user in two lobbies, for example matching groups together
|
|
// a user can be in only one regular lobby, and up to two invisible lobbies
|
|
k_ELobbyTypePrivateUnique = 4, // private, unique and does not delete when empty - only one of these may exist per unique keypair set
|
|
// can only create from webapi
|
|
};
|
|
|
|
// lobby search filter tools
|
|
enum ELobbyComparison
|
|
{
|
|
k_ELobbyComparisonEqualToOrLessThan = -2,
|
|
k_ELobbyComparisonLessThan = -1,
|
|
k_ELobbyComparisonEqual = 0,
|
|
k_ELobbyComparisonGreaterThan = 1,
|
|
k_ELobbyComparisonEqualToOrGreaterThan = 2,
|
|
k_ELobbyComparisonNotEqual = 3,
|
|
};
|
|
|
|
// lobby search distance. Lobby results are sorted from closest to farthest.
|
|
enum ELobbyDistanceFilter
|
|
{
|
|
k_ELobbyDistanceFilterClose, // only lobbies in the same immediate region will be returned
|
|
k_ELobbyDistanceFilterDefault, // only lobbies in the same region or near by regions
|
|
k_ELobbyDistanceFilterFar, // for games that don't have many latency requirements, will return lobbies about half-way around the globe
|
|
k_ELobbyDistanceFilterWorldwide, // no filtering, will match lobbies as far as India to NY (not recommended, expect multiple seconds of latency between the clients)
|
|
};
|
|
|
|
// maximum number of characters a lobby metadata key can be
|
|
#define k_nMaxLobbyKeyLength 255
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Functions for match making services for clients to get to favorites
|
|
// and to operate on game lobbies.
|
|
//-----------------------------------------------------------------------------
|
|
class ISteamMatchmaking
|
|
{
|
|
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
|
|
}
|
|
}
|
|
*/
|
|
//
|
|
STEAM_CALL_RESULT( LobbyMatchList_t )
|
|
virtual SteamAPICall_t RequestLobbyList() = 0;
|
|
// filters for lobbies
|
|
// this needs to be called before RequestLobbyList() to take effect
|
|
// these are cleared on each call to RequestLobbyList()
|
|
virtual void AddRequestLobbyListStringFilter( const char *pchKeyToMatch, const char *pchValueToMatch, ELobbyComparison eComparisonType ) = 0;
|
|
// numerical comparison
|
|
virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, ELobbyComparison eComparisonType ) = 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 only lobbies with the specified number of slots available
|
|
virtual void AddRequestLobbyListFilterSlotsAvailable( int nSlotsAvailable ) = 0;
|
|
// sets the distance for which we should search for lobbies (based on users IP address to location map on the Steam backed)
|
|
virtual void AddRequestLobbyListDistanceFilter( ELobbyDistanceFilter eLobbyDistanceFilter ) = 0;
|
|
// sets how many results to return, the lower the count the faster it is to download the lobby results & details to the client
|
|
virtual void AddRequestLobbyListResultCountFilter( int cMaxResults ) = 0;
|
|
|
|
virtual void AddRequestLobbyListCompatibleMembersFilter( CSteamID steamIDLobby ) = 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 point
|
|
// a LobbyEnter_t callback will also be received (since the local user is joining their own lobby)
|
|
STEAM_CALL_RESULT( LobbyCreated_t )
|
|
virtual SteamAPICall_t CreateLobby( ELobbyType eLobbyType, int cMaxMembers ) = 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
|
|
STEAM_CALL_RESULT( LobbyEnter_t )
|
|
virtual SteamAPICall_t JoinLobby( 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
|
|
// if the other user clicks the join link, a GameLobbyJoinRequested_t will be posted if the user is in-game,
|
|
// or if the game isn't running yet the game will be launched with the parameter +connect_lobby <64-bit lobby id>
|
|
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())
|
|
// note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby
|
|
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;
|
|
|
|
// returns the number of metadata keys set on the specified lobby
|
|
virtual int GetLobbyDataCount( CSteamID steamIDLobby ) = 0;
|
|
|
|
// returns a lobby metadata key/values pair by index, of range [0, GetLobbyDataCount())
|
|
virtual bool GetLobbyDataByIndex( CSteamID steamIDLobby, int iLobbyData, char *pchKey, int cchKeyBufferSize, char *pchValue, int cchValueBufferSize ) = 0;
|
|
|
|
// removes a metadata key from the lobby
|
|
virtual bool DeleteLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0;
|
|
|
|
// Gets per-user metadata 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, STEAM_OUT_STRUCT() 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
|
|
// results will be returned by a LobbyDataUpdate_t callback
|
|
// if the specified lobby doesn't exist, LobbyDataUpdate_t::m_bSuccess will be set to false
|
|
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, STEAM_OUT_STRUCT() 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;
|
|
|
|
// updates which type of lobby it is
|
|
// only lobbies that are k_ELobbyTypePublic or k_ELobbyTypeInvisible, and are set to joinable, will be returned by RequestLobbyList() calls
|
|
virtual bool SetLobbyType( CSteamID steamIDLobby, ELobbyType eLobbyType ) = 0;
|
|
|
|
// sets whether or not a lobby is joinable - defaults to true for a new lobby
|
|
// if set to false, no user can join, even if they are a friend or have been invited
|
|
virtual bool SetLobbyJoinable( CSteamID steamIDLobby, bool bLobbyJoinable ) = 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;
|
|
|
|
// changes who the lobby owner is
|
|
// you must be the lobby owner for this to succeed, and steamIDNewOwner must be in the lobby
|
|
// after completion, the local user will no longer be the owner
|
|
virtual bool SetLobbyOwner( CSteamID steamIDLobby, CSteamID steamIDNewOwner ) = 0;
|
|
|
|
// link two lobbies for the purposes of checking player compatibility
|
|
// you must be the lobby owner of both lobbies
|
|
virtual bool SetLinkedLobby( CSteamID steamIDLobby, CSteamID steamIDLobbyDependent ) = 0;
|
|
|
|
#ifdef _PS3
|
|
// changes who the lobby owner is
|
|
// you must be the lobby owner for this to succeed, and steamIDNewOwner must be in the lobby
|
|
// after completion, the local user will no longer be the owner
|
|
virtual void CheckForPSNGameBootInvite( unsigned int iGameBootAttributes ) = 0;
|
|
#endif
|
|
STEAM_CALL_BACK( LobbyChatUpdate_t )
|
|
};
|
|
#define STEAMMATCHMAKING_INTERFACE_VERSION "SteamMatchMaking009"
|
|
|
|
#ifndef STEAM_API_EXPORTS
|
|
// Global interface accessor
|
|
inline ISteamMatchmaking *SteamMatchmaking();
|
|
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamMatchmaking *, SteamMatchmaking, STEAMMATCHMAKING_INTERFACE_VERSION );
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Typedef for handle type you will receive when requesting server list.
|
|
//-----------------------------------------------------------------------------
|
|
typedef void* HServerListRequest;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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 ISteamMatchmakingServerListResponse
|
|
{
|
|
public:
|
|
// Server has responded ok with updated data
|
|
virtual void ServerResponded( HServerListRequest hRequest, int iServer ) = 0;
|
|
|
|
// Server has failed to respond
|
|
virtual void ServerFailedToRespond( HServerListRequest hRequest, int iServer ) = 0;
|
|
|
|
// A list refresh you had initiated is now 100% completed
|
|
virtual void RefreshComplete( HServerListRequest hRequest, EMatchMakingServerResponse response ) = 0;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Callback interface for receiving responses after pinging an individual server
|
|
//
|
|
// These callbacks all occur in response to querying an individual server
|
|
// via the ISteamMatchmakingServers()->PingServer() call below. If you are
|
|
// destructing an object that implements this interface then you should call
|
|
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
|
// which is in progress. Failure to cancel in progress queries when destructing
|
|
// a callback handler may result in a crash when a callback later occurs.
|
|
//-----------------------------------------------------------------------------
|
|
class ISteamMatchmakingPingResponse
|
|
{
|
|
public:
|
|
// Server has responded successfully and has updated data
|
|
virtual void ServerResponded( gameserveritem_t &server ) = 0;
|
|
|
|
// Server failed to respond to the ping request
|
|
virtual void ServerFailedToRespond() = 0;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Callback interface for receiving responses after requesting details on
|
|
// who is playing on a particular server.
|
|
//
|
|
// These callbacks all occur in response to querying an individual server
|
|
// via the ISteamMatchmakingServers()->PlayerDetails() call below. If you are
|
|
// destructing an object that implements this interface then you should call
|
|
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
|
// which is in progress. Failure to cancel in progress queries when destructing
|
|
// a callback handler may result in a crash when a callback later occurs.
|
|
//-----------------------------------------------------------------------------
|
|
class ISteamMatchmakingPlayersResponse
|
|
{
|
|
public:
|
|
// Got data on a new player on the server -- you'll get this callback once per player
|
|
// on the server which you have requested player data on.
|
|
virtual void AddPlayerToList( const char *pchName, int nScore, float flTimePlayed ) = 0;
|
|
|
|
// The server failed to respond to the request for player details
|
|
virtual void PlayersFailedToRespond() = 0;
|
|
|
|
// The server has finished responding to the player details request
|
|
// (ie, you won't get anymore AddPlayerToList callbacks)
|
|
virtual void PlayersRefreshComplete() = 0;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Callback interface for receiving responses after requesting rules
|
|
// details on a particular server.
|
|
//
|
|
// These callbacks all occur in response to querying an individual server
|
|
// via the ISteamMatchmakingServers()->ServerRules() call below. If you are
|
|
// destructing an object that implements this interface then you should call
|
|
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
|
// which is in progress. Failure to cancel in progress queries when destructing
|
|
// a callback handler may result in a crash when a callback later occurs.
|
|
//-----------------------------------------------------------------------------
|
|
class ISteamMatchmakingRulesResponse
|
|
{
|
|
public:
|
|
// Got data on a rule on the server -- you'll get one of these per rule defined on
|
|
// the server you are querying
|
|
virtual void RulesResponded( const char *pchRule, const char *pchValue ) = 0;
|
|
|
|
// The server failed to respond to the request for rule details
|
|
virtual void RulesFailedToRespond() = 0;
|
|
|
|
// The server has finished responding to the rule details request
|
|
// (ie, you won't get anymore RulesResponded callbacks)
|
|
virtual void RulesRefreshComplete() = 0;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Typedef for handle type you will receive when querying details on an individual server.
|
|
//-----------------------------------------------------------------------------
|
|
typedef int HServerQuery;
|
|
const int HSERVERQUERY_INVALID = 0xffffffff;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Functions for match making services for clients to get to game lists and details
|
|
//-----------------------------------------------------------------------------
|
|
class ISteamMatchmakingServers
|
|
{
|
|
public:
|
|
// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
|
|
// Each call allocates a new asynchronous request object.
|
|
// Request object must be released by calling ReleaseRequest( hServerListRequest )
|
|
virtual HServerListRequest RequestInternetServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
|
virtual HServerListRequest RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
|
virtual HServerListRequest RequestFriendsServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
|
virtual HServerListRequest RequestFavoritesServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
|
virtual HServerListRequest RequestHistoryServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
|
virtual HServerListRequest RequestSpectatorServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
|
|
|
// 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.
|
|
virtual void ReleaseRequest( HServerListRequest hServerListRequest ) = 0;
|
|
|
|
/* the filter operation codes that go in the key part of MatchMakingKeyValuePair_t should be one of these:
|
|
|
|
"map"
|
|
- Server passes the filter if the server is playing the specified map.
|
|
"gamedataand"
|
|
- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains all of the
|
|
specified strings. The value field is a comma-delimited list of strings to match.
|
|
"gamedataor"
|
|
- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains at least one of the
|
|
specified strings. The value field is a comma-delimited list of strings to match.
|
|
"gamedatanor"
|
|
- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) does not contain any
|
|
of the specified strings. The value field is a comma-delimited list of strings to check.
|
|
"gametagsand"
|
|
- Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) contains all
|
|
of the specified strings. The value field is a comma-delimited list of strings to check.
|
|
"gametagsnor"
|
|
- Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) does not contain any
|
|
of the specified strings. The value field is a comma-delimited list of strings to check.
|
|
"and" (x1 && x2 && ... && xn)
|
|
"or" (x1 || x2 || ... || xn)
|
|
"nand" !(x1 && x2 && ... && xn)
|
|
"nor" !(x1 || x2 || ... || xn)
|
|
- Performs Boolean operation on the following filters. The operand to this filter specifies
|
|
the "size" of the Boolean inputs to the operation, in Key/value pairs. (The keyvalue
|
|
pairs must immediately follow, i.e. this is a prefix logical operator notation.)
|
|
In the simplest case where Boolean expressions are not nested, this is simply
|
|
the number of operands.
|
|
|
|
For example, to match servers on a particular map or with a particular tag, would would
|
|
use these filters.
|
|
|
|
( server.map == "cp_dustbowl" || server.gametags.contains("payload") )
|
|
"or", "2"
|
|
"map", "cp_dustbowl"
|
|
"gametagsand", "payload"
|
|
|
|
If logical inputs are nested, then the operand specifies the size of the entire
|
|
"length" of its operands, not the number of immediate children.
|
|
|
|
( server.map == "cp_dustbowl" || ( server.gametags.contains("payload") && !server.gametags.contains("payloadrace") ) )
|
|
"or", "4"
|
|
"map", "cp_dustbowl"
|
|
"and", "2"
|
|
"gametagsand", "payload"
|
|
"gametagsnor", "payloadrace"
|
|
|
|
Unary NOT can be achieved using either "nand" or "nor" with a single operand.
|
|
|
|
"addr"
|
|
- Server passes the filter if the server's query address matches the specified IP or IP:port.
|
|
"gameaddr"
|
|
- Server passes the filter if the server's game address matches the specified IP or IP:port.
|
|
|
|
The following filter operations ignore the "value" part of MatchMakingKeyValuePair_t
|
|
|
|
"dedicated"
|
|
- Server passes the filter if it passed true to SetDedicatedServer.
|
|
"secure"
|
|
- Server passes the filter if the server is VAC-enabled.
|
|
"notfull"
|
|
- Server passes the filter if the player count is less than the reported max player count.
|
|
"hasplayers"
|
|
- Server passes the filter if the player count is greater than zero.
|
|
"noplayers"
|
|
- Server passes the filter if it doesn't have any players.
|
|
"linux"
|
|
- Server passes the filter if it's a linux 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( HServerListRequest hRequest, 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.
|
|
// Canceling a query does not release the allocated request handle.
|
|
// The request handle must be released using ReleaseRequest( hRequest )
|
|
virtual void CancelQuery( HServerListRequest hRequest ) = 0;
|
|
|
|
// Ping every server in your list again but don't update the list of servers
|
|
// Query callback installed when the server list was requested will be used
|
|
// again to post notifications and RefreshComplete, so the callback must remain
|
|
// valid until another RefreshComplete is called on it or the request
|
|
// is released with ReleaseRequest( hRequest )
|
|
virtual void RefreshQuery( HServerListRequest hRequest ) = 0;
|
|
|
|
// Returns true if the list is currently refreshing its server list
|
|
virtual bool IsRefreshing( HServerListRequest hRequest ) = 0;
|
|
|
|
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
|
|
virtual int GetServerCount( HServerListRequest hRequest ) = 0;
|
|
|
|
// Refresh a single server inside of a query (rather than all the servers )
|
|
virtual void RefreshServer( HServerListRequest hRequest, 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 ISteamGameServer::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;
|
|
};
|
|
#define STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION "SteamMatchMakingServers002"
|
|
|
|
#ifndef STEAM_API_EXPORTS
|
|
// Global interface accessor
|
|
inline ISteamMatchmakingServers *SteamMatchmakingServers();
|
|
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamMatchmakingServers *, SteamMatchmakingServers, STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION );
|
|
#endif
|
|
|
|
// game server flags
|
|
const uint32 k_unFavoriteFlagNone = 0x00;
|
|
const uint32 k_unFavoriteFlagFavorite = 0x01; // this game favorite entry is for the favorites list
|
|
const uint32 k_unFavoriteFlagHistory = 0x02; // this game favorite entry is for the history list
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Used in ChatInfo messages - fields specific to a chat member - must fit in a uint32
|
|
//-----------------------------------------------------------------------------
|
|
enum EChatMemberStateChange
|
|
{
|
|
// Specific to joining / leaving the chatroom
|
|
k_EChatMemberStateChangeEntered = 0x0001, // This user has joined or is joining the chat room
|
|
k_EChatMemberStateChangeLeft = 0x0002, // This user has left or is leaving the chat room
|
|
k_EChatMemberStateChangeDisconnected = 0x0004, // User disconnected without leaving the chat first
|
|
k_EChatMemberStateChangeKicked = 0x0008, // User kicked
|
|
k_EChatMemberStateChangeBanned = 0x0010, // User kicked and banned
|
|
};
|
|
|
|
// returns true of the flags indicate that a user has been removed from the chat
|
|
#define BChatMemberStateChangeRemoved( rgfChatMemberStateChangeFlags ) ( rgfChatMemberStateChangeFlags & ( k_EChatMemberStateChangeDisconnected | k_EChatMemberStateChangeLeft | k_EChatMemberStateChangeKicked | k_EChatMemberStateChangeBanned ) )
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Functions for match making services for clients to get to favorites
|
|
// and to operate on game lobbies.
|
|
//-----------------------------------------------------------------------------
|
|
class ISteamGameSearch
|
|
{
|
|
public:
|
|
// =============================================================================================
|
|
// Game Player APIs
|
|
|
|
// a keyname and a list of comma separated values: one of which is must be found in order for the match to qualify
|
|
// fails if a search is currently in progress
|
|
virtual EGameSearchErrorCode_t AddGameSearchParams( const char *pchKeyToFind, const char *pchValuesToFind ) = 0;
|
|
|
|
// all players in lobby enter the queue and await a SearchForGameNotificationCallback_t callback. fails if another search is currently in progress
|
|
// if not the owner of the lobby or search already in progress this call fails
|
|
// periodic callbacks will be sent as queue time estimates change
|
|
virtual EGameSearchErrorCode_t SearchForGameWithLobby( CSteamID steamIDLobby, int nPlayerMin, int nPlayerMax ) = 0;
|
|
|
|
// user enter the queue and await a SearchForGameNotificationCallback_t callback. fails if another search is currently in progress
|
|
// periodic callbacks will be sent as queue time estimates change
|
|
virtual EGameSearchErrorCode_t SearchForGameSolo( int nPlayerMin, int nPlayerMax ) = 0;
|
|
|
|
// after receiving SearchForGameResultCallback_t, accept or decline the game
|
|
// multiple SearchForGameResultCallback_t will follow as players accept game until the host starts or cancels the game
|
|
virtual EGameSearchErrorCode_t AcceptGame() = 0;
|
|
virtual EGameSearchErrorCode_t DeclineGame() = 0;
|
|
|
|
// after receiving GameStartedByHostCallback_t get connection details to server
|
|
virtual EGameSearchErrorCode_t RetrieveConnectionDetails( CSteamID steamIDHost, char *pchConnectionDetails, int cubConnectionDetails ) = 0;
|
|
|
|
// leaves queue if still waiting
|
|
virtual EGameSearchErrorCode_t EndGameSearch() = 0;
|
|
|
|
// =============================================================================================
|
|
// Game Host APIs
|
|
|
|
// a keyname and a list of comma separated values: all the values you allow
|
|
virtual EGameSearchErrorCode_t SetGameHostParams( const char *pchKey, const char *pchValue ) = 0;
|
|
|
|
// set connection details for players once game is found so they can connect to this server
|
|
virtual EGameSearchErrorCode_t SetConnectionDetails( const char *pchConnectionDetails, int cubConnectionDetails ) = 0;
|
|
|
|
// mark server as available for more players with nPlayerMin,nPlayerMax desired
|
|
// accept no lobbies with playercount greater than nMaxTeamSize
|
|
// the set of lobbies returned must be partitionable into teams of no more than nMaxTeamSize
|
|
// RequestPlayersForGameNotificationCallback_t callback will be sent when the search has started
|
|
// multple RequestPlayersForGameResultCallback_t callbacks will follow when players are found
|
|
virtual EGameSearchErrorCode_t RequestPlayersForGame( int nPlayerMin, int nPlayerMax, int nMaxTeamSize ) = 0;
|
|
|
|
// accept the player list and release connection details to players
|
|
// players will only be given connection details and host steamid when this is called
|
|
// ( allows host to accept after all players confirm, some confirm, or none confirm. decision is entirely up to the host )
|
|
virtual EGameSearchErrorCode_t HostConfirmGameStart( uint64 ullUniqueGameID ) = 0;
|
|
|
|
// cancel request and leave the pool of game hosts looking for players
|
|
// if a set of players has already been sent to host, all players will receive SearchForGameHostFailedToConfirm_t
|
|
virtual EGameSearchErrorCode_t CancelRequestPlayersForGame() = 0;
|
|
|
|
// submit a result for one player. does not end the game. ullUniqueGameID continues to describe this game
|
|
virtual EGameSearchErrorCode_t SubmitPlayerResult( uint64 ullUniqueGameID, CSteamID steamIDPlayer, EPlayerResult_t EPlayerResult ) = 0;
|
|
|
|
// ends the game. no further SubmitPlayerResults for ullUniqueGameID will be accepted
|
|
// any future requests will provide a new ullUniqueGameID
|
|
virtual EGameSearchErrorCode_t EndGame( uint64 ullUniqueGameID ) = 0;
|
|
|
|
};
|
|
#define STEAMGAMESEARCH_INTERFACE_VERSION "SteamMatchGameSearch001"
|
|
|
|
// Global interface accessor
|
|
inline ISteamGameSearch *SteamGameSearch();
|
|
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamGameSearch *, SteamGameSearch, STEAMGAMESEARCH_INTERFACE_VERSION );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Functions for quickly creating a Party with friends or acquaintances,
|
|
// EG from chat rooms.
|
|
//-----------------------------------------------------------------------------
|
|
enum ESteamPartyBeaconLocationType
|
|
{
|
|
k_ESteamPartyBeaconLocationType_Invalid = 0,
|
|
k_ESteamPartyBeaconLocationType_ChatGroup = 1,
|
|
|
|
k_ESteamPartyBeaconLocationType_Max,
|
|
};
|
|
|
|
|
|
#if defined( VALVE_CALLBACK_PACK_SMALL )
|
|
#pragma pack( push, 4 )
|
|
#elif defined( VALVE_CALLBACK_PACK_LARGE )
|
|
#pragma pack( push, 8 )
|
|
#else
|
|
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
|
|
#endif
|
|
|
|
|
|
struct SteamPartyBeaconLocation_t
|
|
{
|
|
ESteamPartyBeaconLocationType m_eType;
|
|
uint64 m_ulLocationID;
|
|
};
|
|
|
|
enum ESteamPartyBeaconLocationData
|
|
{
|
|
k_ESteamPartyBeaconLocationDataInvalid = 0,
|
|
k_ESteamPartyBeaconLocationDataName = 1,
|
|
k_ESteamPartyBeaconLocationDataIconURLSmall = 2,
|
|
k_ESteamPartyBeaconLocationDataIconURLMedium = 3,
|
|
k_ESteamPartyBeaconLocationDataIconURLLarge = 4,
|
|
};
|
|
|
|
class ISteamParties
|
|
{
|
|
public:
|
|
|
|
// =============================================================================================
|
|
// Party Client APIs
|
|
|
|
// Enumerate any active beacons for parties you may wish to join
|
|
virtual uint32 GetNumActiveBeacons() = 0;
|
|
virtual PartyBeaconID_t GetBeaconByIndex( uint32 unIndex ) = 0;
|
|
virtual bool GetBeaconDetails( PartyBeaconID_t ulBeaconID, CSteamID *pSteamIDBeaconOwner, STEAM_OUT_STRUCT() SteamPartyBeaconLocation_t *pLocation, STEAM_OUT_STRING_COUNT(cchMetadata) char *pchMetadata, int cchMetadata ) = 0;
|
|
|
|
// Join an open party. Steam will reserve one beacon slot for your SteamID,
|
|
// and return the necessary JoinGame string for you to use to connect
|
|
STEAM_CALL_RESULT( JoinPartyCallback_t )
|
|
virtual SteamAPICall_t JoinParty( PartyBeaconID_t ulBeaconID ) = 0;
|
|
|
|
// =============================================================================================
|
|
// Party Host APIs
|
|
|
|
// Get a list of possible beacon locations
|
|
virtual bool GetNumAvailableBeaconLocations( uint32 *puNumLocations ) = 0;
|
|
virtual bool GetAvailableBeaconLocations( SteamPartyBeaconLocation_t *pLocationList, uint32 uMaxNumLocations ) = 0;
|
|
|
|
// Create a new party beacon and activate it in the selected location.
|
|
// unOpenSlots is the maximum number of users that Steam will send to you.
|
|
// When people begin responding to your beacon, Steam will send you
|
|
// PartyReservationCallback_t callbacks to let you know who is on the way.
|
|
STEAM_CALL_RESULT( CreateBeaconCallback_t )
|
|
virtual SteamAPICall_t CreateBeacon( uint32 unOpenSlots, SteamPartyBeaconLocation_t *pBeaconLocation, const char *pchConnectString, const char *pchMetadata ) = 0;
|
|
|
|
// Call this function when a user that had a reservation (see callback below)
|
|
// has successfully joined your party.
|
|
// Steam will manage the remaining open slots automatically.
|
|
virtual void OnReservationCompleted( PartyBeaconID_t ulBeacon, CSteamID steamIDUser ) = 0;
|
|
|
|
// To cancel a reservation (due to timeout or user input), call this.
|
|
// Steam will open a new reservation slot.
|
|
// Note: The user may already be in-flight to your game, so it's possible they will still connect and try to join your party.
|
|
virtual void CancelReservation( PartyBeaconID_t ulBeacon, CSteamID steamIDUser ) = 0;
|
|
|
|
// Change the number of open beacon reservation slots.
|
|
// Call this if, for example, someone without a reservation joins your party (eg a friend, or via your own matchmaking system).
|
|
STEAM_CALL_RESULT( ChangeNumOpenSlotsCallback_t )
|
|
virtual SteamAPICall_t ChangeNumOpenSlots( PartyBeaconID_t ulBeacon, uint32 unOpenSlots ) = 0;
|
|
|
|
// Turn off the beacon.
|
|
virtual bool DestroyBeacon( PartyBeaconID_t ulBeacon ) = 0;
|
|
|
|
// Utils
|
|
virtual bool GetBeaconLocationData( SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, STEAM_OUT_STRING_COUNT(cchDataStringOut) char *pchDataStringOut, int cchDataStringOut ) = 0;
|
|
|
|
};
|
|
#define STEAMPARTIES_INTERFACE_VERSION "SteamParties002"
|
|
|
|
#ifndef STEAM_API_EXPORTS
|
|
// Global interface accessor
|
|
inline ISteamParties *SteamParties();
|
|
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamParties *, SteamParties, STEAMPARTIES_INTERFACE_VERSION );
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Callbacks for ISteamMatchmaking (which go through the regular Steam callback registration system)
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: a server was added/removed from the favorites list, you should refresh now
|
|
//-----------------------------------------------------------------------------
|
|
struct FavoritesListChanged_t
|
|
{
|
|
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 2 };
|
|
uint32 m_nIP; // an IP of 0 means reload the whole list, any other value means just one server
|
|
uint32 m_nQueryPort;
|
|
uint32 m_nConnPort;
|
|
uint32 m_nAppID;
|
|
uint32 m_nFlags;
|
|
bool m_bAdd; // true if this is adding the entry, otherwise it is a remove
|
|
AccountID_t m_unAccountId;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Someone has invited you to join a Lobby
|
|
// normally you don't need to do anything with this, since
|
|
// the Steam UI will also display a '<user> has invited you to the lobby, join?' dialog
|
|
//
|
|
// if the user outside a game chooses to join, your game will be launched with the parameter "+connect_lobby <64-bit lobby id>",
|
|
// or with the callback GameLobbyJoinRequested_t if they're already in-game
|
|
//-----------------------------------------------------------------------------
|
|
struct LobbyInvite_t
|
|
{
|
|
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 3 };
|
|
|
|
uint64 m_ulSteamIDUser; // Steam ID of the person making the invite
|
|
uint64 m_ulSteamIDLobby; // Steam ID of the Lobby
|
|
uint64 m_ulGameID; // GameID of the Lobby
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sent on entering a lobby, or on failing to enter
|
|
// m_EChatRoomEnterResponse will be set to k_EChatRoomEnterResponseSuccess on success,
|
|
// or a higher value on failure (see enum EChatRoomEnterResponse)
|
|
//-----------------------------------------------------------------------------
|
|
struct LobbyEnter_t
|
|
{
|
|
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 4 };
|
|
|
|
uint64 m_ulSteamIDLobby; // SteamID of the Lobby you have entered
|
|
uint32 m_rgfChatPermissions; // Permissions of the current user
|
|
bool m_bLocked; // If true, then only invited users may join
|
|
uint32 m_EChatRoomEnterResponse; // EChatRoomEnterResponse
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: The lobby metadata has changed
|
|
// if m_ulSteamIDMember is the steamID of a lobby member, use GetLobbyMemberData() to access per-user details
|
|
// if m_ulSteamIDMember == m_ulSteamIDLobby, use GetLobbyData() to access lobby metadata
|
|
//-----------------------------------------------------------------------------
|
|
struct LobbyDataUpdate_t
|
|
{
|
|
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 5 };
|
|
|
|
uint64 m_ulSteamIDLobby; // steamID of the Lobby
|
|
uint64 m_ulSteamIDMember; // steamID of the member whose data changed, or the room itself
|
|
uint8 m_bSuccess; // true if we lobby data was successfully changed;
|
|
// will only be false if RequestLobbyData() was called on a lobby that no longer exists
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: The lobby chat room state has changed
|
|
// this is usually sent when a user has joined or left the lobby
|
|
//-----------------------------------------------------------------------------
|
|
struct LobbyChatUpdate_t
|
|
{
|
|
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 6 };
|
|
|
|
uint64 m_ulSteamIDLobby; // Lobby ID
|
|
uint64 m_ulSteamIDUserChanged; // user who's status in the lobby just changed - can be recipient
|
|
uint64 m_ulSteamIDMakingChange; // Chat member who made the change (different from SteamIDUserChange if kicking, muting, etc.)
|
|
// for example, if one user kicks another from the lobby, this will be set to the id of the user who initiated the kick
|
|
uint32 m_rgfChatMemberStateChange; // bitfield of EChatMemberStateChange values
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A chat message for this lobby has been sent
|
|
// use GetLobbyChatEntry( m_iChatID ) to retrieve the contents of this message
|
|
//-----------------------------------------------------------------------------
|
|
struct LobbyChatMsg_t
|
|
{
|
|
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 7 };
|
|
|
|
uint64 m_ulSteamIDLobby; // the lobby id this is in
|
|
uint64 m_ulSteamIDUser; // steamID of the user who has sent this message
|
|
uint8 m_eChatEntryType; // type of message
|
|
uint32 m_iChatID; // index of the chat entry to lookup
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A game created a game for all the members of the lobby to join,
|
|
// as triggered by a SetLobbyGameServer()
|
|
// it's up to the individual clients to take action on this; the usual
|
|
// game behavior is to leave the lobby and connect to the specified game server
|
|
//-----------------------------------------------------------------------------
|
|
struct LobbyGameCreated_t
|
|
{
|
|
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 9 };
|
|
|
|
uint64 m_ulSteamIDLobby; // the lobby we were in
|
|
uint64 m_ulSteamIDGameServer; // the new game server that has been created or found for the lobby members
|
|
uint32 m_unIP; // IP & Port of the game server (if any)
|
|
uint16 m_usPort;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Number of matching lobbies found
|
|
// iterate the returned lobbies with GetLobbyByIndex(), from values 0 to m_nLobbiesMatching-1
|
|
//-----------------------------------------------------------------------------
|
|
struct LobbyMatchList_t
|
|
{
|
|
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 10 };
|
|
uint32 m_nLobbiesMatching; // Number of lobbies that matched search criteria and we have SteamIDs for
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: posted if a user is forcefully removed from a lobby
|
|
// can occur if a user loses connection to Steam
|
|
//-----------------------------------------------------------------------------
|
|
struct LobbyKicked_t
|
|
{
|
|
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 12 };
|
|
uint64 m_ulSteamIDLobby; // Lobby
|
|
uint64 m_ulSteamIDAdmin; // User who kicked you - possibly the ID of the lobby itself
|
|
uint8 m_bKickedDueToDisconnect; // true if you were kicked from the lobby due to the user losing connection to Steam (currently always true)
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Result of our request to create a Lobby
|
|
// m_eResult == k_EResultOK on success
|
|
// at this point, the lobby has been joined and is ready for use
|
|
// a LobbyEnter_t callback will also be received (since the local user is joining their own lobby)
|
|
//-----------------------------------------------------------------------------
|
|
struct LobbyCreated_t
|
|
{
|
|
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 13 };
|
|
|
|
EResult m_eResult; // k_EResultOK - the lobby was successfully created
|
|
// k_EResultNoConnection - your Steam client doesn't have a connection to the back-end
|
|
// k_EResultTimeout - you the message to the Steam servers, but it didn't respond
|
|
// k_EResultFail - the server responded, but with an unknown internal error
|
|
// k_EResultAccessDenied - your game isn't set to allow lobbies, or your client does haven't rights to play the game
|
|
// k_EResultLimitExceeded - your game client has created too many lobbies
|
|
|
|
uint64 m_ulSteamIDLobby; // chat room, zero if failed
|
|
};
|
|
|
|
// used by now obsolete RequestFriendsLobbiesResponse_t
|
|
// enum { k_iCallback = k_iSteamMatchmakingCallbacks + 14 };
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Result of CheckForPSNGameBootInvite
|
|
// m_eResult == k_EResultOK on success
|
|
// at this point, the local user may not have finishing joining this lobby;
|
|
// game code should wait until the subsequent LobbyEnter_t callback is received
|
|
//-----------------------------------------------------------------------------
|
|
struct PSNGameBootInviteResult_t
|
|
{
|
|
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 15 };
|
|
|
|
bool m_bGameBootInviteExists;
|
|
CSteamID m_steamIDLobby; // Should be valid if m_bGameBootInviteExists == true
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Result of our request to create a Lobby
|
|
// m_eResult == k_EResultOK on success
|
|
// at this point, the lobby has been joined and is ready for use
|
|
// a LobbyEnter_t callback will also be received (since the local user is joining their own lobby)
|
|
//-----------------------------------------------------------------------------
|
|
struct FavoritesListAccountsUpdated_t
|
|
{
|
|
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 16 };
|
|
|
|
EResult m_eResult;
|
|
};
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Callbacks for ISteamGameSearch (which go through the regular Steam callback registration system)
|
|
|
|
struct SearchForGameProgressCallback_t
|
|
{
|
|
enum { k_iCallback = k_iSteamGameSearchCallbacks + 1 };
|
|
|
|
uint64 m_ullSearchID; // all future callbacks referencing this search will include this Search ID
|
|
|
|
EResult m_eResult; // if search has started this result will be k_EResultOK, any other value indicates search has failed to start or has terminated
|
|
CSteamID m_lobbyID; // lobby ID if lobby search, invalid steamID otherwise
|
|
CSteamID m_steamIDEndedSearch; // if search was terminated, steamID that terminated search
|
|
|
|
int32 m_nSecondsRemainingEstimate;
|
|
int32 m_cPlayersSearching;
|
|
};
|
|
|
|
// notification to all players searching that a game has been found
|
|
struct SearchForGameResultCallback_t
|
|
{
|
|
enum { k_iCallback = k_iSteamGameSearchCallbacks + 2 };
|
|
|
|
uint64 m_ullSearchID;
|
|
|
|
EResult m_eResult; // if game/host was lost this will be an error value
|
|
|
|
// if m_bGameFound is true the following are non-zero
|
|
int32 m_nCountPlayersInGame;
|
|
int32 m_nCountAcceptedGame;
|
|
// if m_steamIDHost is valid the host has started the game
|
|
CSteamID m_steamIDHost;
|
|
bool m_bFinalCallback;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// ISteamGameSearch : Game Host API callbacks
|
|
|
|
// callback from RequestPlayersForGame when the matchmaking service has started or ended search
|
|
// callback will also follow a call from CancelRequestPlayersForGame - m_bSearchInProgress will be false
|
|
struct RequestPlayersForGameProgressCallback_t
|
|
{
|
|
enum { k_iCallback = k_iSteamGameSearchCallbacks + 11 };
|
|
|
|
EResult m_eResult; // m_ullSearchID will be non-zero if this is k_EResultOK
|
|
uint64 m_ullSearchID; // all future callbacks referencing this search will include this Search ID
|
|
};
|
|
|
|
// callback from RequestPlayersForGame
|
|
// one of these will be sent per player
|
|
// followed by additional callbacks when players accept or decline the game
|
|
struct RequestPlayersForGameResultCallback_t
|
|
{
|
|
enum { k_iCallback = k_iSteamGameSearchCallbacks + 12 };
|
|
|
|
EResult m_eResult; // m_ullSearchID will be non-zero if this is k_EResultOK
|
|
uint64 m_ullSearchID;
|
|
|
|
CSteamID m_SteamIDPlayerFound; // player steamID
|
|
CSteamID m_SteamIDLobby; // if the player is in a lobby, the lobby ID
|
|
enum PlayerAcceptState_t
|
|
{
|
|
k_EStateUnknown = 0,
|
|
k_EStatePlayerAccepted = 1,
|
|
k_EStatePlayerDeclined = 2,
|
|
};
|
|
PlayerAcceptState_t m_ePlayerAcceptState;
|
|
int32 m_nPlayerIndex;
|
|
int32 m_nTotalPlayersFound; // expect this many callbacks at minimum
|
|
int32 m_nTotalPlayersAcceptedGame;
|
|
int32 m_nSuggestedTeamIndex;
|
|
uint64 m_ullUniqueGameID;
|
|
};
|
|
|
|
|
|
struct RequestPlayersForGameFinalResultCallback_t
|
|
{
|
|
enum { k_iCallback = k_iSteamGameSearchCallbacks + 13 };
|
|
|
|
EResult m_eResult;
|
|
uint64 m_ullSearchID;
|
|
uint64 m_ullUniqueGameID;
|
|
};
|
|
|
|
|
|
|
|
// this callback confirms that results were received by the matchmaking service for this player
|
|
struct SubmitPlayerResultResultCallback_t
|
|
{
|
|
enum { k_iCallback = k_iSteamGameSearchCallbacks + 14 };
|
|
|
|
EResult m_eResult;
|
|
uint64 ullUniqueGameID;
|
|
CSteamID steamIDPlayer;
|
|
};
|
|
|
|
|
|
// this callback confirms that the game is recorded as complete on the matchmaking service
|
|
// the next call to RequestPlayersForGame will generate a new unique game ID
|
|
struct EndGameResultCallback_t
|
|
{
|
|
enum { k_iCallback = k_iSteamGameSearchCallbacks + 15 };
|
|
|
|
EResult m_eResult;
|
|
uint64 ullUniqueGameID;
|
|
};
|
|
|
|
|
|
// Steam has responded to the user request to join a party via the given Beacon ID.
|
|
// If successful, the connect string contains game-specific instructions to connect
|
|
// to the game with that party.
|
|
struct JoinPartyCallback_t
|
|
{
|
|
enum { k_iCallback = k_iSteamPartiesCallbacks + 1 };
|
|
|
|
EResult m_eResult;
|
|
PartyBeaconID_t m_ulBeaconID;
|
|
CSteamID m_SteamIDBeaconOwner;
|
|
char m_rgchConnectString[256];
|
|
};
|
|
|
|
// Response to CreateBeacon request. If successful, the beacon ID is provided.
|
|
struct CreateBeaconCallback_t
|
|
{
|
|
enum { k_iCallback = k_iSteamPartiesCallbacks + 2 };
|
|
|
|
EResult m_eResult;
|
|
PartyBeaconID_t m_ulBeaconID;
|
|
};
|
|
|
|
// Someone has used the beacon to join your party - they are in-flight now
|
|
// and we've reserved one of the open slots for them.
|
|
// You should confirm when they join your party by calling OnReservationCompleted().
|
|
// Otherwise, Steam may timeout their reservation eventually.
|
|
struct ReservationNotificationCallback_t
|
|
{
|
|
enum { k_iCallback = k_iSteamPartiesCallbacks + 3 };
|
|
|
|
PartyBeaconID_t m_ulBeaconID;
|
|
CSteamID m_steamIDJoiner;
|
|
};
|
|
|
|
// Response to ChangeNumOpenSlots call
|
|
struct ChangeNumOpenSlotsCallback_t
|
|
{
|
|
enum { k_iCallback = k_iSteamPartiesCallbacks + 4 };
|
|
|
|
EResult m_eResult;
|
|
};
|
|
|
|
// The list of possible Party beacon locations has changed
|
|
struct AvailableBeaconLocationsUpdated_t
|
|
{
|
|
enum { k_iCallback = k_iSteamPartiesCallbacks + 5 };
|
|
};
|
|
|
|
// The list of active beacons may have changed
|
|
struct ActiveBeaconsUpdated_t
|
|
{
|
|
enum { k_iCallback = k_iSteamPartiesCallbacks + 6 };
|
|
};
|
|
|
|
|
|
#pragma pack( pop )
|
|
|
|
|
|
#endif // ISTEAMMATCHMAKING
|