2019-04-13 16:21:56 +00:00
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#ifndef ISTEAMMATCHMAKING007_H
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#define ISTEAMMATCHMAKING007_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Functions for match making services for clients to get to favorites
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// and to operate on game lobbies.
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//-----------------------------------------------------------------------------
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class ISteamMatchmaking007
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{
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public:
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// game server favorites storage
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// saves basic details about a multiplayer game server locally
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// returns the number of favorites servers the user has stored
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virtual int GetFavoriteGameCount() = 0;
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// returns the details of the game server
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// iGame is of range [0,GetFavoriteGameCount())
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// *pnIP, *pnConnPort are filled in the with IP:port of the game server
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// *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections
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// *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added
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virtual bool GetFavoriteGame( int iGame, AppId_t *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0;
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// adds the game server to the local list; updates the time played of the server if it already exists in the list
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virtual int AddFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) =0;
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// removes the game server from the local storage; returns true if one was removed
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virtual bool RemoveFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0;
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///////
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// Game lobby functions
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// Get a list of relevant lobbies
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// this is an asynchronous request
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// results will be returned by LobbyMatchList_t callback & call result, with the number of lobbies found
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// this will never return lobbies that are full
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// to add more filter, the filter calls below need to be call before each and every RequestLobbyList() call
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// use the CCallResult<> object in steam_api.h to match the SteamAPICall_t call result to a function in an object, e.g.
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/*
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class CMyLobbyListManager
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{
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CCallResult<CMyLobbyListManager, LobbyMatchList_t> m_CallResultLobbyMatchList;
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void FindLobbies()
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{
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// SteamMatchmaking()->AddRequestLobbyListFilter*() functions would be called here, before RequestLobbyList()
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SteamAPICall_t hSteamAPICall = SteamMatchmaking()->RequestLobbyList();
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m_CallResultLobbyMatchList.Set( hSteamAPICall, this, &CMyLobbyListManager::OnLobbyMatchList );
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}
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void OnLobbyMatchList( LobbyMatchList_t *pLobbyMatchList, bool bIOFailure )
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{
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// lobby list has be retrieved from Steam back-end, use results
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}
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}
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*/
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//
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virtual SteamAPICall_t RequestLobbyList() = 0;
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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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virtual void AddRequestLobbyListStringFilter( const char *pchKeyToMatch, const char *pchValueToMatch, ELobbyComparison eComparisonType ) = 0;
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// numerical comparison
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virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, ELobbyComparison eComparisonType ) = 0;
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// returns results closest to the specified value. Multiple near filters can be added, with early filters taking precedence
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virtual void AddRequestLobbyListNearValueFilter( const char *pchKeyToMatch, int nValueToBeCloseTo ) = 0;
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// returns only lobbies with the specified number of slots available
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virtual void AddRequestLobbyListFilterSlotsAvailable( int nSlotsAvailable ) = 0;
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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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// the returned CSteamID::IsValid() will be false if iLobby is out of range
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STEAMWORKS_STRUCT_RETURN_1(CSteamID, GetLobbyByIndex, int, iLobby) /*virtual CSteamID GetLobbyByIndex( int iLobby ) = 0;*/
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// Create a lobby on the Steam servers.
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// If private, then the lobby will not be returned by any RequestLobbyList() call; the CSteamID
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// of the lobby will need to be communicated via game channels or via InviteUserToLobby()
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// this is an asynchronous request
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// results will be returned by LobbyCreated_t callback and call result; lobby is joined & ready to use at this pointer
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// a LobbyEnter_t callback will also be received (since the local user is joining their own lobby)
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virtual SteamAPICall_t CreateLobby( ELobbyType eLobbyType, int cMaxMembers ) = 0;
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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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// lobby metadata is available to use immediately on this call completing
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virtual SteamAPICall_t JoinLobby( CSteamID steamIDLobby ) = 0;
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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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virtual void LeaveLobby( CSteamID steamIDLobby ) = 0;
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// Invite another user to the lobby
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// the target user will receive a LobbyInvite_t callback
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// will return true if the invite is successfully sent, whether or not the target responds
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// returns false if the local user is not connected to the Steam servers
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// if the other user clicks the join link, a GameLobbyJoinRequested_t will be posted if the user is in-game,
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// or if the game isn't running yet the game will be launched with the parameter +connect_lobby <64-bit lobby id>
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virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0;
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// Lobby iteration, for viewing details of users in a lobby
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// only accessible if the lobby user is a member of the specified lobby
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// persona information for other lobby members (name, avatar, etc.) will be asynchronously received
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// and accessible via ISteamFriends interface
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// returns the number of users in the specified lobby
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virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0;
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// returns the CSteamID of a user in the lobby
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// iMember is of range [0,GetNumLobbyMembers())
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STEAMWORKS_STRUCT_RETURN_2(CSteamID, GetLobbyMemberByIndex, CSteamID, steamIDLobby, int, iMember) /*virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0;*/
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// Get data associated with this lobby
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// takes a simple key, and returns the string associated with it
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// "" will be returned if no value is set, or if steamIDLobby is invalid
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virtual const char *GetLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0;
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// Sets a key/value pair in the lobby metadata
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// each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data
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// this can be used to set lobby names, map, etc.
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// to reset a key, just set it to ""
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// other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback
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virtual bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
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// returns the number of metadata keys set on the specified lobby
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virtual int GetLobbyDataCount( CSteamID steamIDLobby ) = 0;
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// returns a lobby metadata key/values pair by index, of range [0, GetLobbyDataCount())
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virtual bool GetLobbyDataByIndex( CSteamID steamIDLobby, int iLobbyData, char *pchKey, int cchKeyBufferSize, char *pchValue, int cchValueBufferSize ) = 0;
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// removes a metadata key from the lobby
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virtual bool DeleteLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0;
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// Gets per-user metadata for someone in this lobby
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virtual const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) = 0;
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// Sets per-user metadata (for the local user implicitly)
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virtual void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
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// Broadcasts a chat message to the all the users in the lobby
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// users in the lobby (including the local user) will receive a LobbyChatMsg_t callback
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// returns true if the message is successfully sent
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// pvMsgBody can be binary or text data, up to 4k
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// if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator
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virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0;
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// Get a chat message as specified in a LobbyChatMsg_t callback
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// iChatID is the LobbyChatMsg_t::m_iChatID value in the callback
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// *pSteamIDUser is filled in with the CSteamID of the member
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// *pvData is filled in with the message itself
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// return value is the number of bytes written into the buffer
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virtual int GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
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// Refreshes metadata for a lobby you're not necessarily in right now
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// you never do this for lobbies you're a member of, only if your
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// this will send down all the metadata associated with a lobby
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// this is an asynchronous call
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// returns false if the local user is not connected to the Steam servers
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// restart are returned by a LobbyDataUpdate_t callback
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virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0;
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// sets the game server associated with the lobby
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// usually at this point, the users will join the specified game server
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// 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
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virtual void SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, CSteamID steamIDGameServer ) = 0;
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// 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
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virtual bool GetLobbyGameServer( CSteamID steamIDLobby, uint32 *punGameServerIP, uint16 *punGameServerPort, CSteamID *psteamIDGameServer ) = 0;
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// set the limit on the # of users who can join the lobby
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virtual bool SetLobbyMemberLimit( CSteamID steamIDLobby, int cMaxMembers ) = 0;
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// returns the current limit on the # of users who can join the lobby; returns 0 if no limit is defined
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virtual int GetLobbyMemberLimit( CSteamID steamIDLobby ) = 0;
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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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virtual bool SetLobbyType( CSteamID steamIDLobby, ELobbyType eLobbyType ) = 0;
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// sets whether or not a lobby is joinable - defaults to true for a new lobby
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// if set to false, no user can join, even if they are a friend or have been invited
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virtual bool SetLobbyJoinable( CSteamID steamIDLobby, bool bLobbyJoinable ) = 0;
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// returns the current lobby owner
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// you must be a member of the lobby to access this
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// there always one lobby owner - if the current owner leaves, another user will become the owner
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// it is possible (bur rare) to join a lobby just as the owner is leaving, thus entering a lobby with self as the owner
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STEAMWORKS_STRUCT_RETURN_1(CSteamID, GetLobbyOwner, CSteamID, steamIDLobby) /*virtual CSteamID GetLobbyOwner( CSteamID steamIDLobby ) = 0;*/
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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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// after completion, the local user will no longer be the owner
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virtual bool SetLobbyOwner( CSteamID steamIDLobby, CSteamID steamIDNewOwner ) = 0;
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};
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2022-07-31 19:49:45 +00:00
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//-----------------------------------------------------------------------------
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// Callback interfaces for server list functions (see ISteamMatchmakingServers below)
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//
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// The idea here is that your game code implements objects that implement these
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// interfaces to receive callback notifications after calling asynchronous functions
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// inside the ISteamMatchmakingServers() interface below.
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//
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// This is different than normal Steam callback handling due to the potentially
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// large size of server lists.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose: Callback interface for receiving responses after a server list refresh
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// or an individual server update.
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//
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// Since you get these callbacks after requesting full list refreshes you will
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// usually implement this interface inside an object like CServerBrowser. If that
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// object is getting destructed you should use ISteamMatchMakingServers()->CancelQuery()
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// to cancel any in-progress queries so you don't get a callback into the destructed
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// object and crash.
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//-----------------------------------------------------------------------------
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class ISteamMatchmakingServerListResponse001
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{
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public:
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// Server has responded ok with updated data
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virtual void ServerResponded( int iServer ) = 0;
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// Server has failed to respond
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virtual void ServerFailedToRespond( int iServer ) = 0;
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// A list refresh you had initiated is now 100% completed
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virtual void RefreshComplete( EMatchMakingServerResponse response ) = 0;
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};
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enum EMatchMakingType
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{
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eInternetServer = 0,
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eLANServer,
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eFriendsServer,
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eFavoritesServer,
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eHistoryServer,
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eSpectatorServer,
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eInvalidServer
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};
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//-----------------------------------------------------------------------------
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// Purpose: Functions for match making services for clients to get to game lists and details
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//-----------------------------------------------------------------------------
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class ISteamMatchmakingServers001
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{
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public:
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// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
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virtual void RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
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virtual void RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
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virtual void RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
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virtual void RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
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virtual void RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
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virtual void RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
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/* the filters that are available in the ppchFilters params are:
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"map" - map the server is running, as set in the dedicated server api
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"dedicated" - reports bDedicated from the API
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"secure" - VAC-enabled
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"full" - not full
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"empty" - not empty
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"noplayers" - is empty
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"proxy" - a relay server
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*/
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// Get details on a given server in the list, you can get the valid range of index
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// values by calling GetServerCount(). You will also receive index values in
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// ISteamMatchmakingServerListResponse::ServerResponded() callbacks
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virtual gameserveritem_t *GetServerDetails( EMatchMakingType eType, int iServer ) = 0;
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// Cancel an request which is operation on the given list type. You should call this to cancel
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// any in-progress requests before destructing a callback object that may have been passed
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// to one of the above list request calls. Not doing so may result in a crash when a callback
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// occurs on the destructed object.
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virtual void CancelQuery( EMatchMakingType eType ) = 0;
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// Ping every server in your list again but don't update the list of servers
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virtual void RefreshQuery( EMatchMakingType eType ) = 0;
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// Returns true if the list is currently refreshing its server list
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virtual bool IsRefreshing( EMatchMakingType eType ) = 0;
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// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
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virtual int GetServerCount( EMatchMakingType eType ) = 0;
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// Refresh a single server inside of a query (rather than all the servers )
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virtual void RefreshServer( EMatchMakingType eType, int iServer ) = 0;
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//-----------------------------------------------------------------------------
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// Queries to individual servers directly via IP/Port
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//-----------------------------------------------------------------------------
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// Request updated ping time and other details from a single server
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virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0;
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// Request the list of players currently playing on a server
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virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0;
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// Request the list of rules that the server is running (See ISteamMasterServerUpdater->SetKeyValue() to set the rules server side)
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virtual HServerQuery ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse ) = 0;
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// Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel
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// any in-progress requests before destructing a callback object that may have been passed
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// to one of the above calls to avoid crashing when callbacks occur.
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virtual void CancelServerQuery( HServerQuery hServerQuery ) = 0;
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};
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2019-04-13 16:21:56 +00:00
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#endif // ISTEAMMATCHMAKING007_H
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