Yucom/lsteamclient/steamworks_sdk_099w/isteammasterserverupdater.h

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//====== Copyright <20> 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