Yucom/lsteamclient/steamworks_sdk_099u/isteammatchmaking.h
Andrew Eikum 0411076dce lsteamclient: Synthesize SDK version 0.99u
For SteamUser004.
2019-02-14 08:32:39 -06:00

435 lines
22 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 _WIN32
#pragma once
#endif
#include "steamtypes.h"
#include "steamclientpublic.h"
#include "matchmakingtypes.h"
#include "isteamclient.h"
#include "isteamfriends.h"
//-----------------------------------------------------------------------------
// 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, uint32 *pnAppID, uint32 *pnIP, uint16 *pnConnPort, 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( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) = 0;
// removes the game server from the local storage; returns true if one was removed
virtual bool RemoveFavoriteGame( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint32 unFlags ) = 0;
virtual bool GetFavoriteGame2( int iGame, uint32 *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0;
virtual int AddFavoriteGame2( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) = 0;
virtual bool RemoveFavoriteGame2( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0;
///////
// Game lobby functions
virtual void RequestLobbyList( uint64 ulGameID, MatchMakingKeyValuePair_t *pFilters, uint32 nFilters ) = 0;
virtual CSteamID GetLobbyByIndex( int iLobby ) = 0;
virtual void CreateLobby( uint64 ulGameID, bool bPrivate ) = 0;
virtual void JoinLobby( CSteamID steamIDLobby ) = 0;
virtual void LeaveLobby( CSteamID steamIDLobby ) = 0;
virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0;
virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0;
virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0;
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;
// As above, but gets per-user data 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 bool 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
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, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
// Fetch metadata for a lobby you're not necessarily in right now
// 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
virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0;
};
#define STEAMMATCHMAKING_INTERFACE_VERSION "SteamMatchMaking001"
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// 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( int iServer ) = 0;
// Server has failed to respond
virtual void ServerFailedToRespond( int iServer ) = 0;
// A list refresh you had initiated is now 100% completed
virtual void RefreshComplete( 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.
virtual void RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
virtual void RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
virtual void RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
virtual void RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
virtual void RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
virtual void RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
// 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( EMatchMakingType eType, 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.
virtual void CancelQuery( EMatchMakingType eType ) = 0;
// Ping every server in your list again but don't update the list of servers
virtual void RefreshQuery( EMatchMakingType eType ) = 0;
// Returns true if the list is currently refreshing its server list
virtual bool IsRefreshing( EMatchMakingType eType ) = 0;
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
virtual int GetServerCount( EMatchMakingType eType ) = 0;
// Refresh a single server inside of a query (rather than all the servers )
virtual void RefreshServer( EMatchMakingType eType, 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 ISteamMasterServerUpdater->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 "SteamMatchMakingServers001"
//-----------------------------------------------------------------------------
// Callbacks for ISteamMatchmaking which go through the regular Steam callback registration system
//-----------------------------------------------------------------------------
// 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
// callbacks
//-----------------------------------------------------------------------------
// 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
};
//-----------------------------------------------------------------------------
// Purpose: Someone has invited you to join a Lobby
//-----------------------------------------------------------------------------
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
};
//-----------------------------------------------------------------------------
// Purpose: Sent on entering a Lobby
// 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
};
//-----------------------------------------------------------------------------
// 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: Called when the lobby is being forcefully closed
// lobby details functions will no longer be updated
//-----------------------------------------------------------------------------
struct LobbyClosing_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 11 };
uint64 m_ulSteamIDLobby; // Lobby
};
//-----------------------------------------------------------------------------
// Purpose: Called when the local user has been kicked from the lobby
// lobby details functions will no longer be updated
//-----------------------------------------------------------------------------
struct LobbyKicked_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 12 };
uint64 m_ulSteamIDLobby; // Lobby
uint64 m_ulSteamIDAdmin; // User who kicked you
};
//-----------------------------------------------------------------------------
// Purpose: Result of our request to create a Lobby
// 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 LobbyCreated_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 13 };
EResult m_eResult; // Result
uint64 m_ulSteamIDLobby; // chat room, zero if failed
};
#endif // ISTEAMMATCHMAKING