751 lines
39 KiB
C++
751 lines
39 KiB
C++
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to steam managing game server/client match making
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//
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//=============================================================================
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#ifndef ISTEAMMATCHMAKING
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#define ISTEAMMATCHMAKING
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#ifdef _WIN32
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#pragma once
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#endif
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#include "steamtypes.h"
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#include "steamclientpublic.h"
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#include "matchmakingtypes.h"
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#include "isteamclient.h"
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#include "isteamfriends.h"
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// lobby type description
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enum ELobbyType
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{
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k_ELobbyTypePrivate = 0, // only way to join the lobby is to invite to someone else
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k_ELobbyTypeFriendsOnly = 1, // shows for friends or invitees, but not in lobby list
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k_ELobbyTypePublic = 2, // visible for friends and in lobby list
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k_ELobbyTypeInvisible = 3, // returned by search, but not visible to other friends
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// useful if you want a user in two lobbies, for example matching groups together
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// a user can be in only one regular lobby, and up to two invisible lobbies
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};
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// lobby search filter tools
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enum ELobbyComparison
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{
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k_ELobbyComparisonEqualToOrLessThan = -2,
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k_ELobbyComparisonLessThan = -1,
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k_ELobbyComparisonEqual = 0,
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k_ELobbyComparisonGreaterThan = 1,
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k_ELobbyComparisonEqualToOrGreaterThan = 2,
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k_ELobbyComparisonNotEqual = 3,
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};
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// lobby search distance. Lobby results are sorted from closest to farthest.
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enum ELobbyDistanceFilter
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{
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k_ELobbyDistanceFilterClose, // only lobbies in the same immediate region will be returned
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k_ELobbyDistanceFilterDefault, // only lobbies in the same region or near by regions
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k_ELobbyDistanceFilterFar, // for games that don't have many latency requirements, will return lobbies about half-way around the globe
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k_ELobbyDistanceFilterWorldwide, // no filtering, will match lobbies as far as India to NY (not recommended, expect multiple seconds of latency between the clients)
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};
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// maximum number of characters a lobby metadata key can be
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#define k_nMaxLobbyKeyLength 255
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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 ISteamMatchmaking
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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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CALL_RESULT( LobbyMatchList_t )
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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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// sets the distance for which we should search for lobbies (based on users IP address to location map on the Steam backed)
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virtual void AddRequestLobbyListDistanceFilter( ELobbyDistanceFilter eLobbyDistanceFilter ) = 0;
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// sets how many results to return, the lower the count the faster it is to download the lobby results & details to the client
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virtual void AddRequestLobbyListResultCountFilter( int cMaxResults ) = 0;
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virtual void AddRequestLobbyListCompatibleMembersFilter( CSteamID steamIDLobby ) = 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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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 point
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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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CALL_RESULT( LobbyCreated_t )
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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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CALL_RESULT( LobbyEnter_t )
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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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// note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby
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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, OUT_STRUCT() 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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// results will be returned by a LobbyDataUpdate_t callback
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// if the specified lobby doesn't exist, LobbyDataUpdate_t::m_bSuccess will be set to false
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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, OUT_STRUCT() 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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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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// link two lobbies for the purposes of checking player compatibility
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// you must be the lobby owner of both lobbies
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virtual bool SetLinkedLobby( CSteamID steamIDLobby, CSteamID steamIDLobbyDependent ) = 0;
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#ifdef _PS3
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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 void CheckForPSNGameBootInvite( unsigned int iGameBootAttributes ) = 0;
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#endif
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CALL_BACK( LobbyChatUpdate_t )
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};
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#define STEAMMATCHMAKING_INTERFACE_VERSION "SteamMatchMaking009"
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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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// Typedef for handle type you will receive when requesting server list.
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//-----------------------------------------------------------------------------
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typedef void* HServerListRequest;
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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 ISteamMatchmakingServerListResponse
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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( HServerListRequest hRequest, int iServer ) = 0;
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// Server has failed to respond
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virtual void ServerFailedToRespond( HServerListRequest hRequest, int iServer ) = 0;
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// A list refresh you had initiated is now 100% completed
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virtual void RefreshComplete( HServerListRequest hRequest, EMatchMakingServerResponse response ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Callback interface for receiving responses after pinging an individual server
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//
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// These callbacks all occur in response to querying an individual server
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// via the ISteamMatchmakingServers()->PingServer() call below. If you are
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// destructing an object that implements this interface then you should call
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// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
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// which is in progress. Failure to cancel in progress queries when destructing
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// a callback handler may result in a crash when a callback later occurs.
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//-----------------------------------------------------------------------------
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class ISteamMatchmakingPingResponse
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{
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public:
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// Server has responded successfully and has updated data
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virtual void ServerResponded( gameserveritem_t &server ) = 0;
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// Server failed to respond to the ping request
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virtual void ServerFailedToRespond() = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Callback interface for receiving responses after requesting details on
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// who is playing on a particular server.
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//
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// These callbacks all occur in response to querying an individual server
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// via the ISteamMatchmakingServers()->PlayerDetails() call below. If you are
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// destructing an object that implements this interface then you should call
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// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
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// which is in progress. Failure to cancel in progress queries when destructing
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// a callback handler may result in a crash when a callback later occurs.
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//-----------------------------------------------------------------------------
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class ISteamMatchmakingPlayersResponse
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{
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public:
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// Got data on a new player on the server -- you'll get this callback once per player
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// on the server which you have requested player data on.
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virtual void AddPlayerToList( const char *pchName, int nScore, float flTimePlayed ) = 0;
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// The server failed to respond to the request for player details
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virtual void PlayersFailedToRespond() = 0;
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// The server has finished responding to the player details request
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// (ie, you won't get anymore AddPlayerToList callbacks)
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virtual void PlayersRefreshComplete() = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Callback interface for receiving responses after requesting rules
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// details on a particular server.
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//
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// These callbacks all occur in response to querying an individual server
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// via the ISteamMatchmakingServers()->ServerRules() call below. If you are
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// destructing an object that implements this interface then you should call
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// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
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// which is in progress. Failure to cancel in progress queries when destructing
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// a callback handler may result in a crash when a callback later occurs.
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//-----------------------------------------------------------------------------
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class ISteamMatchmakingRulesResponse
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{
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public:
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// Got data on a rule on the server -- you'll get one of these per rule defined on
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// the server you are querying
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virtual void RulesResponded( const char *pchRule, const char *pchValue ) = 0;
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// The server failed to respond to the request for rule details
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virtual void RulesFailedToRespond() = 0;
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// The server has finished responding to the rule details request
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// (ie, you won't get anymore RulesResponded callbacks)
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virtual void RulesRefreshComplete() = 0;
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};
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//-----------------------------------------------------------------------------
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// Typedef for handle type you will receive when querying details on an individual server.
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//-----------------------------------------------------------------------------
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typedef int HServerQuery;
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const int HSERVERQUERY_INVALID = 0xffffffff;
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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 ISteamMatchmakingServers
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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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// Each call allocates a new asynchronous request object.
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// Request object must be released by calling ReleaseRequest( hServerListRequest )
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virtual HServerListRequest RequestInternetServerList( AppId_t iApp, ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
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virtual HServerListRequest RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
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virtual HServerListRequest RequestFriendsServerList( AppId_t iApp, ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
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virtual HServerListRequest RequestFavoritesServerList( AppId_t iApp, ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
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virtual HServerListRequest RequestHistoryServerList( AppId_t iApp, ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
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virtual HServerListRequest RequestSpectatorServerList( AppId_t iApp, ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
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// Releases the asynchronous request object and cancels any pending query on it if there's a pending query in progress.
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// RefreshComplete callback is not posted when request is released.
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virtual void ReleaseRequest( HServerListRequest hServerListRequest ) = 0;
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/* the filter operation codes that go in the key part of MatchMakingKeyValuePair_t should be one of these:
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"map"
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- Server passes the filter if the server is playing the specified map.
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"gamedataand"
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- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains all of the
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specified strings. The value field is a comma-delimited list of strings to match.
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"gamedataor"
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- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains at least one of the
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specified strings. The value field is a comma-delimited list of strings to match.
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"gamedatanor"
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- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) does not contain any
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of the specified strings. The value field is a comma-delimited list of strings to check.
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"gametagsand"
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- Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) contains all
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of the specified strings. The value field is a comma-delimited list of strings to check.
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"gametagsnor"
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- Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) does not contain any
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of the specified strings. The value field is a comma-delimited list of strings to check.
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"and" (x1 && x2 && ... && xn)
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"or" (x1 || x2 || ... || xn)
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"nand" !(x1 && x2 && ... && xn)
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"nor" !(x1 || x2 || ... || xn)
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- Performs Boolean operation on the following filters. The operand to this filter specifies
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the "size" of the Boolean inputs to the operation, in Key/value pairs. (The keyvalue
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pairs must immediately follow, i.e. this is a prefix logical operator notation.)
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In the simplest case where Boolean expressions are not nested, this is simply
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the number of operands.
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For example, to match servers on a particular map or with a particular tag, would would
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use these filters.
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( server.map == "cp_dustbowl" || server.gametags.contains("payload") )
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"or", "2"
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"map", "cp_dustbowl"
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"gametagsand", "payload"
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If logical inputs are nested, then the operand specifies the size of the entire
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"length" of its operands, not the number of immediate children.
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( server.map == "cp_dustbowl" || ( server.gametags.contains("payload") && !server.gametags.contains("payloadrace") ) )
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"or", "4"
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"map", "cp_dustbowl"
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"and", "2"
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"gametagsand", "payload"
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"gametagsnor", "payloadrace"
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Unary NOT can be achieved using either "nand" or "nor" with a single operand.
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"addr"
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- Server passes the filter if the server's query address matches the specified IP or IP:port.
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"gameaddr"
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- Server passes the filter if the server's game address matches the specified IP or IP:port.
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The following filter operations ignore the "value" part of MatchMakingKeyValuePair_t
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"dedicated"
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- Server passes the filter if it passed true to SetDedicatedServer.
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"secure"
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- Server passes the filter if the server is VAC-enabled.
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"notfull"
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- Server passes the filter if the player count is less than the reported max player count.
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"hasplayers"
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- Server passes the filter if the player count is greater than zero.
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"noplayers"
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- Server passes the filter if it doesn't have any players.
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"linux"
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- Server passes the filter if it's a linux 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( HServerListRequest hRequest, 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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// Canceling a query does not release the allocated request handle.
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// The request handle must be released using ReleaseRequest( hRequest )
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virtual void CancelQuery( HServerListRequest hRequest ) = 0;
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// Ping every server in your list again but don't update the list of servers
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// Query callback installed when the server list was requested will be used
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// again to post notifications and RefreshComplete, so the callback must remain
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// valid until another RefreshComplete is called on it or the request
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// is released with ReleaseRequest( hRequest )
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virtual void RefreshQuery( HServerListRequest hRequest ) = 0;
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// Returns true if the list is currently refreshing its server list
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virtual bool IsRefreshing( HServerListRequest hRequest ) = 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( HServerListRequest hRequest ) = 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( HServerListRequest hRequest, 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 ISteamGameServer::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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#define STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION "SteamMatchMakingServers002"
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// game server flags
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const uint32 k_unFavoriteFlagNone = 0x00;
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const uint32 k_unFavoriteFlagFavorite = 0x01; // this game favorite entry is for the favorites list
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const uint32 k_unFavoriteFlagHistory = 0x02; // this game favorite entry is for the history list
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//-----------------------------------------------------------------------------
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// Purpose: Used in ChatInfo messages - fields specific to a chat member - must fit in a uint32
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//-----------------------------------------------------------------------------
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enum EChatMemberStateChange
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{
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// Specific to joining / leaving the chatroom
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k_EChatMemberStateChangeEntered = 0x0001, // This user has joined or is joining the chat room
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k_EChatMemberStateChangeLeft = 0x0002, // This user has left or is leaving the chat room
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k_EChatMemberStateChangeDisconnected = 0x0004, // User disconnected without leaving the chat first
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k_EChatMemberStateChangeKicked = 0x0008, // User kicked
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k_EChatMemberStateChangeBanned = 0x0010, // User kicked and banned
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};
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// returns true of the flags indicate that a user has been removed from the chat
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#define BChatMemberStateChangeRemoved( rgfChatMemberStateChangeFlags ) ( rgfChatMemberStateChangeFlags & ( k_EChatMemberStateChangeDisconnected | k_EChatMemberStateChangeLeft | k_EChatMemberStateChangeKicked | k_EChatMemberStateChangeBanned ) )
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//-----------------------------------------------------------------------------
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// Callbacks for ISteamMatchmaking (which go through the regular Steam callback registration system)
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#if defined( VALVE_CALLBACK_PACK_SMALL )
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#pragma pack( push, 4 )
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#elif defined( VALVE_CALLBACK_PACK_LARGE )
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#pragma pack( push, 8 )
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#else
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#error isteamclient.h must be included
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: a server was added/removed from the favorites list, you should refresh now
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//-----------------------------------------------------------------------------
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struct FavoritesListChanged_t
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{
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enum { k_iCallback = k_iSteamMatchmakingCallbacks + 2 };
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uint32 m_nIP; // an IP of 0 means reload the whole list, any other value means just one server
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uint32 m_nQueryPort;
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uint32 m_nConnPort;
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uint32 m_nAppID;
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uint32 m_nFlags;
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bool m_bAdd; // true if this is adding the entry, otherwise it is a remove
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AccountID_t m_unAccountId;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Someone has invited you to join a Lobby
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// normally you don't need to do anything with this, since
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// the Steam UI will also display a '<user> has invited you to the lobby, join?' dialog
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//
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// if the user outside a game chooses to join, your game will be launched with the parameter "+connect_lobby <64-bit lobby id>",
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// or with the callback GameLobbyJoinRequested_t if they're already in-game
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//-----------------------------------------------------------------------------
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struct LobbyInvite_t
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{
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enum { k_iCallback = k_iSteamMatchmakingCallbacks + 3 };
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uint64 m_ulSteamIDUser; // Steam ID of the person making the invite
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uint64 m_ulSteamIDLobby; // Steam ID of the Lobby
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uint64 m_ulGameID; // GameID of the Lobby
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};
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//-----------------------------------------------------------------------------
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// Purpose: Sent on entering a lobby, or on failing to enter
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// m_EChatRoomEnterResponse will be set to k_EChatRoomEnterResponseSuccess on success,
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// or a higher value on failure (see enum EChatRoomEnterResponse)
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//-----------------------------------------------------------------------------
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struct LobbyEnter_t
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{
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enum { k_iCallback = k_iSteamMatchmakingCallbacks + 4 };
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uint64 m_ulSteamIDLobby; // SteamID of the Lobby you have entered
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uint32 m_rgfChatPermissions; // Permissions of the current user
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bool m_bLocked; // If true, then only invited users may join
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uint32 m_EChatRoomEnterResponse; // EChatRoomEnterResponse
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};
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//-----------------------------------------------------------------------------
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// Purpose: The lobby metadata has changed
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// if m_ulSteamIDMember is the steamID of a lobby member, use GetLobbyMemberData() to access per-user details
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// if m_ulSteamIDMember == m_ulSteamIDLobby, use GetLobbyData() to access lobby metadata
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//-----------------------------------------------------------------------------
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struct LobbyDataUpdate_t
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{
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enum { k_iCallback = k_iSteamMatchmakingCallbacks + 5 };
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uint64 m_ulSteamIDLobby; // steamID of the Lobby
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uint64 m_ulSteamIDMember; // steamID of the member whose data changed, or the room itself
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uint8 m_bSuccess; // true if we lobby data was successfully changed;
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// will only be false if RequestLobbyData() was called on a lobby that no longer exists
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};
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//-----------------------------------------------------------------------------
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// Purpose: The lobby chat room state has changed
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// this is usually sent when a user has joined or left the lobby
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//-----------------------------------------------------------------------------
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struct LobbyChatUpdate_t
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{
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enum { k_iCallback = k_iSteamMatchmakingCallbacks + 6 };
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uint64 m_ulSteamIDLobby; // Lobby ID
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uint64 m_ulSteamIDUserChanged; // user who's status in the lobby just changed - can be recipient
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uint64 m_ulSteamIDMakingChange; // Chat member who made the change (different from SteamIDUserChange if kicking, muting, etc.)
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// for example, if one user kicks another from the lobby, this will be set to the id of the user who initiated the kick
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uint32 m_rgfChatMemberStateChange; // bitfield of EChatMemberStateChange values
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};
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//-----------------------------------------------------------------------------
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// Purpose: A chat message for this lobby has been sent
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// use GetLobbyChatEntry( m_iChatID ) to retrieve the contents of this message
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//-----------------------------------------------------------------------------
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struct LobbyChatMsg_t
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{
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enum { k_iCallback = k_iSteamMatchmakingCallbacks + 7 };
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uint64 m_ulSteamIDLobby; // the lobby id this is in
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uint64 m_ulSteamIDUser; // steamID of the user who has sent this message
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uint8 m_eChatEntryType; // type of message
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uint32 m_iChatID; // index of the chat entry to lookup
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};
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//-----------------------------------------------------------------------------
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// Purpose: A game created a game for all the members of the lobby to join,
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// as triggered by a SetLobbyGameServer()
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// it's up to the individual clients to take action on this; the usual
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// game behavior is to leave the lobby and connect to the specified game server
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//-----------------------------------------------------------------------------
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struct LobbyGameCreated_t
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{
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enum { k_iCallback = k_iSteamMatchmakingCallbacks + 9 };
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uint64 m_ulSteamIDLobby; // the lobby we were in
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uint64 m_ulSteamIDGameServer; // the new game server that has been created or found for the lobby members
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uint32 m_unIP; // IP & Port of the game server (if any)
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uint16 m_usPort;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Number of matching lobbies found
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// iterate the returned lobbies with GetLobbyByIndex(), from values 0 to m_nLobbiesMatching-1
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//-----------------------------------------------------------------------------
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struct LobbyMatchList_t
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{
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enum { k_iCallback = k_iSteamMatchmakingCallbacks + 10 };
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uint32 m_nLobbiesMatching; // Number of lobbies that matched search criteria and we have SteamIDs for
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};
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//-----------------------------------------------------------------------------
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// Purpose: posted if a user is forcefully removed from a lobby
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// can occur if a user loses connection to Steam
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//-----------------------------------------------------------------------------
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struct LobbyKicked_t
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{
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enum { k_iCallback = k_iSteamMatchmakingCallbacks + 12 };
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uint64 m_ulSteamIDLobby; // Lobby
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uint64 m_ulSteamIDAdmin; // User who kicked you - possibly the ID of the lobby itself
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uint8 m_bKickedDueToDisconnect; // true if you were kicked from the lobby due to the user losing connection to Steam (currently always true)
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};
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//-----------------------------------------------------------------------------
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// Purpose: Result of our request to create a Lobby
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// m_eResult == k_EResultOK on success
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// at this point, the lobby has been joined and is ready for use
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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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//-----------------------------------------------------------------------------
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struct LobbyCreated_t
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{
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enum { k_iCallback = k_iSteamMatchmakingCallbacks + 13 };
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EResult m_eResult; // k_EResultOK - the lobby was successfully created
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// k_EResultNoConnection - your Steam client doesn't have a connection to the back-end
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// k_EResultTimeout - you the message to the Steam servers, but it didn't respond
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// k_EResultFail - the server responded, but with an unknown internal error
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// k_EResultAccessDenied - your game isn't set to allow lobbies, or your client does haven't rights to play the game
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// k_EResultLimitExceeded - your game client has created too many lobbies
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uint64 m_ulSteamIDLobby; // chat room, zero if failed
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};
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// used by now obsolete RequestFriendsLobbiesResponse_t
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|
// enum { k_iCallback = k_iSteamMatchmakingCallbacks + 14 };
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//-----------------------------------------------------------------------------
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// Purpose: Result of CheckForPSNGameBootInvite
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// m_eResult == k_EResultOK on success
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// at this point, the local user may not have finishing joining this lobby;
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// game code should wait until the subsequent LobbyEnter_t callback is received
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//-----------------------------------------------------------------------------
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struct PSNGameBootInviteResult_t
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{
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enum { k_iCallback = k_iSteamMatchmakingCallbacks + 15 };
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bool m_bGameBootInviteExists;
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CSteamID m_steamIDLobby; // Should be valid if m_bGameBootInviteExists == true
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};
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|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Result of our request to create a Lobby
|
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// 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)
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//-----------------------------------------------------------------------------
|
|
struct FavoritesListAccountsUpdated_t
|
|
{
|
|
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 16 };
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|
|
EResult m_eResult;
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|
};
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|
|
#pragma pack( pop )
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#endif // ISTEAMMATCHMAKING
|