477 lines
24 KiB
C++
477 lines
24 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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//-----------------------------------------------------------------------------
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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, with the number of servers requested
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// if the user is not currently connected to Steam (i.e. SteamUser()->BLoggedOn() returns false) then
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// a LobbyMatchList_t callback will be posted immediately with no servers
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virtual void RequestLobbyList() = 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 bPrivate is true, 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 when the lobby has been created;
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// local user will the join the lobby, resulting in an additional LobbyEnter_t callback being sent
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// operations on the chat room can only proceed once the LobbyEnter_t has been received
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virtual void CreateLobby( bool bPrivate ) = 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 when the lobby has been joined
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virtual void 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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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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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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// As above, but gets per-user data 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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virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0;
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// Get a chat message as specified in a LobbyChatMsg_t callback
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// iChatID is the LobbyChatMsg_t::m_iChatID value in the callback
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// *pSteamIDUser is filled in with the CSteamID of the member
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// *pvData is filled in with the message itself
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// return value is the number of bytes written into the buffer
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virtual int GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
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// Fetch metadata for a lobby you're not necessarily in right now
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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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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 leave the lobby and 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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};
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#define STEAMMATCHMAKING_INTERFACE_VERSION "SteamMatchMaking002"
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//-----------------------------------------------------------------------------
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// Callback interfaces for server list functions (see ISteamMatchmakingServers below)
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//
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// The idea here is that your game code implements objects that implement these
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// interfaces to receive callback notifications after calling asynchronous functions
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// inside the ISteamMatchmakingServers() interface below.
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//
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// This is different than normal Steam callback handling due to the potentially
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// large size of server lists.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose: Callback interface for receiving responses after a server list refresh
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// or an individual server update.
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//
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// Since you get these callbacks after requesting full list refreshes you will
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// usually implement this interface inside an object like CServerBrowser. If that
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// object is getting destructed you should use ISteamMatchMakingServers()->CancelQuery()
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// to cancel any in-progress queries so you don't get a callback into the destructed
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// object and crash.
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//-----------------------------------------------------------------------------
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class 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( int iServer ) = 0;
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// Server has failed to respond
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virtual void ServerFailedToRespond( int iServer ) = 0;
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// A list refresh you had initiated is now 100% completed
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virtual void RefreshComplete( EMatchMakingServerResponse response ) = 0;
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};
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//-----------------------------------------------------------------------------
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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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virtual void RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
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virtual void RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
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virtual void RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
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virtual void RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
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virtual void RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
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virtual void RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
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// Get details on a given server in the list, you can get the valid range of index
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// values by calling GetServerCount(). You will also receive index values in
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// ISteamMatchmakingServerListResponse::ServerResponded() callbacks
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virtual gameserveritem_t *GetServerDetails( EMatchMakingType eType, int iServer ) = 0;
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// Cancel an request which is operation on the given list type. You should call this to cancel
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// any in-progress requests before destructing a callback object that may have been passed
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// to one of the above list request calls. Not doing so may result in a crash when a callback
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// occurs on the destructed object.
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virtual void CancelQuery( EMatchMakingType eType ) = 0;
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// Ping every server in your list again but don't update the list of servers
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virtual void RefreshQuery( EMatchMakingType eType ) = 0;
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// Returns true if the list is currently refreshing its server list
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virtual bool IsRefreshing( EMatchMakingType eType ) = 0;
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// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
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virtual int GetServerCount( EMatchMakingType eType ) = 0;
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// Refresh a single server inside of a query (rather than all the servers )
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virtual void RefreshServer( EMatchMakingType eType, int iServer ) = 0;
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//-----------------------------------------------------------------------------
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// Queries to individual servers directly via IP/Port
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//-----------------------------------------------------------------------------
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// Request updated ping time and other details from a single server
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virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0;
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// Request the list of players currently playing on a server
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virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0;
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// Request the list of rules that the server is running (See ISteamMasterServerUpdater->SetKeyValue() to set the rules server side)
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virtual HServerQuery ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse ) = 0;
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// Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel
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// any in-progress requests before destructing a callback object that may have been passed
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// to one of the above calls to avoid crashing when callbacks occur.
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virtual void CancelServerQuery( HServerQuery hServerQuery ) = 0;
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};
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#define STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION "SteamMatchMakingServers001"
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//-----------------------------------------------------------------------------
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// Callbacks for ISteamMatchmaking which go through the regular Steam callback registration system
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//-----------------------------------------------------------------------------
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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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// callbacks
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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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};
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//-----------------------------------------------------------------------------
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// Purpose: Someone has invited you to join a Lobby
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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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};
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//-----------------------------------------------------------------------------
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// Purpose: Sent on entering a Lobby
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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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};
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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: Called when the lobby is being forcefully closed
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// lobby details functions will no longer be updated
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//-----------------------------------------------------------------------------
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struct LobbyClosing_t
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{
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enum { k_iCallback = k_iSteamMatchmakingCallbacks + 11 };
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uint64 m_ulSteamIDLobby; // Lobby
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};
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//-----------------------------------------------------------------------------
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// Purpose: Called when the local user has been kicked from the lobby
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// lobby details functions will no longer be updated
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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
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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 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 LobbyCreated_t
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{
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enum { k_iCallback = k_iSteamMatchmakingCallbacks + 13 };
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EResult m_eResult; // Result
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uint64 m_ulSteamIDLobby; // chat room, zero if failed
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};
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#endif // ISTEAMMATCHMAKING
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