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hl2sdk/public/steam/isteammatchmaking.h

301 lines
14 KiB
C++

//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to steam managing game server/client match making
//
//=============================================================================
#ifndef ISTEAMMATCHMAKING
#define ISTEAMMATCHMAKING
#ifdef _WIN32
#pragma once
#endif
#include "steamtypes.h"
#include "steamclientpublic.h"
#include "matchmakingtypes.h"
#include "isteamclient.h"
#include "isteamfriends.h"
// 32KB max size on chat messages
enum { k_cchFriendChatMsgMax = 32 * 1024 };
//-----------------------------------------------------------------------------
// Purpose: Functions for match making services for clients to get to favorites
//-----------------------------------------------------------------------------
class ISteamMatchmaking
{
public:
virtual int GetFavoriteGameCount() = 0;
// Obsolete. Use the ...2 versions of these functions, which take separate connection and query ports.
virtual bool GetFavoriteGame( int iGame, uint32 *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0;
virtual int AddFavoriteGame( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) =0;
virtual bool RemoveFavoriteGame( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint32 unFlags ) = 0;
// returns the details of the game server
// iGame is of range [0,iGame)
virtual bool GetFavoriteGame2( int iGame, uint32 *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0;
// returns the new index of the game
virtual int AddFavoriteGame2( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) =0;
// removes the game; returns true if one was removed
virtual bool RemoveFavoriteGame2( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0;
///////
// Game lobby functions
// Get a list of relevant lobbies
virtual void RequestLobbyList( uint64 ulGameID, MatchMakingKeyValuePair_t *pFilters, uint32 nFilters ) = 0;
virtual CSteamID GetLobbyByIndex( int iLobby ) = 0;
// Create a lobby - you'll get the SteamID of it on success
virtual void CreateLobby( uint64 ulGameID, bool bPrivate ) = 0;
// Join a lobby
virtual void JoinLobby( CSteamID steamIDLobby ) = 0;
// Leave a lobby
virtual void LeaveLobby( CSteamID steamIDLobby ) = 0;
// Invite someone to the lobby
virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0;
// List users in this lobby
virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0;
virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0;
// Get data associated with this lobby
virtual const char *GetLobbyData( CSteamID SteamIDLobby, const char *pchKey ) = 0;
// Update lobby data (Admin only)
virtual void SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
// Get per-user data for someone in this lobby
virtual const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) = 0;
// Update user data (for you only)
virtual void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
// change the lobby Admin (Admin only)
virtual void ChangeLobbyAdmin( CSteamID steamIDLobby, CSteamID steamIDNewAdmin ) = 0;
// Send a chat message to the lobby
virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0;
// Get a chat message entry
virtual int GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
};
#define STEAMMATCHMAKING_INTERFACE_VERSION "SteamMatchMaking001"
//-----------------------------------------------------------------------------
// Purpose: Callback interfaces for server list functions
//-----------------------------------------------------------------------------
class ISteamMatchmakingServerListResponse
{
public:
virtual void ServerResponded( int iServer ) = 0;
virtual void ServerFailedToRespond( int iServer ) = 0;
virtual void RefreshComplete( EMatchMakingServerResponse response ) = 0;
};
class ISteamMatchmakingPingResponse
{
public:
virtual void ServerResponded( gameserveritem_t &server ) = 0;
virtual void ServerFailedToRespond() = 0;
};
class ISteamMatchmakingPlayersResponse
{
public:
virtual void AddPlayerToList( const char *pchName, int nScore, float flTimePlayed ) = 0;
virtual void PlayersFailedToRespond() = 0;
virtual void PlayersRefreshComplete() = 0;
};
class ISteamMatchmakingRulesResponse
{
public:
virtual void RulesResponded( const char *pchRule, const char *pchValue ) = 0;
virtual void RulesFailedToRespond() = 0;
virtual void RulesRefreshComplete() = 0;
};
typedef int HServerQuery;
const int HSERVERQUERY_INVALID = 0xffffffff;
//-----------------------------------------------------------------------------
// Purpose: Functions for match making services for clients to get to game servers
//-----------------------------------------------------------------------------
class ISteamMatchmakingServers
{
public:
// request a new list of servers of a particular type
virtual void RequestInternetServerList( uint32 iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
virtual void RequestLANServerList( uint32 iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
virtual void RequestFriendsServerList( uint32 iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
virtual void RequestFavoritesServerList( uint32 iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
virtual void RequestHistoryServerList( uint32 iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
virtual void RequestSpectatorServerList( uint32 iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
virtual gameserveritem_t *GetServerDetails( EMatchMakingType eType, int iServer ) = 0;
virtual void CancelQuery( EMatchMakingType eType ) = 0; // stop getting new servers from an earlier query
virtual void RefreshQuery( EMatchMakingType eType ) = 0; // ping every server in your list again but don't update the list of servers
virtual bool IsRefreshing( EMatchMakingType eType ) = 0; // returns true if the list is currently refreshing its server list
virtual int GetServerCount( EMatchMakingType eType ) = 0; // how many servers in this list, GetServerDetails takes 0... GetServerCount() - 1
virtual void RefreshServer( EMatchMakingType eType, int iServer ) = 0; // refresh a single server inside of a query (rather than all the servers )
// queries to individual servers
virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0; // request details from a single server
virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0; // get a list of players from a server
virtual HServerQuery ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse ) = 0; // get the rules that server is running
virtual void CancelServerQuery( HServerQuery hServerQuery ) = 0; // cancel an outstanding query from above
};
#define STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION "SteamMatchMakingServers001"
//-----------------------------------------------------------------------------
// Callbacks
//-----------------------------------------------------------------------------
// game server flags
const uint32 k_unFavoriteFlagNone = 0x00;
const uint32 k_unFavoriteFlagFavorite = 0x01; // this game favorite entry is for the favorites list
const uint32 k_unFavoriteFlagHistory = 0x02; // this game favorite entry is for the history list
// callbacks
// a server was added/removed from the favorites list, you should refresh now
struct FavoritesListChanged_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 2 }; // +2 as +1 was a previous version of this call with a different layout
uint32 m_nIP; // an IP of 0 means reload the whole list, any other value means just one server
uint32 m_nQueryPort;
uint32 m_nConnPort;
uint32 m_nAppID;
uint32 m_nFlags;
bool m_bAdd; // true if this is adding the entry, otherwise it is a remove
};
//-----------------------------------------------------------------------------
// Purpose: Someone has invited you to join a Lobby
//-----------------------------------------------------------------------------
struct LobbyInvite_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 3 };
uint64 m_ulSteamIDUser; // Steam ID of the person making the invite
uint64 m_ulSteamIDLobby; // Steam ID of the Lobby
};
//-----------------------------------------------------------------------------
// Purpose: You have entered a Lobby
//-----------------------------------------------------------------------------
struct LobbyEnter_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 4 };
uint64 m_ulSteamIDLobby; // SteamID of the Lobby you have entered
uint32 m_rgfChatPermissions; // Permissions of the current user
bool m_bLocked; // If true, then only invited users may join
uint32 m_EChatRoomEnterResponse; // EChatRoomEnterResponse
};
//-----------------------------------------------------------------------------
// Purpose: The lobby data has changed
//-----------------------------------------------------------------------------
struct LobbyDataUpdate_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 5 };
uint64 m_ulSteamIDLobby; // steamID of the Lobby
uint64 m_ulSteamIDMember; // steamID of the member whose data changed, or the room itself
};
//-----------------------------------------------------------------------------
// Purpose: The lobby chat room state has changed
//-----------------------------------------------------------------------------
struct LobbyChatUpdate_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 6 };
uint64 m_ulSteamIDLobby; // Lobby ID
uint64 m_ulSteamIDUserChanged; // user who's status in the lobby just changed - can be recipient
uint64 m_ulSteamIDMakingChange; // Chat member who made the change (different from SteamIDUserChange if kicking, muting, etc.)
uint32 m_rgfChatMemberStateChange; // bitfield of EChatMemberStateChange values
};
//-----------------------------------------------------------------------------
// Purpose: A chat message for this lobby
//-----------------------------------------------------------------------------
struct LobbyChatMsg_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 7 };
uint64 m_ulSteamIDLobby; // the lobby id this is in
uint64 m_ulSteamIDUser; // steamID of the user who has sent this message
uint8 m_eChatEntryType; // type of message
uint32 m_iChatID; // index of the chat entry to lookup
};
//-----------------------------------------------------------------------------
// Purpose: There's a change of Admin in this Lobby
//-----------------------------------------------------------------------------
struct LobbyAdminChange_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 8 };
uint64 m_ulSteamIDLobby;
uint64 m_ulSteamIDNewAdmin;
};
//-----------------------------------------------------------------------------
// Purpose: The Admin of a Lobby has created a game to join
//-----------------------------------------------------------------------------
struct LobbyGameCreated_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 9 };
uint64 m_ulSteamIDLobby;
uint32 m_unIP;
uint16 m_usPort;
};
//-----------------------------------------------------------------------------
// Purpose: Number of matching lobbies found, iterate with GetLobbyByIndex
//-----------------------------------------------------------------------------
struct LobbyMatchList_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 10 };
uint32 m_nLobbiesMatching; // Number of lobbies that matched search criteria and we have SteamIDs for
};
//-----------------------------------------------------------------------------
// Purpose: The Lobby is closing
//-----------------------------------------------------------------------------
struct LobbyClosing_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 11 };
uint64 m_ulSteamIDLobby; // Lobby
};
//-----------------------------------------------------------------------------
// Purpose: You have been kicked from the lobby
//-----------------------------------------------------------------------------
struct LobbyKicked_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 12 };
uint64 m_ulSteamIDLobby; // Lobby
uint64 m_ulSteamIDAdmin; // User who kicked you
};
//-----------------------------------------------------------------------------
// Purpose: Result of our request to create a Lobby
//-----------------------------------------------------------------------------
struct LobbyCreate_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 13 };
EResult m_eResult; // Result
uint64 m_ulSteamIDLobby; // chat room, zero if failed
};
#endif // ISTEAMMATCHMAKING