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//====== 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 ISERVERSINFO_H
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#define ISERVERSINFO_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define MAX_GAME_DESCRIPTION 8192
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#define MAX_SERVER_NAME 2048
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enum NServerResponse
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{
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nServerResponded = 0,
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nServerFailedToRespond,
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nNoServersListedOnMasterServer,
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};
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class newgameserver_t
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{
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public:
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newgameserver_t() = default;
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netadr_t m_NetAdr; ///< IP/Query Port/Connection Port for this server
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int m_nPing; ///< current ping time in milliseconds
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int m_nProtocolVersion;
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bool m_bHadSuccessfulResponse; ///< server has responded successfully in the past
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bool m_bDoNotRefresh; ///< server is marked as not responding and should no longer be refreshed
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char m_szGameDir[MAX_PATH]; ///< current game directory
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char m_szMap[MAX_PATH]; ///< current map
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char m_szGameTags[MAX_PATH];
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char m_szGameDescription[MAX_GAME_DESCRIPTION]; ///< game description
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int m_nPlayers;
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int m_nMaxPlayers; ///< Maximum players that can join this server
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int m_nBotPlayers; ///< Number of bots (i.e simulated players) on this server
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bool m_bPassword; ///< true if this server needs a password to join
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int m_iFlags;
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/// Game server name
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char m_szServerName[MAX_SERVER_NAME];
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};
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class IServerListResponse
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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( newgameserver_t &server ) = 0;
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virtual void RefreshComplete( NServerResponse 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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class IServerPingResponse
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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( newgameserver_t &server ) = 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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class IServerPlayersResponse
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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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virtual void PlayersRefreshComplete() = 0;
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};
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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 IServersInfo
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{
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public:
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virtual void RequestInternetServerList( const char *gamedir, IServerListResponse *response ) = 0;
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virtual void RequestLANServerList( const char *gamedir, IServerListResponse *response ) = 0;
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virtual void StopRefresh() = 0;
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//virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0;
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//virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0;
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};
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#define SERVERLIST_INTERFACE_VERSION "ServerList001"
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extern IServersInfo *g_pServersInfo;
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#endif // ISERVERSINFO_H
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