Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to steam managing game server/client match making
//
//=============================================================================
#ifndef ISERVERSINFO_H
#define ISERVERSINFO_H
#ifdef _WIN32
#pragma once
#endif
#define MAX_GAME_DESCRIPTION 8192
#define MAX_SERVER_NAME 2048
enum NServerResponse
{
nServerResponded = 0,
nServerFailedToRespond,
nNoServersListedOnMasterServer,
};
class newgameserver_t
{
public:
newgameserver_t() = default;
netadr_t m_NetAdr; ///< IP/Query Port/Connection Port for this server
int m_nPing; ///< current ping time in milliseconds
int m_nProtocolVersion;
bool m_bHadSuccessfulResponse; ///< server has responded successfully in the past
bool m_bDoNotRefresh; ///< server is marked as not responding and should no longer be refreshed
char m_szGameDir[MAX_PATH]; ///< current game directory
char m_szMap[MAX_PATH]; ///< current map
char m_szGameTags[MAX_PATH];
char m_szGameDescription[MAX_GAME_DESCRIPTION]; ///< game description
int m_nPlayers;
int m_nMaxPlayers; ///< Maximum players that can join this server
int m_nBotPlayers; ///< Number of bots (i.e simulated players) on this server
bool m_bPassword; ///< true if this server needs a password to join
int m_iFlags;
/// Game server name
char m_szServerName[MAX_SERVER_NAME];
};
class IServerListResponse
{
public:
// Server has responded ok with updated data
virtual void ServerResponded( newgameserver_t &server ) = 0;
virtual void RefreshComplete( NServerResponse response ) = 0;
};
//-----------------------------------------------------------------------------
// Purpose: Callback interface for receiving responses after pinging an individual server
//
class IServerPingResponse
{
public:
// Server has responded successfully and has updated data
virtual void ServerResponded( newgameserver_t &server ) = 0;
};
//-----------------------------------------------------------------------------
// Purpose: Callback interface for receiving responses after requesting details on
// who is playing on a particular server.
//
class IServerPlayersResponse
{
public:
// Got data on a new player on the server -- you'll get this callback once per player
// on the server which you have requested player data on.
virtual void AddPlayerToList( const char *pchName, int nScore, float flTimePlayed ) = 0;
// The server failed to respond to the request for player details
virtual void PlayersFailedToRespond() = 0;
// The server has finished responding to the player details request
virtual void PlayersRefreshComplete() = 0;
};
//-----------------------------------------------------------------------------
// Purpose: Functions for match making services for clients to get to game lists and details
//-----------------------------------------------------------------------------
class IServersInfo
{
public:
virtual void RequestInternetServerList( const char *gamedir, IServerListResponse *response ) = 0;
virtual void RequestLANServerList( const char *gamedir, IServerListResponse *response ) = 0;
virtual void StopRefresh() = 0;
//virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0;
//virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0;
};
#define SERVERLIST_INTERFACE_VERSION "ServerList001"
extern IServersInfo *g_pServersInfo;
#endif // ISERVERSINFO_H