Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef IMATCHMAKING_H
#define IMATCHMAKING_H
#ifdef _WIN32
#pragma once
#endif
#include "const.h"
#include "vgui/VGUI.h"
#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif
class KeyValues;
enum SESSION_NOTIFY
{
SESSION_NOTIFY_FAIL_SEARCH,
SESSION_NOTIFY_SEARCH_COMPLETED,
SESSION_NOFIFY_MODIFYING_SESSION,
SESSION_NOTIFY_MODIFYING_COMPLETED_HOST,
SESSION_NOTIFY_MODIFYING_COMPLETED_CLIENT,
SESSION_NOTIFY_MIGRATION_COMPLETED,
SESSION_NOTIFY_CONNECT_SESSIONFULL,
SESSION_NOTIFY_CONNECT_NOTAVAILABLE,
SESSION_NOTIFY_CONNECTED_TOSESSION,
SESSION_NOTIFY_CONNECTED_TOSERVER,
SESSION_NOTIFY_CONNECT_FAILED,
SESSION_NOTIFY_FAIL_CREATE,
SESSION_NOTIFY_FAIL_MIGRATE,
SESSION_NOTIFY_REGISTER_COMPLETED,
SESSION_NOTIFY_FAIL_REGISTER,
SESSION_NOTIFY_CLIENT_KICKED,
SESSION_NOTIFY_CREATED_HOST,
SESSION_NOTIFY_CREATED_CLIENT,
SESSION_NOTIFY_LOST_HOST,
SESSION_NOTIFY_LOST_SERVER,
SESSION_NOTIFY_COUNTDOWN,
SESSION_NOTIFY_ENDGAME_RANKED, // Ranked
SESSION_NOTIFY_ENDGAME_HOST, // Unranked
SESSION_NOTIFY_ENDGAME_CLIENT, // Unranked
SESSION_NOTIFY_DUMPSTATS, // debugging
SESSION_NOTIFY_WELCOME, // Close all dialogs and show the welcome main menu
};
enum SESSION_PROPS
{
SESSION_CONTEXT,
SESSION_PROPERTY,
SESSION_FLAG,
};
struct hostData_s
{
char hostName[MAX_PLAYER_NAME_LENGTH];
char scenario[MAX_MAP_NAME];
int gameState;
int gameTime;
XUID xuid;
};
struct MM_QOS_t
{
int nPingMsMin; // Minimum round-trip time in ms
int nPingMsMed; // Median round-trip time in ms
float flBwUpKbs; // Bandwidth upstream in kilobytes/s
float flBwDnKbs; // Bandwidth downstream in kilobytes/s
float flLoss; // Average packet loss in percents
};
#define NO_TIME_LIMIT 65000
abstract_class IMatchmaking
{
public:
virtual void SessionNotification( const SESSION_NOTIFY notification, const int param = 0 ) = 0;
virtual void AddSessionProperty( const uint nType, const char *pID, const char *pValue, const char *pValueType ) = 0;
virtual void SetSessionProperties( KeyValues *pPropertyKeys ) = 0;
virtual void SelectSession( uint idx ) = 0;
virtual void ModifySession() = 0;
virtual void UpdateMuteList() = 0;
virtual void StartHost( bool bSystemLink = false ) = 0;
virtual void StartClient( bool bSystemLink = false ) = 0;
virtual bool StartGame() = 0;
virtual bool CancelStartGame() = 0;
virtual void ChangeTeam( const char *pTeamName ) = 0;
virtual void TellClientsToConnect() = 0;
virtual void CancelCurrentOperation() = 0;
virtual void KickPlayerFromSession( uint64 id ) = 0;
virtual void JoinInviteSession( XSESSION_INFO *pHostInfo ) = 0;
virtual void JoinInviteSessionByID( XNKID nSessionID ) = 0;
virtual void EndStatsReporting() = 0;
// For Gameui
virtual KeyValues *GetSessionProperties() = 0;
// For voice chat
virtual uint64 PlayerIdToXuid( int playerId ) = 0;
virtual bool IsPlayerMuted( int iUserId, XUID id ) = 0;
// To determine host Quality-of-Service
virtual MM_QOS_t GetQosWithLIVE() = 0;
// Used by non-'host' local machines which are starting a map to "prime" the caches. Will sit at near completion indefinitely --
// the client is waiting for a TellClientsToConnect message
virtual bool PreventFullServerStartup() = 0;
};
#define VENGINE_MATCHMAKING_VERSION "VENGINE_MATCHMAKING_VERSION001"
#endif // IMATCHMAKING_H