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Diffstat (limited to 'lsteamclient/steamworks_sdk_113/isteammasterserverupdater.h')
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+//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
+//
+// Purpose: interface to steam for retrieving list of game servers
+//
+//=============================================================================
+
+#ifndef ISTEAMMASTERSERVERUPDATER_H
+#define ISTEAMMASTERSERVERUPDATER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "isteamclient.h"
+
+#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Game engines use this to tell the Steam master servers
+// about their games so their games can show up in the server browser.
+//-----------------------------------------------------------------------------
+class ISteamMasterServerUpdater
+{
+public:
+
+ // Call this as often as you like to tell the master server updater whether or not
+ // you want it to be active (default: off).
+ virtual void SetActive( bool bActive ) = 0;
+
+ // You usually don't need to modify this.
+ // Pass -1 to use the default value for iHeartbeatInterval.
+ // Some mods change this.
+ virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
+
+
+// These are in GameSocketShare mode, where instead of ISteamMasterServerUpdater creating its own
+// socket to talk to the master server on, it lets the game use its socket to forward messages
+// back and forth. This prevents us from requiring server ops to open up yet another port
+// in their firewalls.
+//
+// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
+
+ // These are used when you've elected to multiplex the game server's UDP socket
+ // rather than having the master server updater use its own sockets.
+ //
+ // Source games use this to simplify the job of the server admins, so they
+ // don't have to open up more ports on their firewalls.
+
+ // Call this when a packet that starts with 0xFFFFFFFF comes in. That means
+ // it's for us.
+ virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
+
+ // AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
+ // This gets a packet that the master server updater needs to send out on UDP.
+ // It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
+ // Call this each frame until it returns 0.
+ virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
+
+
+// Functions to set various fields that are used to respond to queries.
+
+ // Call this to set basic data that is passed to the server browser.
+ virtual void SetBasicServerData(
+ unsigned short nProtocolVersion,
+ bool bDedicatedServer,
+ const char *pRegionName,
+ const char *pProductName,
+ unsigned short nMaxReportedClients,
+ bool bPasswordProtected,
+ const char *pGameDescription ) = 0;
+
+ // Call this to clear the whole list of key/values that are sent in rules queries.
+ virtual void ClearAllKeyValues() = 0;
+
+ // Call this to add/update a key/value pair.
+ virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0;
+
+
+ // You can call this upon shutdown to clear out data stored for this game server and
+ // to tell the master servers that this server is going away.
+ virtual void NotifyShutdown() = 0;
+
+ // Returns true if the master server has requested a restart.
+ // Only returns true once per request.
+ virtual bool WasRestartRequested() = 0;
+
+ // Force it to request a heartbeat from the master servers.
+ virtual void ForceHeartbeat() = 0;
+
+ // Manually edit and query the master server list.
+ // It will provide name resolution and use the default master server port if none is provided.
+ virtual bool AddMasterServer( const char *pServerAddress ) = 0;
+ virtual bool RemoveMasterServer( const char *pServerAddress ) = 0;
+
+ virtual int GetNumMasterServers() = 0;
+
+ // Returns the # of bytes written to pOut.
+ virtual int GetMasterServerAddress( int iServer, char *pOut, int outBufferSize ) = 0;
+};
+
+#define STEAMMASTERSERVERUPDATER_INTERFACE_VERSION "SteamMasterServerUpdater001"
+
+#endif // ISTEAMMASTERSERVERUPDATER_H