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+//====== Copyright © 1996-2008, 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"
+
+// lobby type description
+enum ELobbyType
+{
+ k_ELobbyTypePrivate = 0, // only way to join the lobby is to invite to someone else
+ k_ELobbyTypeFriendsOnly = 1, // shows for friends or invitees, but not in lobby list
+ k_ELobbyTypePublic = 2, // visible for friends and in lobby list
+ k_ELobbyTypeInvisible = 3, // returned by search, but not visible to other friends
+ // useful if you want a user in two lobbies, for example matching groups together
+ // a user can be in only one regular lobby, and up to two invisible lobbies
+};
+
+// lobby search filter tools
+enum ELobbyComparison
+{
+ k_ELobbyComparisonEqualToOrLessThan = -2,
+ k_ELobbyComparisonLessThan = -1,
+ k_ELobbyComparisonEqual = 0,
+ k_ELobbyComparisonGreaterThan = 1,
+ k_ELobbyComparisonEqualToOrGreaterThan = 2,
+ k_ELobbyComparisonNotEqual = 3,
+};
+
+// lobby search distance
+enum ELobbyDistanceFilter
+{
+ k_ELobbyDistanceFilterClose, // only lobbies in the same immediate region will be returned
+ k_ELobbyDistanceFilterDefault, // only lobbies in the same region or close, but looking further if the current region has infrequent lobby activity (the default)
+ k_ELobbyDistanceFilterFar, // for games that don't have many latency requirements, will return lobbies about half-way around the globe
+ k_ELobbyDistanceFilterWorldwide, // no filtering, will match lobbies as far as India to NY (not recommended, expect multiple seconds of latency between the clients)
+};
+
+// maximum number of characters a lobby metadata key can be
+#define k_nMaxLobbyKeyLength 255
+
+//-----------------------------------------------------------------------------
+// Purpose: Functions for match making services for clients to get to favorites
+// and to operate on game lobbies.
+//-----------------------------------------------------------------------------
+class ISteamMatchmaking
+{
+public:
+ // game server favorites storage
+ // saves basic details about a multiplayer game server locally
+
+ // returns the number of favorites servers the user has stored
+ virtual int GetFavoriteGameCount() = 0;
+
+ // returns the details of the game server
+ // iGame is of range [0,GetFavoriteGameCount())
+ // *pnIP, *pnConnPort are filled in the with IP:port of the game server
+ // *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections
+ // *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added
+ virtual bool GetFavoriteGame( int iGame, AppId_t *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0;
+
+ // adds the game server to the local list; updates the time played of the server if it already exists in the list
+ virtual int AddFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) =0;
+
+ // removes the game server from the local storage; returns true if one was removed
+ virtual bool RemoveFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0;
+
+ ///////
+ // Game lobby functions
+
+ // Get a list of relevant lobbies
+ // this is an asynchronous request
+ // results will be returned by LobbyMatchList_t callback & call result, with the number of lobbies found
+ // this will never return lobbies that are full
+ // to add more filter, the filter calls below need to be call before each and every RequestLobbyList() call
+ // use the CCallResult<> object in steam_api.h to match the SteamAPICall_t call result to a function in an object, e.g.
+ /*
+ class CMyLobbyListManager
+ {
+ CCallResult<CMyLobbyListManager, LobbyMatchList_t> m_CallResultLobbyMatchList;
+ void FindLobbies()
+ {
+ // SteamMatchmaking()->AddRequestLobbyListFilter*() functions would be called here, before RequestLobbyList()
+ SteamAPICall_t hSteamAPICall = SteamMatchmaking()->RequestLobbyList();
+ m_CallResultLobbyMatchList.Set( hSteamAPICall, this, &CMyLobbyListManager::OnLobbyMatchList );
+ }
+
+ void OnLobbyMatchList( LobbyMatchList_t *pLobbyMatchList, bool bIOFailure )
+ {
+ // lobby list has be retrieved from Steam back-end, use results
+ }
+ }
+ */
+ //
+ virtual SteamAPICall_t RequestLobbyList() = 0;
+ // filters for lobbies
+ // this needs to be called before RequestLobbyList() to take effect
+ // these are cleared on each call to RequestLobbyList()
+ virtual void AddRequestLobbyListStringFilter( const char *pchKeyToMatch, const char *pchValueToMatch, ELobbyComparison eComparisonType ) = 0;
+ // numerical comparison
+ virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, ELobbyComparison eComparisonType ) = 0;
+ // returns results closest to the specified value. Multiple near filters can be added, with early filters taking precedence
+ virtual void AddRequestLobbyListNearValueFilter( const char *pchKeyToMatch, int nValueToBeCloseTo ) = 0;
+ // returns only lobbies with the specified number of slots available
+ virtual void AddRequestLobbyListFilterSlotsAvailable( int nSlotsAvailable ) = 0;
+ // sets the distance for which we should search for lobbies (based on users IP address to location map on the Steam backed)
+ virtual void AddRequestLobbyListDistanceFilter( ELobbyDistanceFilter eLobbyDistanceFilter ) = 0;
+ // sets how many results to return, the lower the count the faster it is to download the lobby results & details to the client
+ virtual void AddRequestLobbyListResultCountFilter( int cMaxResults ) = 0;
+
+ // returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call
+ // should only be called after a LobbyMatchList_t callback is received
+ // iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching)
+ // the returned CSteamID::IsValid() will be false if iLobby is out of range
+ virtual CSteamID GetLobbyByIndex( int iLobby ) = 0;
+
+ // Create a lobby on the Steam servers.
+ // If private, then the lobby will not be returned by any RequestLobbyList() call; the CSteamID
+ // of the lobby will need to be communicated via game channels or via InviteUserToLobby()
+ // this is an asynchronous request
+ // results will be returned by LobbyCreated_t callback and call result; lobby is joined & ready to use at this pointer
+ // a LobbyEnter_t callback will also be received (since the local user is joining their own lobby)
+ virtual SteamAPICall_t CreateLobby( ELobbyType eLobbyType, int cMaxMembers ) = 0;
+
+ // Joins an existing lobby
+ // this is an asynchronous request
+ // results will be returned by LobbyEnter_t callback & call result, check m_EChatRoomEnterResponse to see if was successful
+ // lobby metadata is available to use immediately on this call completing
+ virtual SteamAPICall_t JoinLobby( CSteamID steamIDLobby ) = 0;
+
+ // Leave a lobby; this will take effect immediately on the client side
+ // other users in the lobby will be notified by a LobbyChatUpdate_t callback
+ virtual void LeaveLobby( CSteamID steamIDLobby ) = 0;
+
+ // Invite another user to the lobby
+ // the target user will receive a LobbyInvite_t callback
+ // will return true if the invite is successfully sent, whether or not the target responds
+ // returns false if the local user is not connected to the Steam servers
+ // if the other user clicks the join link, a GameLobbyJoinRequested_t will be posted if the user is in-game,
+ // or if the game isn't running yet the game will be launched with the parameter +connect_lobby <64-bit lobby id>
+ virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0;
+
+ // Lobby iteration, for viewing details of users in a lobby
+ // only accessible if the lobby user is a member of the specified lobby
+ // persona information for other lobby members (name, avatar, etc.) will be asynchronously received
+ // and accessible via ISteamFriends interface
+
+ // returns the number of users in the specified lobby
+ virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0;
+ // returns the CSteamID of a user in the lobby
+ // iMember is of range [0,GetNumLobbyMembers())
+ virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0;
+
+ // Get data associated with this lobby
+ // takes a simple key, and returns the string associated with it
+ // "" will be returned if no value is set, or if steamIDLobby is invalid
+ virtual const char *GetLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0;
+ // Sets a key/value pair in the lobby metadata
+ // each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data
+ // this can be used to set lobby names, map, etc.
+ // to reset a key, just set it to ""
+ // other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback
+ virtual bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
+
+ // returns the number of metadata keys set on the specified lobby
+ virtual int GetLobbyDataCount( CSteamID steamIDLobby ) = 0;
+
+ // returns a lobby metadata key/values pair by index, of range [0, GetLobbyDataCount())
+ virtual bool GetLobbyDataByIndex( CSteamID steamIDLobby, int iLobbyData, char *pchKey, int cchKeyBufferSize, char *pchValue, int cchValueBufferSize ) = 0;
+
+ // removes a metadata key from the lobby
+ virtual bool DeleteLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0;
+
+ // Gets per-user metadata for someone in this lobby
+ virtual const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) = 0;
+ // Sets per-user metadata (for the local user implicitly)
+ virtual void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
+
+ // Broadcasts a chat message to the all the users in the lobby
+ // users in the lobby (including the local user) will receive a LobbyChatMsg_t callback
+ // returns true if the message is successfully sent
+ // pvMsgBody can be binary or text data, up to 4k
+ // if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator
+ virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0;
+ // Get a chat message as specified in a LobbyChatMsg_t callback
+ // iChatID is the LobbyChatMsg_t::m_iChatID value in the callback
+ // *pSteamIDUser is filled in with the CSteamID of the member
+ // *pvData is filled in with the message itself
+ // return value is the number of bytes written into the buffer
+ virtual int GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
+
+ // Refreshes metadata for a lobby you're not necessarily in right now
+ // you never do this for lobbies you're a member of, only if your
+ // this will send down all the metadata associated with a lobby
+ // this is an asynchronous call
+ // returns false if the local user is not connected to the Steam servers
+ // results will be returned by a LobbyDataUpdate_t callback
+ // if the specified lobby doesn't exist, LobbyDataUpdate_t::m_bSuccess will be set to false
+ virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0;
+
+ // sets the game server associated with the lobby
+ // usually at this point, the users will join the specified game server
+ // either the IP/Port or the steamID of the game server has to be valid, depending on how you want the clients to be able to connect
+ virtual void SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, CSteamID steamIDGameServer ) = 0;
+ // returns the details of a game server set in a lobby - returns false if there is no game server set, or that lobby doesn't exist
+ virtual bool GetLobbyGameServer( CSteamID steamIDLobby, uint32 *punGameServerIP, uint16 *punGameServerPort, CSteamID *psteamIDGameServer ) = 0;
+
+ // set the limit on the # of users who can join the lobby
+ virtual bool SetLobbyMemberLimit( CSteamID steamIDLobby, int cMaxMembers ) = 0;
+ // returns the current limit on the # of users who can join the lobby; returns 0 if no limit is defined
+ virtual int GetLobbyMemberLimit( CSteamID steamIDLobby ) = 0;
+
+ // updates which type of lobby it is
+ // only lobbies that are k_ELobbyTypePublic or k_ELobbyTypeInvisible, and are set to joinable, will be returned by RequestLobbyList() calls
+ virtual bool SetLobbyType( CSteamID steamIDLobby, ELobbyType eLobbyType ) = 0;
+
+ // sets whether or not a lobby is joinable - defaults to true for a new lobby
+ // if set to false, no user can join, even if they are a friend or have been invited
+ virtual bool SetLobbyJoinable( CSteamID steamIDLobby, bool bLobbyJoinable ) = 0;
+
+ // returns the current lobby owner
+ // you must be a member of the lobby to access this
+ // there always one lobby owner - if the current owner leaves, another user will become the owner
+ // it is possible (bur rare) to join a lobby just as the owner is leaving, thus entering a lobby with self as the owner
+ virtual CSteamID GetLobbyOwner( CSteamID steamIDLobby ) = 0;
+
+ // changes who the lobby owner is
+ // you must be the lobby owner for this to succeed, and steamIDNewOwner must be in the lobby
+ // after completion, the local user will no longer be the owner
+ virtual bool SetLobbyOwner( CSteamID steamIDLobby, CSteamID steamIDNewOwner ) = 0;
+
+#ifdef _PS3
+ // changes who the lobby owner is
+ // you must be the lobby owner for this to succeed, and steamIDNewOwner must be in the lobby
+ // after completion, the local user will no longer be the owner
+ virtual void CheckForPSNGameBootInvite( unsigned int iGameBootAttributes ) = 0;
+#endif
+};
+#define STEAMMATCHMAKING_INTERFACE_VERSION "SteamMatchMaking008"
+
+
+//-----------------------------------------------------------------------------
+// Callback interfaces for server list functions (see ISteamMatchmakingServers below)
+//
+// The idea here is that your game code implements objects that implement these
+// interfaces to receive callback notifications after calling asynchronous functions
+// inside the ISteamMatchmakingServers() interface below.
+//
+// This is different than normal Steam callback handling due to the potentially
+// large size of server lists.
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// Typedef for handle type you will receive when requesting server list.
+//-----------------------------------------------------------------------------
+typedef void* HServerListRequest;
+
+//-----------------------------------------------------------------------------
+// Purpose: Callback interface for receiving responses after a server list refresh
+// or an individual server update.
+//
+// Since you get these callbacks after requesting full list refreshes you will
+// usually implement this interface inside an object like CServerBrowser. If that
+// object is getting destructed you should use ISteamMatchMakingServers()->CancelQuery()
+// to cancel any in-progress queries so you don't get a callback into the destructed
+// object and crash.
+//-----------------------------------------------------------------------------
+class ISteamMatchmakingServerListResponse
+{
+public:
+ // Server has responded ok with updated data
+ virtual void ServerResponded( HServerListRequest hRequest, int iServer ) = 0;
+
+ // Server has failed to respond
+ virtual void ServerFailedToRespond( HServerListRequest hRequest, int iServer ) = 0;
+
+ // A list refresh you had initiated is now 100% completed
+ virtual void RefreshComplete( HServerListRequest hRequest, EMatchMakingServerResponse response ) = 0;
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Callback interface for receiving responses after pinging an individual server
+//
+// These callbacks all occur in response to querying an individual server
+// via the ISteamMatchmakingServers()->PingServer() call below. If you are
+// destructing an object that implements this interface then you should call
+// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
+// which is in progress. Failure to cancel in progress queries when destructing
+// a callback handler may result in a crash when a callback later occurs.
+//-----------------------------------------------------------------------------
+class ISteamMatchmakingPingResponse
+{
+public:
+ // Server has responded successfully and has updated data
+ virtual void ServerResponded( gameserveritem_t &server ) = 0;
+
+ // Server failed to respond to the ping request
+ virtual void ServerFailedToRespond() = 0;
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Callback interface for receiving responses after requesting details on
+// who is playing on a particular server.
+//
+// These callbacks all occur in response to querying an individual server
+// via the ISteamMatchmakingServers()->PlayerDetails() call below. If you are
+// destructing an object that implements this interface then you should call
+// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
+// which is in progress. Failure to cancel in progress queries when destructing
+// a callback handler may result in a crash when a callback later occurs.
+//-----------------------------------------------------------------------------
+class ISteamMatchmakingPlayersResponse
+{
+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
+ // (ie, you won't get anymore AddPlayerToList callbacks)
+ virtual void PlayersRefreshComplete() = 0;
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Callback interface for receiving responses after requesting rules
+// details on a particular server.
+//
+// These callbacks all occur in response to querying an individual server
+// via the ISteamMatchmakingServers()->ServerRules() call below. If you are
+// destructing an object that implements this interface then you should call
+// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
+// which is in progress. Failure to cancel in progress queries when destructing
+// a callback handler may result in a crash when a callback later occurs.
+//-----------------------------------------------------------------------------
+class ISteamMatchmakingRulesResponse
+{
+public:
+ // Got data on a rule on the server -- you'll get one of these per rule defined on
+ // the server you are querying
+ virtual void RulesResponded( const char *pchRule, const char *pchValue ) = 0;
+
+ // The server failed to respond to the request for rule details
+ virtual void RulesFailedToRespond() = 0;
+
+ // The server has finished responding to the rule details request
+ // (ie, you won't get anymore RulesResponded callbacks)
+ virtual void RulesRefreshComplete() = 0;
+};
+
+
+//-----------------------------------------------------------------------------
+// Typedef for handle type you will receive when querying details on an individual server.
+//-----------------------------------------------------------------------------
+typedef int HServerQuery;
+const int HSERVERQUERY_INVALID = 0xffffffff;
+
+//-----------------------------------------------------------------------------
+// Purpose: Functions for match making services for clients to get to game lists and details
+//-----------------------------------------------------------------------------
+class ISteamMatchmakingServers
+{
+public:
+ // Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
+ // Each call allocates a new asynchronous request object.
+ // Request object must be released by calling ReleaseRequest( hServerListRequest )
+ virtual HServerListRequest RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
+ virtual HServerListRequest RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
+ virtual HServerListRequest RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
+ virtual HServerListRequest RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
+ virtual HServerListRequest RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
+ virtual HServerListRequest RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
+
+ // Releases the asynchronous request object and cancels any pending query on it if there's a pending query in progress.
+ // RefreshComplete callback is not posted when request is released.
+ virtual void ReleaseRequest( HServerListRequest hServerListRequest ) = 0;
+
+ /* the filters that are available in the ppchFilters params are:
+
+ "map" - map the server is running, as set in the dedicated server api
+ "dedicated" - reports bDedicated from the API
+ "secure" - VAC-enabled
+ "full" - not full
+ "empty" - not empty
+ "noplayers" - is empty
+ "proxy" - a relay server
+
+ */
+
+ // Get details on a given server in the list, you can get the valid range of index
+ // values by calling GetServerCount(). You will also receive index values in
+ // ISteamMatchmakingServerListResponse::ServerResponded() callbacks
+ virtual gameserveritem_t *GetServerDetails( HServerListRequest hRequest, int iServer ) = 0;
+
+ // Cancel an request which is operation on the given list type. You should call this to cancel
+ // any in-progress requests before destructing a callback object that may have been passed
+ // to one of the above list request calls. Not doing so may result in a crash when a callback
+ // occurs on the destructed object.
+ // Canceling a query does not release the allocated request handle.
+ // The request handle must be released using ReleaseRequest( hRequest )
+ virtual void CancelQuery( HServerListRequest hRequest ) = 0;
+
+ // Ping every server in your list again but don't update the list of servers
+ // Query callback installed when the server list was requested will be used
+ // again to post notifications and RefreshComplete, so the callback must remain
+ // valid until another RefreshComplete is called on it or the request
+ // is released with ReleaseRequest( hRequest )
+ virtual void RefreshQuery( HServerListRequest hRequest ) = 0;
+
+ // Returns true if the list is currently refreshing its server list
+ virtual bool IsRefreshing( HServerListRequest hRequest ) = 0;
+
+ // How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
+ virtual int GetServerCount( HServerListRequest hRequest ) = 0;
+
+ // Refresh a single server inside of a query (rather than all the servers )
+ virtual void RefreshServer( HServerListRequest hRequest, int iServer ) = 0;
+
+
+ //-----------------------------------------------------------------------------
+ // Queries to individual servers directly via IP/Port
+ //-----------------------------------------------------------------------------
+
+ // Request updated ping time and other details from a single server
+ virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0;
+
+ // Request the list of players currently playing on a server
+ virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0;
+
+ // Request the list of rules that the server is running (See ISteamMasterServerUpdater->SetKeyValue() to set the rules server side)
+ virtual HServerQuery ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse ) = 0;
+
+ // Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel
+ // any in-progress requests before destructing a callback object that may have been passed
+ // to one of the above calls to avoid crashing when callbacks occur.
+ virtual void CancelServerQuery( HServerQuery hServerQuery ) = 0;
+};
+#define STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION "SteamMatchMakingServers002"
+
+// 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
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Used in ChatInfo messages - fields specific to a chat member - must fit in a uint32
+//-----------------------------------------------------------------------------
+enum EChatMemberStateChange
+{
+ // Specific to joining / leaving the chatroom
+ k_EChatMemberStateChangeEntered = 0x0001, // This user has joined or is joining the chat room
+ k_EChatMemberStateChangeLeft = 0x0002, // This user has left or is leaving the chat room
+ k_EChatMemberStateChangeDisconnected = 0x0004, // User disconnected without leaving the chat first
+ k_EChatMemberStateChangeKicked = 0x0008, // User kicked
+ k_EChatMemberStateChangeBanned = 0x0010, // User kicked and banned
+};
+
+// returns true of the flags indicate that a user has been removed from the chat
+#define BChatMemberStateChangeRemoved( rgfChatMemberStateChangeFlags ) ( rgfChatMemberStateChangeFlags & ( k_EChatMemberStateChangeDisconnected | k_EChatMemberStateChangeLeft | k_EChatMemberStateChangeKicked | k_EChatMemberStateChangeBanned ) )
+
+
+//-----------------------------------------------------------------------------
+// Callbacks for ISteamMatchmaking (which go through the regular Steam callback registration system)
+#pragma pack( push, 8 )
+
+//-----------------------------------------------------------------------------
+// Purpose: a server was added/removed from the favorites list, you should refresh now
+//-----------------------------------------------------------------------------
+struct FavoritesListChanged_t
+{
+ enum { k_iCallback = k_iSteamMatchmakingCallbacks + 2 };
+ 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
+// normally you don't need to do anything with this, since
+// the Steam UI will also display a '<user> has invited you to the lobby, join?' dialog
+//
+// if the user outside a game chooses to join, your game will be launched with the parameter "+connect_lobby <64-bit lobby id>",
+// or with the callback GameLobbyJoinRequested_t if they're already in-game
+//-----------------------------------------------------------------------------
+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
+ uint64 m_ulGameID; // GameID of the Lobby
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Sent on entering a lobby, or on failing to enter
+// m_EChatRoomEnterResponse will be set to k_EChatRoomEnterResponseSuccess on success,
+// or a higher value on failure (see enum EChatRoomEnterResponse)
+//-----------------------------------------------------------------------------
+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 metadata has changed
+// if m_ulSteamIDMember is the steamID of a lobby member, use GetLobbyMemberData() to access per-user details
+// if m_ulSteamIDMember == m_ulSteamIDLobby, use GetLobbyData() to access lobby metadata
+//-----------------------------------------------------------------------------
+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
+ uint8 m_bSuccess; // true if we lobby data was successfully changed;
+ // will only be false if RequestLobbyData() was called on a lobby that no longer exists
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: The lobby chat room state has changed
+// this is usually sent when a user has joined or left the lobby
+//-----------------------------------------------------------------------------
+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.)
+ // for example, if one user kicks another from the lobby, this will be set to the id of the user who initiated the kick
+ uint32 m_rgfChatMemberStateChange; // bitfield of EChatMemberStateChange values
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: A chat message for this lobby has been sent
+// use GetLobbyChatEntry( m_iChatID ) to retrieve the contents of this message
+//-----------------------------------------------------------------------------
+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: A game created a game for all the members of the lobby to join,
+// as triggered by a SetLobbyGameServer()
+// it's up to the individual clients to take action on this; the usual
+// game behavior is to leave the lobby and connect to the specified game server
+//-----------------------------------------------------------------------------
+struct LobbyGameCreated_t
+{
+ enum { k_iCallback = k_iSteamMatchmakingCallbacks + 9 };
+
+ uint64 m_ulSteamIDLobby; // the lobby we were in
+ uint64 m_ulSteamIDGameServer; // the new game server that has been created or found for the lobby members
+ uint32 m_unIP; // IP & Port of the game server (if any)
+ uint16 m_usPort;
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Number of matching lobbies found
+// iterate the returned lobbies with GetLobbyByIndex(), from values 0 to m_nLobbiesMatching-1
+//-----------------------------------------------------------------------------
+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: posted if a user is forcefully removed from a lobby
+// can occur if a user loses connection to Steam
+//-----------------------------------------------------------------------------
+struct LobbyKicked_t
+{
+ enum { k_iCallback = k_iSteamMatchmakingCallbacks + 12 };
+ uint64 m_ulSteamIDLobby; // Lobby
+ uint64 m_ulSteamIDAdmin; // User who kicked you - possibly the ID of the lobby itself
+ uint8 m_bKickedDueToDisconnect; // true if you were kicked from the lobby due to the user losing connection to Steam (currently always true)
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Result of our request to create a Lobby
+// m_eResult == k_EResultOK on success
+// at this point, the local user may not have finishing joining this lobby;
+// game code should wait until the subsequent LobbyEnter_t callback is received
+//-----------------------------------------------------------------------------
+struct LobbyCreated_t
+{
+ enum { k_iCallback = k_iSteamMatchmakingCallbacks + 13 };
+
+ EResult m_eResult; // k_EResultOK - the lobby was successfully created
+ // k_EResultNoConnection - your Steam client doesn't have a connection to the back-end
+ // k_EResultTimeout - you the message to the Steam servers, but it didn't respond
+ // k_EResultFail - the server responded, but with an unknown internal error
+ // k_EResultAccessDenied - your game isn't set to allow lobbies, or your client does haven't rights to play the game
+ // k_EResultLimitExceeded - your game client has created too many lobbies
+
+ uint64 m_ulSteamIDLobby; // chat room, zero if failed
+};
+
+// used by now obsolete RequestFriendsLobbiesResponse_t
+// enum { k_iCallback = k_iSteamMatchmakingCallbacks + 14 };
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Result of CheckForPSNGameBootInvite
+// m_eResult == k_EResultOK on success
+// at this point, the local user may not have finishing joining this lobby;
+// game code should wait until the subsequent LobbyEnter_t callback is received
+//-----------------------------------------------------------------------------
+struct PSNGameBootInviteResult_t
+{
+ enum { k_iCallback = k_iSteamMatchmakingCallbacks + 15 };
+
+ bool m_bGameBootInviteExists;
+ CSteamID m_steamIDLobby; // Should be valid if m_bGameBootInviteExists == true
+};
+#pragma pack( pop )
+
+
+
+#endif // ISTEAMMATCHMAKING