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All interface versions from sdk 1.0 and up are now supported.

This commit is contained in:
Mr_Goldberg 2022-07-31 15:49:45 -04:00
parent d076d12c6e
commit d3e8a701dd
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GPG key ID: 8597D87419DEF278
19 changed files with 1130 additions and 15 deletions

View file

@ -24,6 +24,16 @@ Steam_Apps::Steam_Apps(Settings *settings, class SteamCallResults *callback_resu
this->callback_results = callback_results;
}
// returns 0 if the key does not exist
// this may be true on first call, since the app data may not be cached locally yet
// If you expect it to exists wait for the AppDataChanged_t after the first failure and ask again
int Steam_Apps::GetAppData( AppId_t nAppID, const char *pchKey, char *pchValue, int cchValueMax )
{
//TODO
PRINT_DEBUG("GetAppData %u %s\n", nAppID, pchKey);
return 0;
}
bool Steam_Apps::BIsSubscribed()
{
PRINT_DEBUG("BIsSubscribed\n");

View file

@ -1,6 +1,7 @@
#include "base.h"
class Steam_Apps :
public ISteamApps001,
public ISteamApps002,
public ISteamApps003,
public ISteamApps004,
@ -15,6 +16,11 @@ public ISteamApps
public:
Steam_Apps(Settings *settings, class SteamCallResults *callback_results);
// returns 0 if the key does not exist
// this may be true on first call, since the app data may not be cached locally yet
// If you expect it to exists wait for the AppDataChanged_t after the first failure and ask again
int GetAppData( AppId_t nAppID, const char *pchKey, char *pchValue, int cchValueMax );
bool BIsSubscribed();
bool BIsLowViolence();
bool BIsCybercafe();

View file

@ -295,7 +295,9 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte
PRINT_DEBUG("GetISteamGameServer %s\n", pchVersion);
if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL;
if (strcmp(pchVersion, "SteamGameServer005") == 0) {
if (strcmp(pchVersion, "SteamGameServer004") == 0) {
return (ISteamGameServer *)(void *)(ISteamGameServer004 *)steam_gameserver;
} else if (strcmp(pchVersion, "SteamGameServer005") == 0) {
return (ISteamGameServer *)(void *)(ISteamGameServer005 *)steam_gameserver;
} else if (strcmp(pchVersion, "SteamGameServer006") == 0) {
return (ISteamGameServer *)(void *)(ISteamGameServer008 *)steam_gameserver;
@ -343,7 +345,9 @@ ISteamFriends *Steam_Client::GetISteamFriends( HSteamUser hSteamUser, HSteamPipe
PRINT_DEBUG("GetISteamFriends %s\n", pchVersion);
if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL;
if (strcmp(pchVersion, "SteamFriends004") == 0) {
if (strcmp(pchVersion, "SteamFriends003") == 0) {
return (ISteamFriends *)(void *)(ISteamFriends003 *)steam_friends;
} else if (strcmp(pchVersion, "SteamFriends004") == 0) {
return (ISteamFriends *)(void *)(ISteamFriends004 *)steam_friends;
} else if (strcmp(pchVersion, "SteamFriends005") == 0) {
return (ISteamFriends *)(void *)(ISteamFriends005 *)steam_friends;
@ -425,19 +429,15 @@ ISteamMatchmaking *Steam_Client::GetISteamMatchmaking( HSteamUser hSteamUser, HS
if (strcmp(pchVersion, "SteamMatchMaking001") == 0) {
//TODO
return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking;
return (ISteamMatchmaking *)(void *)(ISteamMatchmaking002 *)steam_matchmaking;
} else if (strcmp(pchVersion, "SteamMatchMaking002") == 0) {
//TODO
return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking;
return (ISteamMatchmaking *)(void *)(ISteamMatchmaking002 *)steam_matchmaking;
} else if (strcmp(pchVersion, "SteamMatchMaking003") == 0) {
//TODO
return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking;
return (ISteamMatchmaking *)(void *)(ISteamMatchmaking003 *)steam_matchmaking;
} else if (strcmp(pchVersion, "SteamMatchMaking004") == 0) {
//TODO
return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking;
return (ISteamMatchmaking *)(void *)(ISteamMatchmaking004 *)steam_matchmaking;
} else if (strcmp(pchVersion, "SteamMatchMaking005") == 0) {
//TODO
return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking;
return (ISteamMatchmaking *)(void *)(ISteamMatchmaking005 *)steam_matchmaking;
} else if (strcmp(pchVersion, "SteamMatchMaking006") == 0) {
return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking;
} else if (strcmp(pchVersion, "SteamMatchMaking007") == 0) {
@ -459,6 +459,15 @@ ISteamMatchmakingServers *Steam_Client::GetISteamMatchmakingServers( HSteamUser
{
PRINT_DEBUG("GetISteamMatchmakingServers %s\n", pchVersion);
if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL;
if (strcmp(pchVersion, "SteamMatchMakingServers001") == 0) {
return (ISteamMatchmakingServers *)(void *)(ISteamMatchmakingServers001 *)steam_matchmaking_servers;
} else if (strcmp(pchVersion, STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION) == 0) {
return steam_matchmaking_servers;
} else {
return steam_matchmaking_servers;
}
return steam_matchmaking_servers;
}
@ -676,7 +685,9 @@ ISteamApps *Steam_Client::GetISteamApps( HSteamUser hSteamUser, HSteamPipe hStea
} else {
steam_apps_temp = steam_apps;
}
if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION002") == 0) {
if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION001") == 0) {
return (ISteamApps *)(void *)(ISteamApps001 *)steam_apps_temp;
} else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION002") == 0) {
return (ISteamApps *)(void *)(ISteamApps002 *)steam_apps_temp;
} else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION003") == 0) {
return (ISteamApps *)(void *)(ISteamApps003 *)steam_apps_temp;

View file

@ -30,6 +30,7 @@ struct Avatar_Numbers {
};
class Steam_Friends :
public ISteamFriends003,
public ISteamFriends004,
public ISteamFriends005,
public ISteamFriends006,
@ -629,6 +630,12 @@ int GetFriendAvatar( CSteamID steamIDFriend, int eAvatarSize )
}
}
int GetFriendAvatar(CSteamID steamIDFriend)
{
PRINT_DEBUG("Steam_Friends::GetFriendAvatar old\n");
return GetFriendAvatar(steamIDFriend, k_EAvatarSize32x32);
}
// requests information about a user - persona name & avatar
// if bRequireNameOnly is set, then the avatar of a user isn't downloaded
// - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them

View file

@ -285,7 +285,7 @@ void Steam_GameServer::ClearAllKeyValues()
/// Call this to add/update a key/value pair.
void Steam_GameServer::SetKeyValue( const char *pKey, const char *pValue )
{
PRINT_DEBUG("SetKeyValue\n");
PRINT_DEBUG("SetKeyValue %s %s\n", pKey, pValue);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
(*server_data.mutable_values())[std::string(pKey)] = std::string(pValue);
}
@ -347,6 +347,10 @@ bool Steam_GameServer::SendUserConnectAndAuthenticate( uint32 unIPClient, const
return ticket_manager->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser);
}
void Steam_GameServer::SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize )
{
SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, NULL);
}
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
//
@ -380,7 +384,7 @@ void Steam_GameServer::SendUserDisconnect( CSteamID steamIDUser )
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
bool Steam_GameServer::BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore )
{
PRINT_DEBUG("BUpdateUserData\n");
PRINT_DEBUG("BUpdateUserData %llu %s %u\n", steamIDUser.ConvertToUint64(), pchPlayerName, uScore);
return true;
}
@ -420,6 +424,12 @@ bool Steam_GameServer::BSetServerType( uint32 unServerFlags, uint32 unGameIP, ui
return true;
}
bool Steam_GameServer::BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode )
{
return BSetServerType(unServerFlags, unGameIP, unGamePort, unSpectatorPort, usQueryPort, pchGameDir, pchVersion, bLANMode);
}
// Updates server status values which shows up in the server browser and matchmaking APIs
void Steam_GameServer::UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
const char *pchServerName, const char *pSpectatorServerName,

View file

@ -29,6 +29,7 @@ struct Gameserver_Outgoing_Packet {
};
class Steam_GameServer :
public ISteamGameServer004,
public ISteamGameServer005,
public ISteamGameServer008,
public ISteamGameServer009,
@ -189,6 +190,7 @@ public:
// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser );
void SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize );
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
//
@ -227,6 +229,9 @@ public:
bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
bool BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
// Updates server status values which shows up in the server browser and matchmaking APIs
void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
const char *pchServerName, const char *pSpectatorServerName,

View file

@ -60,6 +60,10 @@ struct Chat_Entry {
class Steam_Matchmaking :
public ISteamMatchmaking002,
public ISteamMatchmaking003,
public ISteamMatchmaking004,
public ISteamMatchmaking005,
public ISteamMatchmaking006,
public ISteamMatchmaking007,
public ISteamMatchmaking008,
@ -422,6 +426,11 @@ SteamAPICall_t RequestLobbyList()
return search_call_api_id;
}
void RequestLobbyList_OLD()
{
RequestLobbyList();
}
// filters for lobbies
// this needs to be called before RequestLobbyList() to take effect
// these are cleared on each call to RequestLobbyList()
@ -509,6 +518,11 @@ void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueTo
AddRequestLobbyListNumericalFilter(pchKeyToMatch, nValueToMatch, (ELobbyComparison) nComparisonType );
}
void AddRequestLobbyListSlotsAvailableFilter()
{
}
// 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)
@ -623,6 +637,16 @@ SteamAPICall_t CreateLobby( ELobbyType eLobbyType )
return CreateLobby(eLobbyType, 0);
}
void CreateLobby_OLD( ELobbyType eLobbyType )
{
CreateLobby(eLobbyType);
}
void CreateLobby( bool bPrivate )
{
CreateLobby(bPrivate ? k_ELobbyTypePrivate : k_ELobbyTypePublic);
}
// 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
@ -649,6 +673,11 @@ SteamAPICall_t JoinLobby( CSteamID steamIDLobby )
return pending_join.api_id;
}
void JoinLobby_OLD( CSteamID steamIDLobby )
{
JoinLobby(steamIDLobby);
}
// 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
void LeaveLobby( CSteamID steamIDLobby )
@ -1071,6 +1100,10 @@ int GetLobbyMemberLimit( CSteamID steamIDLobby )
return limit;
}
void SetLobbyVoiceEnabled( CSteamID steamIDLobby, bool bVoiceEnabled )
{
PRINT_DEBUG("SetLobbyVoiceEnabled\n");
}
// 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
@ -1131,6 +1164,23 @@ CSteamID GetLobbyOwner( CSteamID steamIDLobby )
return (uint64)lobby->owner();
}
// asks the Steam servers for a list of lobbies that friends are in
// returns results by posting one RequestFriendsLobbiesResponse_t callback per friend/lobby pair
// if no friends are in lobbies, RequestFriendsLobbiesResponse_t will be posted but with 0 results
// filters don't apply to lobbies (currently)
bool RequestFriendsLobbies()
{
PRINT_DEBUG("RequestFriendsLobbies\n");
RequestFriendsLobbiesResponse_t data = {};
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
return true;
}
float GetLobbyDistance( CSteamID steamIDLobby )
{
PRINT_DEBUG("GetLobbyDistance %llu\n", steamIDLobby.ConvertToUint64());
return 0.0;
}
// changes who the lobby owner is
// you must be the lobby owner for this to succeed, and steamIDNewOwner must be in the lobby

View file

@ -52,6 +52,7 @@ HServerListRequest Steam_Matchmaking_Servers::RequestLANServerList( AppId_t iApp
struct Steam_Matchmaking_Request request;
request.appid = iApp;
request.callbacks = pRequestServersResponse;
request.old_callbacks = NULL;
request.cancelled = false;
request.completed = false;
requests.push_back(request);
@ -90,6 +91,71 @@ HServerListRequest Steam_Matchmaking_Servers::RequestSpectatorServerList( AppId_
return RequestLANServerList(iApp, pRequestServersResponse);
}
void Steam_Matchmaking_Servers::RequestOldServerList(AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse, EMatchMakingType type)
{
PRINT_DEBUG("RequestOldServerList %u\n", iApp);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto g = std::begin(requests);
while (g != std::end(requests)) {
if (g->id == ((void *)type)) {
return;
}
++g;
}
struct Steam_Matchmaking_Request request;
request.appid = iApp;
request.callbacks = NULL;
request.old_callbacks = pRequestServersResponse;
request.cancelled = false;
request.completed = false;
requests.push_back(request);
requests[requests.size() - 1].id = (void *)type;
}
void Steam_Matchmaking_Servers::RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
{
PRINT_DEBUG("%s old\n", __FUNCTION__);
//TODO
RequestOldServerList(iApp, pRequestServersResponse, eInternetServer);
}
void Steam_Matchmaking_Servers::RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
{
PRINT_DEBUG("%s old\n", __FUNCTION__);
//TODO
RequestOldServerList(iApp, pRequestServersResponse, eLANServer);
}
void Steam_Matchmaking_Servers::RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
{
PRINT_DEBUG("%s old\n", __FUNCTION__);
//TODO
RequestOldServerList(iApp, pRequestServersResponse, eFriendsServer);
}
void Steam_Matchmaking_Servers::RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
{
PRINT_DEBUG("%s old\n", __FUNCTION__);
//TODO
RequestOldServerList(iApp, pRequestServersResponse, eFavoritesServer);
}
void Steam_Matchmaking_Servers::RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
{
PRINT_DEBUG("%s old\n", __FUNCTION__);
//TODO
RequestOldServerList(iApp, pRequestServersResponse, eHistoryServer);
}
void Steam_Matchmaking_Servers::RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
{
PRINT_DEBUG("%s old\n", __FUNCTION__);
//TODO
RequestOldServerList(iApp, pRequestServersResponse, eSpectatorServer);
}
// 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.
@ -410,6 +476,7 @@ void Steam_Matchmaking_Servers::RunCallbacks()
r.gameservers_filtered.clear();
for (auto &g : gameservers) {
PRINT_DEBUG("game_server_check %u %u\n", g.server.appid(), r.appid);
if (g.server.appid() == r.appid) {
PRINT_DEBUG("REQUESTS server found\n");
r.gameservers_filtered.push_back(g);
@ -440,6 +507,20 @@ void Steam_Matchmaking_Servers::RunCallbacks()
r.callbacks->RefreshComplete(r.id, eNoServersListedOnMasterServer);
}
}
if (r.old_callbacks) {
for (auto &g : r.gameservers_filtered) {
PRINT_DEBUG("old REQUESTS server responded cb %p\n", r.id);
r.old_callbacks->ServerResponded(i);
++i;
}
if (i) {
r.old_callbacks->RefreshComplete(eServerResponded);
} else {
r.old_callbacks->RefreshComplete(eNoServersListedOnMasterServer);
}
}
}
std::vector <struct Steam_Matchmaking_Servers_Direct_IP_Request> direct_ip_requests_temp;

View file

@ -40,11 +40,13 @@ struct Steam_Matchmaking_Request {
AppId_t appid;
HServerListRequest id;
ISteamMatchmakingServerListResponse *callbacks;
ISteamMatchmakingServerListResponse001 *old_callbacks;
bool completed, cancelled, released;
std::vector <struct Steam_Matchmaking_Servers_Gameserver> gameservers_filtered;
};
class Steam_Matchmaking_Servers : public ISteamMatchmakingServers
class Steam_Matchmaking_Servers : public ISteamMatchmakingServers,
public ISteamMatchmakingServers001
{
class Settings *settings;
class Networking *network;
@ -52,6 +54,7 @@ class Steam_Matchmaking_Servers : public ISteamMatchmakingServers
std::vector <struct Steam_Matchmaking_Servers_Gameserver> gameservers;
std::vector <struct Steam_Matchmaking_Request> requests;
std::vector <struct Steam_Matchmaking_Servers_Direct_IP_Request> direct_ip_requests;
void RequestOldServerList(AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse, EMatchMakingType type);
public:
Steam_Matchmaking_Servers(class Settings *settings, class Networking *network);
// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
@ -64,6 +67,13 @@ public:
HServerListRequest RequestHistoryServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse );
HServerListRequest RequestSpectatorServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse );
void RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse );
void RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse );
void RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse );
void RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse );
void RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse );
void RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse );
// 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.
void ReleaseRequest( HServerListRequest hServerListRequest );
@ -167,6 +177,28 @@ public:
// Refresh a single server inside of a query (rather than all the servers )
void RefreshServer( HServerListRequest hRequest, int iServer );
// 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
gameserveritem_t *GetServerDetails( EMatchMakingType eType, int iServer ) { return GetServerDetails((HServerListRequest) eType , iServer ); }
// 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.
void CancelQuery( EMatchMakingType eType ) { return CancelQuery((HServerListRequest) eType); }
// Ping every server in your list again but don't update the list of servers
void RefreshQuery( EMatchMakingType eType ) { return RefreshQuery((HServerListRequest) eType); }
// Returns true if the list is currently refreshing its server list
bool IsRefreshing( EMatchMakingType eType ) { return IsRefreshing((HServerListRequest) eType); }
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
int GetServerCount( EMatchMakingType eType ) { return GetServerCount((HServerListRequest) eType); }
// Refresh a single server inside of a query (rather than all the servers )
void RefreshServer( EMatchMakingType eType, int iServer ) { return RefreshServer((HServerListRequest) eType, iServer); }
//-----------------------------------------------------------------------------
// Queries to individual servers directly via IP/Port

View file

@ -0,0 +1,82 @@
#ifndef ISTEAMFRIENDS003_H
#define ISTEAMFRIENDS003_H
#ifdef STEAM_WIN32
#pragma once
#endif
class ISteamFriends003
{
public:
// returns the local players name - guaranteed to not be NULL.
// this is the same name as on the users community profile page
// this is stored in UTF-8 format
// like all the other interface functions that return a char *, it's important that this pointer is not saved
// off; it will eventually be free'd or re-allocated
virtual const char *GetPersonaName() = 0;
// sets the player name, stores it on the server and publishes the changes to all friends who are online
virtual void SetPersonaName_old( const char *pchPersonaName ) = 0;
// gets the status of the current user
virtual EPersonaState GetPersonaState() = 0;
// friend iteration
// takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria
// then GetFriendByIndex() can then be used to return the id's of each of those users
virtual int GetFriendCount( int iFriendFlags ) = 0;
// returns the steamID of a user
// iFriend is a index of range [0, GetFriendCount())
// iFriendsFlags must be the same value as used in GetFriendCount()
// the returned CSteamID can then be used by all the functions below to access details about the user
virtual CSteamID GetFriendByIndex( int iFriend, int iFriendFlags ) = 0;
// returns a relationship to a user
virtual EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend ) = 0;
// returns the current status of the specified user
// this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user
virtual EPersonaState GetFriendPersonaState( CSteamID steamIDFriend ) = 0;
// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
//
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;
// gets the avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
virtual int GetFriendAvatar( CSteamID steamIDFriend ) = 0;
// returns true if the friend is actually in a game
virtual bool GetFriendGamePlayed( CSteamID steamIDFriend, uint64 *pulGameID, uint32 *punGameIP, uint16 *pusGamePort, uint16 *pusQueryPort ) = 0;
// accesses old friends names - returns an empty string when their are no more items in the history
virtual const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName ) = 0;
// returns true if the specified user meets any of the criteria specified in iFriendFlags
// iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values
virtual bool HasFriend( CSteamID steamIDFriend, int iFriendFlags ) = 0;
// clan (group) iteration and access functions
virtual int GetClanCount() = 0;
virtual CSteamID GetClanByIndex( int iClan ) = 0;
virtual const char *GetClanName( CSteamID steamIDClan ) = 0;
// iterators for getting users in a chat room, lobby, game server or clan
// note that large clans that cannot be iterated by the local user
// steamIDSource can be the steamID of a group, game server, lobby or chat room
virtual int GetFriendCountFromSource( CSteamID steamIDSource ) = 0;
virtual CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend ) = 0;
// returns true if the local user can see that steamIDUser is a member or in steamIDSource
virtual bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource ) = 0;
// User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
virtual void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking ) = 0;
// activates the game overlay, with an optional dialog to open ("Friends", "Community", "Players", "Settings")
virtual void ActivateGameOverlay( const char *pchDialog ) = 0;
};
#endif // ISTEAMFRIENDS003_H

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@ -0,0 +1,84 @@
#ifndef ISTEAMGAMESERVER004_H
#define ISTEAMGAMESERVER004_H
#ifdef STEAM_WIN32
#pragma once
#endif
class ISteamGameServer004
{
public:
// connection functions
virtual void LogOn() = 0;
virtual void LogOff() = 0;
// status functions
virtual bool BLoggedOn() = 0;
virtual bool BSecure() = 0;
virtual CSteamID GetSteamID() = 0;
// Handles receiving a new connection from a Steam user. This call will ask the Steam
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
// are off-line, then it will validate the cached ticket itself which will validate app ownership
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
// and must then be sent up to the game server for authentication.
//
// Return Value: true/false depending on whether the call succeeds. If the call succeeds then you
// should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
// for the user has succeeded or failed.
virtual void SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize ) = 0;
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
//
// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
// when this user leaves the server just like you would for a real user.
virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
// Should be called whenever a user leaves our game server, this lets Steam internally
// track which users are currently on which servers for the purposes of preventing a single
// account being logged into multiple servers, showing who is currently on a server, etc.
virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
// currently connected to the server. For regular users you must call this after you receive a
// GSUserValidationSuccess callback.
//
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
//
// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
//
// Input: nGameAppID - The Steam assigned AppID for the game
// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
// unGamePort - The port which the server is listening for client connections on
// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
// pchGameDir - A unique string identifier for your game
// pchVersion - The current version of the server as a string like 1.0.0.0
// bLanMode - Is this a LAN only server?
//
// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
// and stop calling it in SteamGameServer_Init()?
virtual bool BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
// Updates server status values which shows up in the server browser and matchmaking APIs
virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
const char *pchServerName, const char *pSpectatorServerName,
const char *pchMapName ) = 0;
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
// Sets a string defining the "gametype" for this server, this is optional, but if it is set
// it allows users to filter in the matchmaking/server-browser interfaces based on the value
virtual void SetGameType( const char *pchGameType ) = 0;
// Ask if a user has a specific achievement for this game, will get a callback on reply
virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
};
#endif // ISTEAMGAMESERVER004_H

View file

@ -891,7 +891,21 @@ struct LobbyCreated_t
// used by now obsolete RequestFriendsLobbiesResponse_t
// enum { k_iCallback = k_iSteamMatchmakingCallbacks + 14 };
//-----------------------------------------------------------------------------
// Purpose: Response to a RequestFriendsLobbies() call
// One of these callbacks will be received per friend who is in a lobby
// if no friends are in a lobby, then one of these will be called with 0 values
//-----------------------------------------------------------------------------
struct RequestFriendsLobbiesResponse_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 14 };
uint64 m_ulSteamIDFriend; // friend who is in a lobby; 0 if no friends in lobbies are found
uint64 m_ulSteamIDLobby; // lobby that the friend is in; 0 if no friends in lobbies are found
int m_cResultIndex; // result #, [1, m_cResultsTotal] if any are found; 0 if no friends in lobbies are found
int m_cResultsTotal; // total number of results; 0 if no friends in lobbies are found
};
//-----------------------------------------------------------------------------
// Purpose: Result of CheckForPSNGameBootInvite

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@ -0,0 +1,126 @@
#ifndef ISTEAMMATCHMAKING002_H
#define ISTEAMMATCHMAKING002_H
#ifdef STEAM_WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Purpose: Functions for match making services for clients to get to favorites
// and to operate on game lobbies.
//-----------------------------------------------------------------------------
class ISteamMatchmaking002
{
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, with the number of servers requested
// if the user is not currently connected to Steam (i.e. SteamUser()->BLoggedOn() returns false) then
// a LobbyMatchList_t callback will be posted immediately with no servers
virtual void RequestLobbyList_OLD() = 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 bPrivate is true, 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 when the lobby has been created;
// local user will the join the lobby, resulting in an additional LobbyEnter_t callback being sent
// operations on the chat room can only proceed once the LobbyEnter_t has been received
virtual void CreateLobby( bool bPrivate ) = 0;
// Joins an existing lobby
// this is an asynchronous request
// results will be returned by LobbyEnter_t callback when the lobby has been joined
virtual void JoinLobby_OLD( 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
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;
// As above, but gets per-user data 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;
// Fetch metadata for a lobby you're not necessarily in right now
// 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
virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0;
// sets the game server associated with the lobby
// usually at this point, the users will leave the lobby and 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;
};
#endif // ISTEAMMATCHMAKING002_H

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@ -0,0 +1,151 @@
#ifndef ISTEAMMATCHMAKING003_H
#define ISTEAMMATCHMAKING003_H
#ifdef STEAM_WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Purpose: Functions for match making services for clients to get to favorites
// and to operate on game lobbies.
//-----------------------------------------------------------------------------
class ISteamMatchmaking003
{
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, with the number of servers requested
// if the user is not currently connected to Steam (i.e. SteamUser()->BLoggedOn() returns false) then
// a LobbyMatchList_t callback will be posted immediately with no servers
virtual void RequestLobbyList_OLD() = 0;
// filters for lobbies
// this needs to be called before RequestLobbyList() to take effect
// these are cleared on each call to RequestLobbyList()
virtual void AddRequestLobbyListFilter( const char *pchKeyToMatch, const char *pchValueToMatch ) = 0;
// numerical comparison - 0 is equal, -1 is the lobby value is less than nValueToMatch, 1 is the lobby value is greater than nValueToMatch
virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, int nComparisonType /* 0 is equal, -1 is less than, 1 is greater than */ ) = 0;
// sets RequestLobbyList() to only returns lobbies which aren't yet full - needs SetLobbyMemberLimit() called on the lobby to set an initial limit
virtual void AddRequestLobbyListSlotsAvailableFilter() = 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 bPrivate is true, 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 when the lobby has been created;
// local user will the join the lobby, resulting in an additional LobbyEnter_t callback being sent
// operations on the chat room can only proceed once the LobbyEnter_t has been received
virtual void CreateLobby( bool bPrivate ) = 0;
// Joins an existing lobby
// this is an asynchronous request
// results will be returned by LobbyEnter_t callback when the lobby has been joined
// users already in the lobby will receive LobbyChatUpdate_t callback after this user has successfully joined
virtual void JoinLobby_OLD( 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
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;
// As above, but gets per-user data 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;
// Fetch metadata for a lobby you're not necessarily in right now
// 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
virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0;
// sets the game server associated with the lobby
// usually at this point, the users will leave the lobby and 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;
virtual void SetLobbyVoiceEnabled( CSteamID steamIDLobby, bool bVoiceEnabled ) = 0;
// asks the Steam servers for a list of lobbies that friends are in
// returns results by posting one RequestFriendsLobbiesResponse_t callback per friend/lobby pair
// if no friends are in lobbies, RequestFriendsLobbiesResponse_t will be posted but with 0 results
// filters don't apply to lobbies (currently)
virtual bool RequestFriendsLobbies() = 0;
};
#endif // ISTEAMMATCHMAKING003_H

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@ -0,0 +1,149 @@
#ifndef ISTEAMMATCHMAKING004_H
#define ISTEAMMATCHMAKING004_H
#ifdef STEAM_WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Purpose: Functions for match making services for clients to get to favorites
// and to operate on game lobbies.
//-----------------------------------------------------------------------------
class ISteamMatchmaking004
{
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, with the number of servers requested
// if the user is not currently connected to Steam (i.e. SteamUser()->BLoggedOn() returns false) then
// a LobbyMatchList_t callback will be posted immediately with no servers
virtual void RequestLobbyList_OLD() = 0;
// filters for lobbies
// this needs to be called before RequestLobbyList() to take effect
// these are cleared on each call to RequestLobbyList()
virtual void AddRequestLobbyListFilter( const char *pchKeyToMatch, const char *pchValueToMatch ) = 0;
// numerical comparison - 0 is equal, -1 is the lobby value is less than nValueToMatch, 1 is the lobby value is greater than nValueToMatch
virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, int nComparisonType /* 0 is equal, -1 is less than, 1 is greater than */ ) = 0;
// sets RequestLobbyList() to only returns lobbies which aren't yet full - needs SetLobbyMemberLimit() called on the lobby to set an initial limit
virtual void AddRequestLobbyListSlotsAvailableFilter() = 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 bPrivate is true, 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 when the lobby has been created;
// local user will the join the lobby, resulting in an additional LobbyEnter_t callback being sent
// operations on the chat room can only proceed once the LobbyEnter_t has been received
virtual void CreateLobby( bool bPrivate ) = 0;
// Joins an existing lobby
// this is an asynchronous request
// results will be returned by LobbyEnter_t callback when the lobby has been joined
// users already in the lobby will receive LobbyChatUpdate_t callback after this user has successfully joined
virtual void JoinLobby_OLD( 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
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;
// As above, but gets per-user data 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;
// Fetch metadata for a lobby you're not necessarily in right now
// 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
virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0;
// sets the game server associated with the lobby
// usually at this point, the users will leave the lobby and 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;
// asks the Steam servers for a list of lobbies that friends are in
// returns results by posting one RequestFriendsLobbiesResponse_t callback per friend/lobby pair
// if no friends are in lobbies, RequestFriendsLobbiesResponse_t will be posted but with 0 results
// filters don't apply to lobbies (currently)
virtual bool RequestFriendsLobbies() = 0;
};
#endif // ISTEAMMATCHMAKING004_H

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@ -0,0 +1,177 @@
#ifndef ISTEAMMATCHMAKING005_H
#define ISTEAMMATCHMAKING005_H
#ifdef STEAM_WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Purpose: Functions for match making services for clients to get to favorites
// and to operate on game lobbies.
//-----------------------------------------------------------------------------
class ISteamMatchmaking005
{
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 void RequestLobbyList_OLD() = 0;
// filters for lobbies
// this needs to be called before RequestLobbyList() to take effect
// these are cleared on each call to RequestLobbyList()
virtual void AddRequestLobbyListFilter( const char *pchKeyToMatch, const char *pchValueToMatch ) = 0;
// numerical comparison
virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, int nComparisonType ) = 0;
virtual void AddRequestLobbyListSlotsAvailableFilter() = 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 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 void CreateLobby_OLD( ELobbyType eLobbyType ) = 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 void JoinLobby_OLD( 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
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;
// As above, but gets per-user data 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
// restart are returned by a LobbyDataUpdate_t callback
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;
virtual bool RequestFriendsLobbies() = 0;
// updates which type of lobby it is
// only lobbies that are k_ELobbyTypePublic will be returned by RequestLobbyList() calls
virtual bool SetLobbyType( CSteamID steamIDLobby, ELobbyType eLobbyType ) = 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;
virtual float GetLobbyDistance( CSteamID steamIDLobby ) = 0;
};
#endif // ISTEAMMATCHMAKING005_H

View file

@ -191,4 +191,118 @@ public:
virtual bool SetLobbyOwner( CSteamID steamIDLobby, CSteamID steamIDNewOwner ) = 0;
};
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// 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 ISteamMatchmakingServerListResponse001
{
public:
// Server has responded ok with updated data
virtual void ServerResponded( int iServer ) = 0;
// Server has failed to respond
virtual void ServerFailedToRespond( int iServer ) = 0;
// A list refresh you had initiated is now 100% completed
virtual void RefreshComplete( EMatchMakingServerResponse response ) = 0;
};
enum EMatchMakingType
{
eInternetServer = 0,
eLANServer,
eFriendsServer,
eFavoritesServer,
eHistoryServer,
eSpectatorServer,
eInvalidServer
};
//-----------------------------------------------------------------------------
// Purpose: Functions for match making services for clients to get to game lists and details
//-----------------------------------------------------------------------------
class ISteamMatchmakingServers001
{
public:
// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
virtual void RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
virtual void RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
virtual void RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
virtual void RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
virtual void RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0;
virtual void RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 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( EMatchMakingType eType, 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.
virtual void CancelQuery( EMatchMakingType eType ) = 0;
// Ping every server in your list again but don't update the list of servers
virtual void RefreshQuery( EMatchMakingType eType ) = 0;
// Returns true if the list is currently refreshing its server list
virtual bool IsRefreshing( EMatchMakingType eType ) = 0;
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
virtual int GetServerCount( EMatchMakingType eType ) = 0;
// Refresh a single server inside of a query (rather than all the servers )
virtual void RefreshServer( EMatchMakingType eType, 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;
};
#endif // ISTEAMMATCHMAKING007_H

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@ -49,6 +49,7 @@
#include "isteamuser019.h"
#include "isteamuser020.h"
#include "isteamfriends.h"
#include "isteamfriends003.h"
#include "isteamfriends004.h"
#include "isteamfriends005.h"
#include "isteamfriends006.h"
@ -72,6 +73,10 @@
#include "isteamutils008.h"
#include "isteamutils009.h"
#include "isteammatchmaking.h"
#include "isteammatchmaking002.h"
#include "isteammatchmaking003.h"
#include "isteammatchmaking004.h"
#include "isteammatchmaking005.h"
#include "isteammatchmaking006.h"
#include "isteammatchmaking007.h"
#include "isteammatchmaking008.h"

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@ -19,6 +19,7 @@
#include "isteamgameserver009.h"
#include "isteamgameserver008.h"
#include "isteamgameserver005.h"
#include "isteamgameserver004.h"
#include "isteamgameserverstats.h"
enum EServerMode