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| author | Aldrik Ramaekers <aldrikboy@gmail.com> | 2024-12-05 11:42:11 +0100 |
|---|---|---|
| committer | Aldrik Ramaekers <aldrikboy@gmail.com> | 2024-12-05 11:42:11 +0100 |
| commit | 0974ff30789a215a31255080251c01eaaf9a5297 (patch) | |
| tree | eda0b28d3e1aee2ca17d0f433c00574809e205d9 /steam/matchmakingtypes.h | |
| parent | 190760b05d943e065cad31a0b983ef7736551feb (diff) | |
link with steam sdk and create bindings
Diffstat (limited to 'steam/matchmakingtypes.h')
| -rw-r--r-- | steam/matchmakingtypes.h | 231 |
1 files changed, 231 insertions, 0 deletions
diff --git a/steam/matchmakingtypes.h b/steam/matchmakingtypes.h new file mode 100644 index 0000000..791802a --- /dev/null +++ b/steam/matchmakingtypes.h @@ -0,0 +1,231 @@ +//========= Copyright � 1996-2008, Valve LLC, All rights reserved. ============ +// +// Purpose: +// +// $NoKeywords: $ +//============================================================================= + +#ifndef MATCHMAKINGTYPES_H +#define MATCHMAKINGTYPES_H + +#include <stdio.h> +#include <string.h> + +// +// Max size (in bytes of UTF-8 data, not in characters) of server fields, including null terminator. +// WARNING: These cannot be changed easily, without breaking clients using old interfaces. +// +const int k_cbMaxGameServerGameDir = 32; +const int k_cbMaxGameServerMapName = 32; +const int k_cbMaxGameServerGameDescription = 64; +const int k_cbMaxGameServerName = 64; +const int k_cbMaxGameServerTags = 128; +const int k_cbMaxGameServerGameData = 2048; + +/// Store key/value pair used in matchmaking queries. +/// +/// Actually, the name Key/Value is a bit misleading. The "key" is better +/// understood as "filter operation code" and the "value" is the operand to this +/// filter operation. The meaning of the operand depends upon the filter. +struct MatchMakingKeyValuePair_t +{ + MatchMakingKeyValuePair_t() { m_szKey[0] = m_szValue[0] = 0; } + MatchMakingKeyValuePair_t( const char *pchKey, const char *pchValue ) + { + strncpy( m_szKey, pchKey, sizeof(m_szKey) ); // this is a public header, use basic c library string funcs only! + m_szKey[ sizeof( m_szKey ) - 1 ] = '\0'; + strncpy( m_szValue, pchValue, sizeof(m_szValue) ); + m_szValue[ sizeof( m_szValue ) - 1 ] = '\0'; + } + char m_szKey[ 256 ]; + char m_szValue[ 256 ]; +}; + + +enum EMatchMakingServerResponse +{ + eServerResponded = 0, + eServerFailedToRespond, + eNoServersListedOnMasterServer // for the Internet query type, returned in response callback if no servers of this type match +}; + +// servernetadr_t is all the addressing info the serverbrowser needs to know about a game server, +// namely: its IP, its connection port, and its query port. +class servernetadr_t +{ +public: + + servernetadr_t() : m_usConnectionPort( 0 ), m_usQueryPort( 0 ), m_unIP( 0 ) {} + + void Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort ); + + // Access the query port. + uint16 GetQueryPort() const; + void SetQueryPort( uint16 usPort ); + + // Access the connection port. + uint16 GetConnectionPort() const; + void SetConnectionPort( uint16 usPort ); + + // Access the IP + uint32 GetIP() const; + void SetIP( uint32 unIP ); + + // This gets the 'a.b.c.d:port' string with the connection port (instead of the query port). + const char *GetConnectionAddressString() const; + const char *GetQueryAddressString() const; + + // Comparison operators and functions. + bool operator<(const servernetadr_t &netadr) const; + void operator=( const servernetadr_t &that ) + { + m_usConnectionPort = that.m_usConnectionPort; + m_usQueryPort = that.m_usQueryPort; + m_unIP = that.m_unIP; + } + + +private: + const char *ToString( uint32 unIP, uint16 usPort ) const; + uint16 m_usConnectionPort; // (in HOST byte order) + uint16 m_usQueryPort; + uint32 m_unIP; +}; + + +inline void servernetadr_t::Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort ) +{ + m_unIP = ip; + m_usQueryPort = usQueryPort; + m_usConnectionPort = usConnectionPort; +} + +inline uint16 servernetadr_t::GetQueryPort() const +{ + return m_usQueryPort; +} + +inline void servernetadr_t::SetQueryPort( uint16 usPort ) +{ + m_usQueryPort = usPort; +} + +inline uint16 servernetadr_t::GetConnectionPort() const +{ + return m_usConnectionPort; +} + +inline void servernetadr_t::SetConnectionPort( uint16 usPort ) +{ + m_usConnectionPort = usPort; +} + +inline uint32 servernetadr_t::GetIP() const +{ + return m_unIP; +} + +inline void servernetadr_t::SetIP( uint32 unIP ) +{ + m_unIP = unIP; +} + +inline const char *servernetadr_t::ToString( uint32 unIP, uint16 usPort ) const +{ + static char s[4][64]; + static int nBuf = 0; + unsigned char *ipByte = (unsigned char *)&unIP; +#ifdef VALVE_BIG_ENDIAN + snprintf(s[nBuf], sizeof( s[nBuf] ), "%u.%u.%u.%u:%i", (int)(ipByte[0]), (int)(ipByte[1]), (int)(ipByte[2]), (int)(ipByte[3]), usPort ); +#else + snprintf(s[nBuf], sizeof( s[nBuf] ), "%u.%u.%u.%u:%i", (int)(ipByte[3]), (int)(ipByte[2]), (int)(ipByte[1]), (int)(ipByte[0]), usPort ); +#endif + const char *pchRet = s[nBuf]; + ++nBuf; + nBuf %= ( (sizeof(s)/sizeof(s[0])) ); + return pchRet; +} + +inline const char* servernetadr_t::GetConnectionAddressString() const +{ + return ToString( m_unIP, m_usConnectionPort ); +} + +inline const char* servernetadr_t::GetQueryAddressString() const +{ + return ToString( m_unIP, m_usQueryPort ); +} + +inline bool servernetadr_t::operator<(const servernetadr_t &netadr) const +{ + return ( m_unIP < netadr.m_unIP ) || ( m_unIP == netadr.m_unIP && m_usQueryPort < netadr.m_usQueryPort ); +} + +//----------------------------------------------------------------------------- +// Purpose: Data describing a single server +//----------------------------------------------------------------------------- +class gameserveritem_t +{ +public: + gameserveritem_t(); + + const char* GetName() const; + void SetName( const char *pName ); + +public: + servernetadr_t m_NetAdr; ///< IP/Query Port/Connection Port for this server + int m_nPing; ///< current ping time in milliseconds + bool m_bHadSuccessfulResponse; ///< server has responded successfully in the past + bool m_bDoNotRefresh; ///< server is marked as not responding and should no longer be refreshed + char m_szGameDir[k_cbMaxGameServerGameDir]; ///< current game directory + char m_szMap[k_cbMaxGameServerMapName]; ///< current map + char m_szGameDescription[k_cbMaxGameServerGameDescription]; ///< game description + uint32 m_nAppID; ///< Steam App ID of this server + int m_nPlayers; ///< total number of players currently on the server. INCLUDES BOTS!! + int m_nMaxPlayers; ///< Maximum players that can join this server + int m_nBotPlayers; ///< Number of bots (i.e simulated players) on this server + bool m_bPassword; ///< true if this server needs a password to join + bool m_bSecure; ///< Is this server protected by VAC + uint32 m_ulTimeLastPlayed; ///< time (in unix time) when this server was last played on (for favorite/history servers) + int m_nServerVersion; ///< server version as reported to Steam + +private: + + /// Game server name + char m_szServerName[k_cbMaxGameServerName]; + + // For data added after SteamMatchMaking001 add it here +public: + /// the tags this server exposes + char m_szGameTags[k_cbMaxGameServerTags]; + + /// steamID of the game server - invalid if it's doesn't have one (old server, or not connected to Steam) + CSteamID m_steamID; +}; + + +inline gameserveritem_t::gameserveritem_t() +{ + m_szGameDir[0] = m_szMap[0] = m_szGameDescription[0] = m_szServerName[0] = 0; + m_bHadSuccessfulResponse = m_bDoNotRefresh = m_bPassword = m_bSecure = false; + m_nPing = m_nAppID = m_nPlayers = m_nMaxPlayers = m_nBotPlayers = m_ulTimeLastPlayed = m_nServerVersion = 0; + m_szGameTags[0] = 0; +} + +inline const char* gameserveritem_t::GetName() const +{ + // Use the IP address as the name if nothing is set yet. + if ( m_szServerName[0] == 0 ) + return m_NetAdr.GetConnectionAddressString(); + else + return m_szServerName; +} + +inline void gameserveritem_t::SetName( const char *pName ) +{ + strncpy( m_szServerName, pName, sizeof( m_szServerName ) ); + m_szServerName[ sizeof( m_szServerName ) - 1 ] = '\0'; +} + + +#endif // MATCHMAKINGTYPES_H |
