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- //========= Copyright � 1996-2008, Valve LLC, All rights reserved. ============
- //
- // Purpose:
- //
- // $NoKeywords: $
- //=============================================================================
- #ifndef MATCHMAKINGTYPES_H
- #define MATCHMAKINGTYPES_H
- #ifdef _WIN32
- #pragma once
- #endif
- #ifdef POSIX
- #ifndef _snprintf
- #define _snprintf snprintf
- #endif
- #endif
- #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 );
- #ifdef NETADR_H
- netadr_t GetIPAndQueryPort();
- #endif
-
- // 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 );
- // 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;
- }
- #ifdef NETADR_H
- inline netadr_t servernetadr_t::GetIPAndQueryPort()
- {
- return netadr_t( m_unIP, m_usQueryPort );
- }
- #endif
- 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
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