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@@ -16,79 +16,8 @@
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#include "BlitzSteam.h"
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DLL_FUNCTION(ISteamMatchmakingServers*) BS_MatchmakingServers() {
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DLL_FUNCTION(ISteamMatchmakingServers*) BS_SteamMatchmakingServers() {
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return SteamMatchmakingServers();
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}
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DLL_FUNCTION(HServerListRequest) BS_MathmakingServers_RequestInternetServerList(AppId_t iApp, MatchMakingKeyValuePair_t** ppkvFilter, uint32_t nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse) {
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return SteamMatchmakingServers()->RequestInternetServerList(iApp, ppkvFilter, nFilters, pRequestServersResponse);
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}
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/*DLL_FUNCTION(HServerListRequest) BS_MathmakingServers_RequestLANServerList(AppId_t iApp, const char** ppchFilters, uint32_t nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse) {
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//return SteamMatchmakingServers()->RequestLANServerList(iApp);
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}
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DLL_FUNCTION(HServerListRequest) BS_MathmakingServers_RequestFriendsServerList(AppId_t iApp, const char** ppchFilters, uint32_t nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse) {
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}
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DLL_FUNCTION(HServerListRequest) BS_MathmakingServers_RequestFavoritesServerList(AppId_t iApp, const char** ppchFilters, uint32_t nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse) {
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}
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DLL_FUNCTION(HServerListRequest) BS_MathmakingServers_RequestHistoryServerList(AppId_t iApp, const char** ppchFilters, uint32_t nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse) {
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}
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DLL_FUNCTION(HServerListRequest) BS_MathmakingServers_RequestSpectatorServerList(AppId_t iApp, const char** ppchFilters, uint32_t nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse) {
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}*/
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//
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//
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//// Releases the asynchronous request object and cancels any pending query on it if there's a pending query in progress.
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//// RefreshComplete callback is not posted when request is released.
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//virtual void ReleaseRequest( HServerListRequest hServerListRequest ) = 0;
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//
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//// Get details on a given server in the list, you can get the valid range of index
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//// values by calling GetServerCount(). You will also receive index values in
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//// ISteamMatchmakingServerListResponse::ServerResponded() callbacks
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//virtual gameserveritem_t *GetServerDetails( HServerListRequest hRequest, int iServer ) = 0;
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//
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//// Cancel an request which is operation on the given list type. You should call this to cancel
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//// any in-progress requests before destructing a callback object that may have been passed
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//// to one of the above list request calls. Not doing so may result in a crash when a callback
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//// occurs on the destructed object.
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//// Canceling a query does not release the allocated request handle.
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//// The request handle must be released using ReleaseRequest( hRequest )
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//virtual void CancelQuery( HServerListRequest hRequest ) = 0;
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//
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//// Ping every server in your list again but don't update the list of servers
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//// Query callback installed when the server list was requested will be used
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//// again to post notifications and RefreshComplete, so the callback must remain
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//// valid until another RefreshComplete is called on it or the request
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//// is released with ReleaseRequest( hRequest )
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//virtual void RefreshQuery( HServerListRequest hRequest ) = 0;
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//
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//// Returns true if the list is currently refreshing its server list
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//virtual bool IsRefreshing( HServerListRequest hRequest ) = 0;
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//
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//// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
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//virtual int GetServerCount( HServerListRequest hRequest ) = 0;
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//
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//// Refresh a single server inside of a query (rather than all the servers )
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//virtual void RefreshServer( HServerListRequest hRequest, int iServer ) = 0;
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//
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//
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////-----------------------------------------------------------------------------
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//// Queries to individual servers directly via IP/Port
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////-----------------------------------------------------------------------------
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//
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//// Request updated ping time and other details from a single server
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//virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0;
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//
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//// Request the list of players currently playing on a server
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//virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0;
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//
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//// Request the list of rules that the server is running (See ISteamGameServer::SetKeyValue() to set the rules server side)
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//virtual HServerQuery ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse ) = 0;
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//
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//// Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel
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//// any in-progress requests before destructing a callback object that may have been passed
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//// to one of the above calls to avoid crashing when callbacks occur.
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//virtual void CancelServerQuery( HServerQuery hServerQuery ) = 0;
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#pragma message("SteamMatchmakingServers is not ported yet. TODO!")
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