private void InternalOnServerResponded(IntPtr thisptr, gameserveritem_t server) { m_ServerResponded(server); }
} // 0x00000001807CEB40-0x00000001807CEC40 private void InternalOnServerResponded(IntPtr thisptr, gameserveritem_t server) { } // 0x00000001807CEC40-0x00000001807CEC70
private void InternalOnServerResponded(gameserveritem_t server) { m_ServerResponded(server); }
void SteamMatchmakingServerListResponse_OnRefreshComplete(HServerListRequest request, EMatchMakingServerResponse response, EServerList type) { Debug.Log("Test2"); _ServerListRequest = request; Debug.LogFormat("Request: {0} Response: {1}", request, response); if (MatchmakingListRefresh != null) { gameserveritem_t[] servers = new gameserveritem_t[0]; if (response != EMatchMakingServerResponse.eServerResponded) servers = new gameserveritem_t[SteamMatchmakingServers.GetServerCount(request)]; MatchmakingListRefresh(request, response, servers, type); } }
internal void ServerResponded(ref gameserveritem_t server) { _ServerResponded(Self, ref server); }
private void MatchmakingPing_ServerResponded(gameserveritem_t gameServer) { Debug.Log("ServerResponded"); if (MatchmakingServerResponded != null) MatchmakingServerResponded(gameServer); ConnectTo(gameServer.m_steamID); }
// ISteamMatchmakingPingResponse private void OnServerResponded(gameserveritem_t gsi) { Debug.Log("OnServerResponded: " + gsi + "\n" + GameServerItemFormattedString(gsi)); }
private static extern void _ServerResponded(IntPtr self, ref gameserveritem_t server);
private string GameServerItemFormattedString(gameserveritem_t gsi) { return "m_NetAdr: " + gsi.m_NetAdr.GetConnectionAddressString() + "\n" + "m_nPing: " + gsi.m_nPing + "\n" + "m_bHadSuccessfulResponse: " + gsi.m_bHadSuccessfulResponse + "\n" + "m_bDoNotRefresh: " + gsi.m_bDoNotRefresh + "\n" + "m_szGameDir: " + gsi.GetGameDir() + "\n" + "m_szMap: " + gsi.GetMap() + "\n" + "m_szGameDescription: " + gsi.GetGameDescription() + "\n" + "m_nAppID: " + gsi.m_nAppID + "\n" + "m_nPlayers: " + gsi.m_nPlayers + "\n" + "m_nMaxPlayers: " + gsi.m_nMaxPlayers + "\n" + "m_nBotPlayers: " + gsi.m_nBotPlayers + "\n" + "m_bPassword: "******"\n" + "m_bSecure: " + gsi.m_bSecure + "\n" + "m_ulTimeLastPlayed: " + gsi.m_ulTimeLastPlayed + "\n" + "m_nServerVersion: " + gsi.m_nServerVersion + "\n" + "m_szServerName: " + gsi.GetServerName() + "\n" + "m_szGameTags: " + gsi.GetGameTags() + "\n" + "m_steamID: " + gsi.m_steamID + "\n"; }
private void GameClient_MatchmakingListFoundServer(HServerListRequest request, gameserveritem_t server) { servers.Add(server); }
/// the filter operation codes that go in the key part of MatchMakingKeyValuePair_t should be one of these: /// "map" /// - Server passes the filter if the server is playing the specified map. /// "gamedataand" /// - Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains all of the /// specified strings. The value field is a comma-delimited list of strings to match. /// "gamedataor" /// - Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains at least one of the /// specified strings. The value field is a comma-delimited list of strings to match. /// "gamedatanor" /// - Server passes the filter if the server's game data (ISteamGameServer::SetGameData) does not contain any /// of the specified strings. The value field is a comma-delimited list of strings to check. /// "gametagsand" /// - Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) contains all /// of the specified strings. The value field is a comma-delimited list of strings to check. /// "gametagsnor" /// - Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) does not contain any /// of the specified strings. The value field is a comma-delimited list of strings to check. /// "and" (x1 && x2 && ... && xn) /// "or" (x1 || x2 || ... || xn) /// "nand" !(x1 && x2 && ... && xn) /// "nor" !(x1 || x2 || ... || xn) /// - Performs Boolean operation on the following filters. The operand to this filter specifies /// the "size" of the Boolean inputs to the operation, in Key/value pairs. (The keyvalue /// pairs must immediately follow, i.e. this is a prefix logical operator notation.) /// In the simplest case where Boolean expressions are not nested, this is simply /// the number of operands. /// For example, to match servers on a particular map or with a particular tag, would would /// use these filters. /// ( server.map == "cp_dustbowl" || server.gametags.contains("payload") ) /// "or", "2" /// "map", "cp_dustbowl" /// "gametagsand", "payload" /// If logical inputs are nested, then the operand specifies the size of the entire /// "length" of its operands, not the number of immediate children. /// ( server.map == "cp_dustbowl" || ( server.gametags.contains("payload") && !server.gametags.contains("payloadrace") ) ) /// "or", "4" /// "map", "cp_dustbowl" /// "and", "2" /// "gametagsand", "payload" /// "gametagsnor", "payloadrace" /// Unary NOT can be achieved using either "nand" or "nor" with a single operand. /// "addr" /// - Server passes the filter if the server's query address matches the specified IP or IP:port. /// "gameaddr" /// - Server passes the filter if the server's game address matches the specified IP or IP:port. /// The following filter operations ignore the "value" part of MatchMakingKeyValuePair_t /// "dedicated" /// - Server passes the filter if it passed true to SetDedicatedServer. /// "secure" /// - Server passes the filter if the server is VAC-enabled. /// "notfull" /// - Server passes the filter if the player count is less than the reported max player count. /// "hasplayers" /// - Server passes the filter if the player count is greater than zero. /// "noplayers" /// - Server passes the filter if it doesn't have any players. /// "linux" /// - Server passes the filter if it's a linux 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 public static gameserveritem_t GetServerDetails(HServerListRequest hRequest, int iServer) { gameserveritem_t ret = new gameserveritem_t(); return(ret); }
public void ServerResponded(ref gameserveritem_t server) { _ServerResponded(Self, ref server); }
internal gameserveritem_t GetServerDetails(HServerListRequest hRequest, int iServer) { gameserveritem_t gameserveritemT = gameserveritem_t.Fill(this._GetServerDetails(this.Self, hRequest, iServer)); return(gameserveritemT); }