public void RefreshQuery(HServerListRequest hRequest) { _RefreshQuery(Self, hRequest); }
public static void CancelQuery(HServerListRequest hRequest) { InteropHelp.TestIfAvailableClient(); NativeMethods.ISteamMatchmakingServers_CancelQuery(hRequest); }
public static int GetServerCount(HServerListRequest hRequest) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamMatchmakingServers_GetServerCount(hRequest)); }
private void InternalOnRefreshComplete(HServerListRequest hRequest, EMatchMakingServerResponse response) { this.m_RefreshComplete(hRequest, response); }
public static void ReleaseRequest(HServerListRequest hServerListRequest) { InteropHelp.TestIfAvailableClient(); NativeMethods.ISteamMatchmakingServers_ReleaseRequest(hServerListRequest); }
private static extern void _RefreshServer(IntPtr self, HServerListRequest hRequest, int iServer);
private static extern void _ReleaseRequest(IntPtr self, HServerListRequest hServerListRequest);
/// <summary> /// <para> Ping every server in your list again but don't update the list of servers</para> /// <para> Query callback installed when the server list was requested will be used</para> /// <para> again to post notifications and RefreshComplete, so the callback must remain</para> /// <para> valid until another RefreshComplete is called on it or the request</para> /// <para> is released with ReleaseRequest( hRequest )</para> /// </summary> public static void RefreshQuery(HServerListRequest hRequest) { InteropHelp.TestIfAvailableClient(); NativeMethods.ISteamMatchmakingServers_RefreshQuery(CSteamAPIContext.GetSteamMatchmakingServers(), hRequest); }
private static extern IntPtr _GetServerDetails(IntPtr self, HServerListRequest hRequest, int iServer);
} // 0x0000000180004FE0-0x0000000180004FF0 static HServerListRequest() { Invalid = default; } // 0x00000001807CD7C0-0x00000001807CD800
public static explicit operator IntPtr(HServerListRequest that) => default; // 0x00000001802A78B0-0x00000001802A78C0 public bool Equals(HServerListRequest other) => default; // 0x000000018002F1A0-0x000000018002F1B0
private void InternalOnServerFailedToRespond(IntPtr thisptr, HServerListRequest hRequest, int iServer) { m_ServerFailedToRespond(hRequest, iServer); }
/* 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 IntPtr GetServerDetails(HServerListRequest hRequest, int iServer) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamMatchmakingServers_GetServerDetails(hRequest, iServer)); }
public void ReleaseRequest(HServerListRequest hServerListRequest) { _ReleaseRequest(Self, hServerListRequest); }
private static extern int _GetServerCount(IntPtr self, HServerListRequest hRequest);
internal gameserveritem_t GetServerDetails(HServerListRequest hRequest, int iServer) { var returnValue = _GetServerDetails(Self, hRequest, iServer); return(returnValue.ToType <gameserveritem_t>()); }
internal int GetServerCount(HServerListRequest hRequest) { var returnValue = _GetServerCount(Self, hRequest); return(returnValue); }
private static extern void _CancelQuery(IntPtr self, HServerListRequest hRequest);
internal void RefreshServer(HServerListRequest hRequest, int iServer) { _RefreshServer(Self, hRequest, iServer); }
internal void CancelQuery(HServerListRequest hRequest) { _CancelQuery(Self, hRequest); }
internal void ReleaseRequest(HServerListRequest hServerListRequest) { _ReleaseRequest(Self, hServerListRequest); }
private static extern void _RefreshQuery(IntPtr self, HServerListRequest hRequest);
private void InternalOnServerResponded(HServerListRequest hRequest, int iServer) { this.m_ServerResponded(hRequest, iServer); }
internal void RefreshQuery(HServerListRequest hRequest) { _RefreshQuery(Self, hRequest); }
public static gameserveritem_t GetServerDetails(HServerListRequest hRequest, int iServer) { InteropHelp.TestIfAvailableClient(); return((gameserveritem_t)Marshal.PtrToStructure(NativeMethods.ISteamMatchmakingServers_GetServerDetails(hRequest, iServer), typeof(gameserveritem_t))); }
private static extern bool _IsRefreshing(IntPtr self, HServerListRequest hRequest);
public static bool IsRefreshing(HServerListRequest hRequest) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamMatchmakingServers_IsRefreshing(hRequest)); }
internal bool IsRefreshing(HServerListRequest hRequest) { var returnValue = _IsRefreshing(Self, hRequest); return(returnValue); }
public static void RefreshServer(HServerListRequest hRequest, int iServer) { InteropHelp.TestIfAvailableClient(); NativeMethods.ISteamMatchmakingServers_RefreshServer(hRequest, iServer); }
public void CancelQuery(HServerListRequest hRequest) { _CancelQuery(Self, hRequest); }