Kerbal Space Program
1.12.4
|
|
inlinestatic |
Cancel an request which is operation on the given list type. You should call this to cancel
any in-progress requests before destructing a callback object that may have been passed
to one of the above list request calls. Not doing so may result in a crash when a callback
occurs on the destructed object.
Canceling a query does not release the allocated request handle.
The request handle must be released using ReleaseRequest( hRequest )
|
inlinestatic |
Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel
any in-progress requests before destructing a callback object that may have been passed
to one of the above calls to avoid crashing when callbacks occur.
|
inlinestatic |
How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
|
inlinestatic |
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
|
inlinestatic |
Returns true if the list is currently refreshing its server list
|
inlinestatic |
--------------------------------------------------------------------------—
Queries to individual servers directly via IP/Port
--------------------------------------------------------------------------—
Request updated ping time and other details from a single server
|
inlinestatic |
Request the list of players currently playing on a server
|
inlinestatic |
Ping every server in your list again but don't update the list of servers
Query callback installed when the server list was requested will be used
again to post notifications and RefreshComplete, so the callback must remain
valid until another RefreshComplete is called on it or the request
is released with ReleaseRequest( hRequest )
|
inlinestatic |
Refresh a single server inside of a query (rather than all the servers )
|
inlinestatic |
Releases the asynchronous request object and cancels any pending query on it if there's a pending query in progress.
RefreshComplete callback is not posted when request is released.
|
inlinestatic |
|
inlinestatic |
|
inlinestatic |
|
inlinestatic |
Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
Each call allocates a new asynchronous request object.
Request object must be released by calling ReleaseRequest( hServerListRequest )
|
inlinestatic |
|
inlinestatic |
|
inlinestatic |
Request the list of rules that the server is running (See ISteamGameServer::SetKeyValue() to set the rules server side)