#pragma once namespace steam { class matchmaking_servers final { public: virtual void* RequestInternetServerList(unsigned int iApp, void **ppchFilters, unsigned int nFilters, void *pRequestServersResponse); virtual void* RequestLANServerList(unsigned int iApp, void *pRequestServersResponse); virtual void* RequestFriendsServerList(unsigned int iApp, void **ppchFilters, unsigned int nFilters, void *pRequestServersResponse); virtual void* RequestFavoritesServerList(unsigned int iApp, void **ppchFilters, unsigned int nFilters, void *pRequestServersResponse); virtual void* RequestHistoryServerList(unsigned int iApp, void **ppchFilters, unsigned int nFilters, void *pRequestServersResponse); virtual void* RequestSpectatorServerList(unsigned int iApp, void **ppchFilters, unsigned int nFilters, void *pRequestServersResponse); virtual void ReleaseRequest(void* hServerListRequest); virtual void *GetServerDetails(void* hRequest, int iServer); virtual void CancelQuery(void* hRequest); virtual void RefreshQuery(void* hRequest); virtual bool IsRefreshing(void* hRequest); virtual int GetServerCount(void* hRequest); virtual void RefreshServer(void* hRequest, int iServer); virtual int PingServer(unsigned int unIP, unsigned short usPort, void *pRequestServersResponse); virtual int PlayerDetails(unsigned int unIP, unsigned short usPort, void *pRequestServersResponse); virtual int ServerRules(unsigned int unIP, unsigned short usPort, void *pRequestServersResponse); virtual void CancelServerQuery(int hServerQuery); }; }