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