#include #include "../steam.hpp" namespace steam { void* matchmaking_servers::RequestInternetServerList(unsigned int iApp, void** ppchFilters, unsigned int nFilters, matchmaking_server_list_response* pRequestServersResponse) { pRequestServersResponse->ServerResponded(reinterpret_cast(1), 0); pRequestServersResponse->RefreshComplete(reinterpret_cast(1), eServerResponded); return reinterpret_cast(1); } void* matchmaking_servers::RequestLANServerList(unsigned int iApp, matchmaking_server_list_response* pRequestServersResponse) { return reinterpret_cast(2); } void* matchmaking_servers::RequestFriendsServerList(unsigned int iApp, void** ppchFilters, unsigned int nFilters, matchmaking_server_list_response* pRequestServersResponse) { return reinterpret_cast(3); } void* matchmaking_servers::RequestFavoritesServerList(unsigned int iApp, void** ppchFilters, unsigned int nFilters, matchmaking_server_list_response* pRequestServersResponse) { return reinterpret_cast(4); } void* matchmaking_servers::RequestHistoryServerList(unsigned int iApp, void** ppchFilters, unsigned int nFilters, matchmaking_server_list_response* pRequestServersResponse) { return reinterpret_cast(5); } void* matchmaking_servers::RequestSpectatorServerList(unsigned int iApp, void** ppchFilters, unsigned int nFilters, matchmaking_server_list_response* pRequestServersResponse) { return reinterpret_cast(6); } void matchmaking_servers::ReleaseRequest(void* hServerListRequest) { } gameserveritem_t* matchmaking_servers::GetServerDetails(void* hRequest, int iServer) { static gameserveritem_t server{}; server.m_NetAdr.m_usConnectionPort = 27017; server.m_NetAdr.m_usQueryPort = 27017; server.m_NetAdr.m_unIP = 0x7F000001; server.m_nPing = 10; server.m_bHadSuccessfulResponse = true; server.m_bDoNotRefresh = false; strcpy_s(server.m_szGameDir, "usermaps"); strcpy_s(server.m_szMap, "mp_nuketown_x"); strcpy_s(server.m_szGameDescription, "Example BO^3I^5I^6I ^7Server"); server.m_nAppID = 311210; server.m_nPlayers = 0; server.m_nMaxPlayers = 18; server.m_nBotPlayers = 0; server.m_bPassword = false; server.m_bSecure = true; server.m_ulTimeLastPlayed = 0; server.m_nServerVersion = 1000; strcpy_s(server.m_szServerName, "BO^3I^5I^6I ^7Server"); strcpy_s(server.m_szGameTags, R"(\gametype\gun\dedicated\true\ranked\true\hardcore\false\zombies\false\modName\usermaps\playerCount\0)"); server.m_steamID = steam_id(); return &server; } void matchmaking_servers::CancelQuery(void* hRequest) { } void matchmaking_servers::RefreshQuery(void* hRequest) { } bool matchmaking_servers::IsRefreshing(void* hRequest) { return false; } int matchmaking_servers::GetServerCount(void* hRequest) { return (reinterpret_cast(1) == hRequest) ? 1 : 0; } void matchmaking_servers::RefreshServer(void* hRequest, int iServer) { } int matchmaking_servers::PingServer(unsigned int unIP, unsigned short usPort, void* pRequestServersResponse) { return 0; } int matchmaking_servers::PlayerDetails(unsigned int unIP, unsigned short usPort, void* pRequestServersResponse) { return 0; } int matchmaking_servers::ServerRules(unsigned int unIP, unsigned short usPort, void* pRequestServersResponse) { return 0; } void matchmaking_servers::CancelServerQuery(int hServerQuery) { } }