//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to steam managing game server/client match making
//
//=============================================================================

#ifndef ISTEAMMATCHMAKING
#define ISTEAMMATCHMAKING
#ifdef _WIN32
#pragma once
#endif

#include "steamtypes.h"
#include "steamclientpublic.h"
#include "matchmakingtypes.h" 
#include "isteamclient.h"
#include "isteamfriends.h"


//-----------------------------------------------------------------------------
// Purpose: Functions for match making services for clients to get to favorites
//			and to operate on game lobbies.
//-----------------------------------------------------------------------------
class ISteamMatchmaking
{
public:
	// game server favorites storage
	// saves basic details about a multiplayer game server locally

	// returns the number of favorites servers the user has stored
	virtual int GetFavoriteGameCount() = 0;
	
	// returns the details of the game server
	// iGame is of range [0,GetFavoriteGameCount())
	// *pnIP, *pnConnPort are filled in the with IP:port of the game server
	// *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections
	// *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added
	virtual bool GetFavoriteGame( int iGame, AppId_t *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0;

	// adds the game server to the local list; updates the time played of the server if it already exists in the list
	virtual int AddFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) =0;
	
	// removes the game server from the local storage; returns true if one was removed
    virtual bool RemoveFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0;

	///////
	// Game lobby functions

	// Get a list of relevant lobbies
	// this is an asynchronous request
	// results will be returned by LobbyMatchList_t callback, with the number of servers requested
	// if the user is not currently connected to Steam (i.e. SteamUser()->BLoggedOn() returns false) then
	// a LobbyMatchList_t callback will be posted immediately with no servers
	virtual void RequestLobbyList() = 0;

	// filters for lobbies
	// this needs to be called before RequestLobbyList() to take effect
	// these are cleared on each call to RequestLobbyList()
	virtual void AddRequestLobbyListFilter( const char *pchKeyToMatch, const char *pchValueToMatch ) = 0;
	// numerical comparison - 0 is equal, -1 is the lobby value is less than nValueToMatch, 1 is the lobby value is greater than nValueToMatch
	virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, int nComparisonType /* 0 is equal, -1 is less than, 1 is greater than */ ) = 0;
	// sets RequestLobbyList() to only returns lobbies which aren't yet full - needs SetLobbyMemberLimit() called on the lobby to set an initial limit
	virtual void AddRequestLobbyListSlotsAvailableFilter() = 0;

	// returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call
	// should only be called after a LobbyMatchList_t callback is received
	// iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching)
	// the returned CSteamID::IsValid() will be false if iLobby is out of range
	virtual CSteamID GetLobbyByIndex( int iLobby ) = 0;

	// Create a lobby on the Steam servers.
	// If bPrivate is true, then the lobby will not be returned by any RequestLobbyList() call; the CSteamID
	// of the lobby will need to be communicated via game channels or via InviteUserToLobby()
	// this is an asynchronous request
	// results will be returned by LobbyCreated_t callback when the lobby has been created;
	// local user will the join the lobby, resulting in an additional LobbyEnter_t callback being sent
	// operations on the chat room can only proceed once the LobbyEnter_t has been received
	virtual void CreateLobby( bool bPrivate ) = 0;

	// Joins an existing lobby
	// this is an asynchronous request
	// results will be returned by LobbyEnter_t callback when the lobby has been joined
	// users already in the lobby will receive LobbyChatUpdate_t callback after this user has successfully joined
	virtual void JoinLobby( CSteamID steamIDLobby ) = 0;

	// Leave a lobby; this will take effect immediately on the client side
	// other users in the lobby will be notified by a LobbyChatUpdate_t callback
	virtual void LeaveLobby( CSteamID steamIDLobby ) = 0;

	// Invite another user to the lobby
	// the target user will receive a LobbyInvite_t callback
	// will return true if the invite is successfully sent, whether or not the target responds
	// returns false if the local user is not connected to the Steam servers
	virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0;

	// Lobby iteration, for viewing details of users in a lobby
	// only accessible if the lobby user is a member of the specified lobby
	// persona information for other lobby members (name, avatar, etc.) will be asynchronously received
	// and accessible via ISteamFriends interface
	
	// returns the number of users in the specified lobby
	virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0;
	// returns the CSteamID of a user in the lobby
	// iMember is of range [0,GetNumLobbyMembers())
	virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0;

	// Get data associated with this lobby
	// takes a simple key, and returns the string associated with it
	// "" will be returned if no value is set, or if steamIDLobby is invalid
	virtual const char *GetLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0;
	// Sets a key/value pair in the lobby metadata
	// each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data
	// this can be used to set lobby names, map, etc.
	// to reset a key, just set it to ""
	// other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback
	virtual bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;

	// As above, but gets per-user data for someone in this lobby
	virtual const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) = 0;
	// Sets per-user metadata (for the local user implicitly)
	virtual void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
	
	// Broadcasts a chat message to the all the users in the lobby
	// users in the lobby (including the local user) will receive a LobbyChatMsg_t callback
	// returns true if the message is successfully sent
	// pvMsgBody can be binary or text data, up to 4k
	// if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator
	virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0;
	// Get a chat message as specified in a LobbyChatMsg_t callback
	// iChatID is the LobbyChatMsg_t::m_iChatID value in the callback
	// *pSteamIDUser is filled in with the CSteamID of the member
	// *pvData is filled in with the message itself
	// return value is the number of bytes written into the buffer
	virtual int GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;

	// Fetch metadata for a lobby you're not necessarily in right now
	// this will send down all the metadata associated with a lobby
	// this is an asynchronous call
	// returns false if the local user is not connected to the Steam servers
	virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0;
	
	// sets the game server associated with the lobby
	// usually at this point, the users will leave the lobby and join the specified game server
	// either the IP/Port or the steamID of the game server has to be valid, depending on how you want the clients to be able to connect
	virtual void SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, CSteamID steamIDGameServer ) = 0;
	// returns the details of a game server set in a lobby - returns false if there is no game server set, or that lobby doesn't exist
	virtual bool GetLobbyGameServer( CSteamID steamIDLobby, uint32 *punGameServerIP, uint16 *punGameServerPort, CSteamID *psteamIDGameServer ) = 0;

	// set the limit on the # of users who can join the lobby
	virtual bool SetLobbyMemberLimit( CSteamID steamIDLobby, int cMaxMembers ) = 0;
	// returns the current limit on the # of users who can join the lobby; returns 0 if no limit is defined
	virtual int GetLobbyMemberLimit( CSteamID steamIDLobby ) = 0;

	// asks the Steam servers for a list of lobbies that friends are in
	// returns results by posting one RequestFriendsLobbiesResponse_t callback per friend/lobby pair
	// if no friends are in lobbies, RequestFriendsLobbiesResponse_t will be posted but with 0 results
	// filters don't apply to lobbies (currently)
	virtual bool RequestFriendsLobbies() = 0;
};
#define STEAMMATCHMAKING_INTERFACE_VERSION "SteamMatchMaking004"


//-----------------------------------------------------------------------------
// Callback interfaces for server list functions (see ISteamMatchmakingServers below)
//
// The idea here is that your game code implements objects that implement these
// interfaces to receive callback notifications after calling asynchronous functions
// inside the ISteamMatchmakingServers() interface below.
//
// This is different than normal Steam callback handling due to the potentially
// large size of server lists.
//-----------------------------------------------------------------------------

//-----------------------------------------------------------------------------
// Purpose: Callback interface for receiving responses after a server list refresh
// or an individual server update.
//
// Since you get these callbacks after requesting full list refreshes you will
// usually implement this interface inside an object like CServerBrowser.  If that
// object is getting destructed you should use ISteamMatchMakingServers()->CancelQuery()
// to cancel any in-progress queries so you don't get a callback into the destructed
// object and crash.
//-----------------------------------------------------------------------------
class ISteamMatchmakingServerListResponse
{
public:
	// Server has responded ok with updated data
	virtual void ServerResponded( int iServer ) = 0; 

	// Server has failed to respond
	virtual void ServerFailedToRespond( int iServer ) = 0; 

	// A list refresh you had initiated is now 100% completed
	virtual void RefreshComplete( EMatchMakingServerResponse response ) = 0; 
};


//-----------------------------------------------------------------------------
// Purpose: Callback interface for receiving responses after pinging an individual server 
//
// These callbacks all occur in response to querying an individual server
// via the ISteamMatchmakingServers()->PingServer() call below.  If you are 
// destructing an object that implements this interface then you should call 
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
// which is in progress.  Failure to cancel in progress queries when destructing
// a callback handler may result in a crash when a callback later occurs.
//-----------------------------------------------------------------------------
class ISteamMatchmakingPingResponse
{
public:
	// Server has responded successfully and has updated data
	virtual void ServerResponded( gameserveritem_t &server ) = 0;

	// Server failed to respond to the ping request
	virtual void ServerFailedToRespond() = 0;
};


//-----------------------------------------------------------------------------
// Purpose: Callback interface for receiving responses after requesting details on
// who is playing on a particular server.
//
// These callbacks all occur in response to querying an individual server
// via the ISteamMatchmakingServers()->PlayerDetails() call below.  If you are 
// destructing an object that implements this interface then you should call 
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
// which is in progress.  Failure to cancel in progress queries when destructing
// a callback handler may result in a crash when a callback later occurs.
//-----------------------------------------------------------------------------
class ISteamMatchmakingPlayersResponse
{
public:
	// Got data on a new player on the server -- you'll get this callback once per player
	// on the server which you have requested player data on.
	virtual void AddPlayerToList( const char *pchName, int nScore, float flTimePlayed ) = 0;

	// The server failed to respond to the request for player details
	virtual void PlayersFailedToRespond() = 0;

	// The server has finished responding to the player details request 
	// (ie, you won't get anymore AddPlayerToList callbacks)
	virtual void PlayersRefreshComplete() = 0;
};


//-----------------------------------------------------------------------------
// Purpose: Callback interface for receiving responses after requesting rules
// details on a particular server.
//
// These callbacks all occur in response to querying an individual server
// via the ISteamMatchmakingServers()->ServerRules() call below.  If you are 
// destructing an object that implements this interface then you should call 
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
// which is in progress.  Failure to cancel in progress queries when destructing
// a callback handler may result in a crash when a callback later occurs.
//-----------------------------------------------------------------------------
class ISteamMatchmakingRulesResponse
{
public:
	// Got data on a rule on the server -- you'll get one of these per rule defined on
	// the server you are querying
	virtual void RulesResponded( const char *pchRule, const char *pchValue ) = 0;

	// The server failed to respond to the request for rule details
	virtual void RulesFailedToRespond() = 0;

	// The server has finished responding to the rule details request 
	// (ie, you won't get anymore RulesResponded callbacks)
	virtual void RulesRefreshComplete() = 0;
};


//-----------------------------------------------------------------------------
// Typedef for handle type you will receive when querying details on an individual server.
//-----------------------------------------------------------------------------
typedef int HServerQuery;
const int HSERVERQUERY_INVALID = 0xffffffff;

//-----------------------------------------------------------------------------
// Purpose: Functions for match making services for clients to get to game lists and details
//-----------------------------------------------------------------------------
class ISteamMatchmakingServers
{
public:
	// Request a new list of servers of a particular type.  These calls each correspond to one of the EMatchMakingType values.
	virtual void RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
	virtual void RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
	virtual void RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
	virtual void RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
	virtual void RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
	virtual void RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;

	/* the filters that are available in the ppchFilters params are:

		"map"		- map the server is running, as set in the dedicated server api
		"dedicated" - reports bDedicated from the API
		"secure"	- VAC-enabled
		"full"		- not full
		"empty"		- not empty
		"noplayers" - is empty
		"proxy"		- a relay 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
	virtual gameserveritem_t *GetServerDetails( EMatchMakingType eType, int iServer ) = 0; 

	// 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.
	virtual void CancelQuery( EMatchMakingType eType ) = 0; 

	// Ping every server in your list again but don't update the list of servers
	virtual void RefreshQuery( EMatchMakingType eType ) = 0; 

	// Returns true if the list is currently refreshing its server list
	virtual bool IsRefreshing( EMatchMakingType eType ) = 0; 

	// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
	virtual int GetServerCount( EMatchMakingType eType ) = 0; 

	// Refresh a single server inside of a query (rather than all the servers )
	virtual void RefreshServer( EMatchMakingType eType, int iServer ) = 0; 


	//-----------------------------------------------------------------------------
	// Queries to individual servers directly via IP/Port
	//-----------------------------------------------------------------------------

	// Request updated ping time and other details from a single server
	virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0; 

	// Request the list of players currently playing on a server
	virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0;

	// Request the list of rules that the server is running (See ISteamMasterServerUpdater->SetKeyValue() to set the rules server side)
	virtual HServerQuery ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse ) = 0; 

	// 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.
	virtual void CancelServerQuery( HServerQuery hServerQuery ) = 0; 
};
#define STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION "SteamMatchMakingServers001"

// game server flags
const uint32 k_unFavoriteFlagNone			= 0x00;
const uint32 k_unFavoriteFlagFavorite		= 0x01; // this game favorite entry is for the favorites list
const uint32 k_unFavoriteFlagHistory		= 0x02; // this game favorite entry is for the history list


//-----------------------------------------------------------------------------
// Purpose: Used in ChatInfo messages - fields specific to a chat member - must fit in a uint32
//-----------------------------------------------------------------------------
enum EChatMemberStateChange
{
	// Specific to joining / leaving the chatroom
	k_EChatMemberStateChangeEntered			= 0x01,		// This user has joined or is joining the chat room
	k_EChatMemberStateChangeLeft			= 0x02,		// This user has left or is leaving the chat room
	k_EChatMemberStateChangeDisconnected	= 0x04,		// User disconnected without leaving the chat first
	k_EChatMemberStateChangeKicked			= 0x08,		// User kicked
	k_EChatMemberStateChangeBanned			= 0x10,		// User kicked and banned

	k_EChatMemberInfoVoiceSpeaking			= 0x20,		// User started talking (using speaker slot)
	k_EChatMemberInfoVoiceDoneSpeaking		= 0x40,		// User relinquished speaker slot
};

// returns true of the flags indicate that a user has been removed from the chat
#define BChatMemberStateChangeRemoved( rgfChatMemberStateChangeFlags ) ( rgfChatMemberStateChangeFlags & ( k_EChatMemberStateChangeDisconnected | k_EChatMemberStateChangeLeft | k_EChatMemberStateChangeKicked | k_EChatMemberStateChangeBanned ) )


//-----------------------------------------------------------------------------
// Callbacks for ISteamMatchmaking (which go through the regular Steam callback registration system)


//-----------------------------------------------------------------------------
// Purpose: a server was added/removed from the favorites list, you should refresh now
//-----------------------------------------------------------------------------
struct FavoritesListChanged_t
{
	enum { k_iCallback = k_iSteamMatchmakingCallbacks + 2 };
	uint32 m_nIP; // an IP of 0 means reload the whole list, any other value means just one server
	uint32 m_nQueryPort;
	uint32 m_nConnPort;
	uint32 m_nAppID;
	uint32 m_nFlags;
	bool m_bAdd; // true if this is adding the entry, otherwise it is a remove
};


//-----------------------------------------------------------------------------
// Purpose: Someone has invited you to join a Lobby
//			normally you don't need to do anything with this, since
//			the Steam UI will also display a '<user> has invited you to the lobby, join?' dialog
//			if the user outside a game chooses to join, your game will be launched with the parameter "+connect_lobby <64-bit lobby id>"
//-----------------------------------------------------------------------------
struct LobbyInvite_t
{
	enum { k_iCallback = k_iSteamMatchmakingCallbacks + 3 };

	uint64 m_ulSteamIDUser;		// Steam ID of the person making the invite
	uint64 m_ulSteamIDLobby;	// Steam ID of the Lobby
};


//-----------------------------------------------------------------------------
// Purpose: Sent on entering a Lobby
//			m_EChatRoomEnterResponse will be set to k_EChatRoomEnterResponseSuccess on success,
//			or a higher value on failure (see enum EChatRoomEnterResponse)
//-----------------------------------------------------------------------------
struct LobbyEnter_t
{
	enum { k_iCallback = k_iSteamMatchmakingCallbacks + 4 };

	uint64 m_ulSteamIDLobby;							// SteamID of the Lobby you have entered
	uint32 m_rgfChatPermissions;						// Permissions of the current user
	bool m_bLocked;										// If true, then only invited users may join
	uint32 m_EChatRoomEnterResponse;	// EChatRoomEnterResponse
};


//-----------------------------------------------------------------------------
// Purpose: The lobby metadata has changed
//			if m_ulSteamIDMember is the steamID of a lobby member, use GetLobbyMemberData() to access per-user details
//			if m_ulSteamIDMember == m_ulSteamIDLobby, use GetLobbyData() to access lobby metadata
//-----------------------------------------------------------------------------
struct LobbyDataUpdate_t
{
	enum { k_iCallback = k_iSteamMatchmakingCallbacks + 5 };

	uint64 m_ulSteamIDLobby;		// steamID of the Lobby
	uint64 m_ulSteamIDMember;		// steamID of the member whose data changed, or the room itself
};


//-----------------------------------------------------------------------------
// Purpose: The lobby chat room state has changed
//			this is usually sent when a user has joined or left the lobby
//-----------------------------------------------------------------------------
struct LobbyChatUpdate_t
{
	enum { k_iCallback = k_iSteamMatchmakingCallbacks + 6 };

	uint64 m_ulSteamIDLobby;			// Lobby ID
	uint64 m_ulSteamIDUserChanged;		// user who's status in the lobby just changed - can be recipient
	uint64 m_ulSteamIDMakingChange;		// Chat member who made the change (different from SteamIDUserChange if kicking, muting, etc.)
										// for example, if one user kicks another from the lobby, this will be set to the id of the user who initiated the kick
	uint32 m_rgfChatMemberStateChange;	// bitfield of EChatMemberStateChange values
};


//-----------------------------------------------------------------------------
// Purpose: A chat message for this lobby has been sent
//			use GetLobbyChatEntry( m_iChatID ) to retrieve the contents of this message
//-----------------------------------------------------------------------------
struct LobbyChatMsg_t
{
	enum { k_iCallback = k_iSteamMatchmakingCallbacks + 7 };

	uint64 m_ulSteamIDLobby;			// the lobby id this is in
	uint64 m_ulSteamIDUser;			// steamID of the user who has sent this message
	uint8 m_eChatEntryType;			// type of message
	uint32 m_iChatID;				// index of the chat entry to lookup
};


//-----------------------------------------------------------------------------
// Purpose: A game created a game for all the members of the lobby to join,
//			as triggered by a SetLobbyGameServer()
//			it's up to the individual clients to take action on this; the usual
//			game behavior is to leave the lobby and connect to the specified game server
//-----------------------------------------------------------------------------
struct LobbyGameCreated_t
{
	enum { k_iCallback = k_iSteamMatchmakingCallbacks + 9 };

	uint64 m_ulSteamIDLobby;		// the lobby we were in
	uint64 m_ulSteamIDGameServer;	// the new game server that has been created or found for the lobby members
	uint32 m_unIP;					// IP & Port of the game server (if any)
	uint16 m_usPort;
};


//-----------------------------------------------------------------------------
// Purpose: Number of matching lobbies found
//			iterate the returned lobbies with GetLobbyByIndex(), from values 0 to m_nLobbiesMatching-1
//-----------------------------------------------------------------------------
struct LobbyMatchList_t
{
	enum { k_iCallback = k_iSteamMatchmakingCallbacks + 10 };
	uint32 m_nLobbiesMatching;		// Number of lobbies that matched search criteria and we have SteamIDs for
};


//-----------------------------------------------------------------------------
// Purpose: Called when the lobby is being forcefully closed
//			lobby details functions will no longer be updated
//-----------------------------------------------------------------------------
struct LobbyClosing_t
{
	enum { k_iCallback = k_iSteamMatchmakingCallbacks + 11 };
	uint64 m_ulSteamIDLobby;			// Lobby
};


//-----------------------------------------------------------------------------
// Purpose: Called when the local user has been kicked from the lobby
//			lobby details functions will no longer be updated
//-----------------------------------------------------------------------------
struct LobbyKicked_t
{
	enum { k_iCallback = k_iSteamMatchmakingCallbacks + 12 };
	uint64 m_ulSteamIDLobby;			// Lobby
	uint64 m_ulSteamIDAdmin;			// User who kicked you
};


//-----------------------------------------------------------------------------
// Purpose: Result of our request to create a Lobby
//			m_eResult == k_EResultOK on success
//			at this point, the local user may not have finishing joining this lobby;
//			game code should wait until the subsequent LobbyEnter_t callback is received
//-----------------------------------------------------------------------------
struct LobbyCreated_t
{
	enum { k_iCallback = k_iSteamMatchmakingCallbacks + 13 };
	EResult m_eResult;				// Result
	uint64 m_ulSteamIDLobby;		// chat room, zero if failed
};


//-----------------------------------------------------------------------------
// Purpose: Response to a RequestFriendsLobbies() call
//			One of these callbacks will be received per friend who is in a lobby
//			if no friends are in a lobby, then one of these will be called with 0 values
//-----------------------------------------------------------------------------
struct RequestFriendsLobbiesResponse_t
{
	enum { k_iCallback = k_iSteamMatchmakingCallbacks + 14 };
	
	uint64 m_ulSteamIDFriend;	// friend who is in a lobby; 0 if no friends in lobbies are found
	uint64 m_ulSteamIDLobby;	// lobby that the friend is in; 0 if no friends in lobbies are found

	int m_cResultIndex;			// result #, [1, m_cResultsTotal] if any are found; 0 if no friends in lobbies are found
	int m_cResultsTotal;		// total number of results; 0 if no friends in lobbies are found
};



#endif // ISTEAMMATCHMAKING
