Signals | Game Search

These require you to run Steam.run_callbacks() in your _process() function to receive them.


search_for_game_progress

  • There are no notes about this in Valve's header files or documentation.
  • Sends back the following data:
    • result (int)
    • search_id (int)
    • search_progress (dictionary):
      • lobby_id (int)
      • ended_search_id (int)
      • seconds_remaining_estimate (int)
      • players_searching (int)
    • result (int)
    • search_id (uint64_t)
    • search_progress (dictionary):
      • lobby_id (uint64_t)
      • ended_search_id (uint64_t)
      • seconds_remaining_estimate (int32)
      • players_searching (int32)

search_for_game_result

  • Notification to all players searching that a game has been found.
  • Sends back the following data:
    • result (int)
    • search_id (int)
    • search_result (dictionary):
      • count_players_ingame (int)
      • count_accepted_game (int)
      • host_id (int)
      • final_callback (bool)
    • result (int)
    • search_id (uint64_t)
    • search_result (dictionary):
      • count_players_ingame (int32)
      • count_accepted_game (int32)
      • host_id (uint64_t)
      • final_callback (bool)

request_players_for_game_progress

  • Callback from requestPlayersForGame when the matchmaking service has started or ended search; callback will also follow a call from cancelRequestPlayersForGame - search_in_progress will be false.
  • Sends back the following data:
    • result (int)
    • search_id (int)
    • result (int)
    • search_id (uint64_t)

request_players_for_game_result

  • Callback from requestPlayersForGame, one of these will be sent per player followed by additional callbacks when players accept or decline the game.
  • Sends back the following data:
    • result (int)
    • search_id (int)
    • player_data (dictionary)
      • player_id (int)
      • lobby_id (int)
      • player_accept_state (int)
      • player_index (int)
      • total_players (int)
      • total_players_accepted_game (int)
      • suggested_team_index (int)
      • unique_game_id (int)
    • result (int)
    • search_id (uint64_t)
    • player_data (dictionary)
      • player_id (uint64_t)
      • lobby_id (uint64_t)
      • player_accept_state (int)
      • player_index (int32)
      • total_players (int32)
      • total_players_accepted_game (int32)
      • suggested_team_index (int32)
      • unique_game_id (uint64_t)

request_players_for_game_final_result

  • There are no notes about this in Valve's header files or documentation.
  • Sends back the following data:
    • result (int)
    • search_id (int)
    • game_id (int)
    • result (int)
    • search_id (uint64_t)
    • game_id (uint64_t)

submit_player_result

  • This callback confirms that results were received by the matchmaking service for this player.
  • Sends back the following data:
    • result (int)
    • game_id (int)
    • player_id (int)
    • result (int)
    • game_id (uint64_t)
    • player_id (uint64_t)

end_game_result

  • This callback confirms that the game is recorded as complete on the matchmaking service, the next call to requestPlayersForGame will generate a new unique game ID.
  • Sends back the following data:
    • result (int)
    • game_id (int)
    • result (int)
    • game_id (uint64_t)