Signals | Matchmaking
These require you to run Steam.run_callbacks() in your _process() function to receive them.
favorites_list_accounts_updated
- Called when an account on your favorites list is updated.
- Sends back the following data:
- result (int)
favorites_list_changed
- A server was added/removed from the favorites list, you should refresh now.
- Sends back the following data:
- favorite (dictionary):
- ip (string)
- query_port (int)
- connection_port (int)
- app_id (int)
- flags (int)
- add (bool)
- account_id (int)
- ip (string)
- query_port (uint32)
- connection_port (uint32)
- app_id (uint32_t)
- flags (uint32)
- add (bool)
- account_id (uint32)
- favorite (dictionary):
lobby_message
- A chat (text or binary) message for this lobby has been received.
- Sends back the following data:
- lobby_id (int)
- user (int)
- buffer (string)
- chat_type (int)
- lobby_id (uint64_t)
- user (uint64_t)
- buffer (string)
- chat_type (int)
lobby_chat_update
- A lobby chat room state has changed, this is usually sent when a user has joined or left the lobby.
- Sends back the following data:
- lobby_id (int)
- changed_id (int)
- making_change_id (int)
- chat_state (int)
- lobby_id (uint64_t)
- changed_id (uint64_t)
- making_change_id (uint64_t)
- chat_state (uint32)
lobby_created
- Result of our request to create a Lobby. At this point, the lobby has been joined and is ready for use.
- Sends back the following data:
- connect (int)
- lobby (int)
- connect (int)
- lobby (uint64_t)
lobby_data_update
- The lobby metadata has changed.
- Sends back the following data:
- success (int)
- lobby_id (int)
- member_id (int)
- key (string)
- success (uint8)
- lobby_id (uint64_t)
- member_id (uint64_t)
- key (string)
lobby_kicked
- Posted if a user is forcefully removed from a lobby; can occur if a user loses connection to Steam.
- Sends back the following data:
- lobby_id (int)
- admin_id (int)
- due_to_disconnect (int)
- lobby_id (uint64_t)
- admin_id (uint64_t)
- due_to_disconnect (uint8)
lobby_joined
- Recieved upon attempting to enter a lobby. Lobby metadata is available to use immediately after receiving this.
- Sends back the following data:
- lobby_id (int)
- permissions (int)
- locked (bool)
- response (int)
- lobby_id (uint64_t)
- permissions (uint32_t)
- locked (bool)
- response (uint32_t)
lobby_game_created
- A game server has been set via setLobbyGameServer for all of the members of the lobby to join. It's up to the individual clients to take action on this; the typical game behavior is to leave the lobby and connect to the specified game server; but the lobby may stay open throughout the session if desired.
- Sends back the following data:
- lobby_id (int)
- server_id (int)
- server_ip (int)
- port (int)
- lobby_id (uint64_t)
- server_id (uint64_t)
- server_ip (uint32)
- port (uint16)
lobby_invite
- Someone has invited you to join a Lobby. Normally you don't need to do anything with this, as the Steam UI will also display a 'user has invited you to the lobby, join?' notification and message.
- Sends back the following data:
- inviter (int)
- lobby (int)
- game (int)
- inviter (uint64_t)
- lobby (uint64_t)
- game (uint64_t)
lobby_match_list
- Result when requesting the lobby list.
- Emits signal in response to function requestLobbyList.
- Sends back the following data:
- lobbies (array)