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)

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)