This interface should be implemented by the game to receive asynchronous game query results.
struct IGameQueryListener { };
INetwork.h
virtual ~IGameQueryListener();
Adds a received server pong.
virtual void AddPong(string address, uint32 ping) = 0;
Adds a server to intern list if not already existing, else just update data.
virtual void AddServer(const char* description, const char* target, const char* additionalText, uint32 ping) = 0;
Connects a network game to the specified server.
virtual void ConnectToServer(const char* server) = 0;
virtual \ void GetCurrentServers(char*** pastrServers, int& o_amount) = 0;
virtual void GetMemoryStatistics(ICrySizer* pSizer) = 0;
Returns a specific server by number (NULL if not available).
virtual void GetServer(int number, char** server, char** data, int& ping) = 0;
Returns the game server's data as a string and it's ping as an integer by reference.
virtual const char* GetServerData(const char* server, int& o_ping) = 0;
Retrieves infos from the data string.
virtual void GetValuesFromData(char * strData, SServerData * pServerData) = 0;
virtual void OnReceiveGameState(const char *, XmlNodeRef) = 0;
Refresh pings of all servers in the list.
virtual void RefreshPings() = 0;
virtual void Release() = 0;
Removes a server independently from last answer etc.
virtual void RemoveServer(string address) = 0;
virtual void Update() = 0;