struct IServerListener { };
INetworkService.h
virtual ~IServerListener();
virtual void NewServer(const int id, const SBasicServerInfo*) = 0;
new server reported during update and basic values received
virtual void OnError(const EServerBrowserError) = 0;
called on any error
virtual void RemoveServer(const int id) = 0;
remove server from UI server list
virtual void ServerDirectConnect(bool needsnat, uint32 ip, uint16 port) = 0;
virtual void ServerUpdateComplete(const int id) = 0;
virtual void ServerUpdateFailed(const int id) = 0;
cannot update/ping server
virtual void UpdateComplete(bool cancelled) = 0;
all servers in the list processed
virtual void UpdatePing(const int id, const int ping) = 0;
server successfully pinged (servers behind NAT cannot be pinged)
virtual void UpdatePlayerValue(const int id, const int playerNum, const char* name, const char* value) = 0;
virtual void UpdateServer(const int id, const SBasicServerInfo*) = 0;
virtual void UpdateTeamValue(const int id, const int teamNum, const char * name, const char* value) = 0;
virtual void UpdateValue(const int id, const char* name, const char* value) = 0;
extended data - can be dependent on game type etc, retrieved only by request via IServerBrowser::UpdateServerInfo