Documentation
¶
Index ¶
- Constants
- Variables
- type Deadlock
- func (d *Deadlock) CancelChallenge(ctx context.Context, challengeID uint64) (*protocol.CMsgClientToGCChallengeCancelResponse, error)
- func (d *Deadlock) ClaimChallenge(ctx context.Context, challengeID uint64) (*protocol.CMsgClientToGCChallengeClaimResponse, error)
- func (d *Deadlock) Close()
- func (d *Deadlock) CreateParty(ctx context.Context, req *protocol.CMsgClientToGCPartyCreate) (*protocol.CMsgClientToGCPartyCreateResponse, error)
- func (d *Deadlock) FindHeroBuilds(ctx context.Context, authorAccountID uint32, heroID uint32, language []int32, ...) (*protocol.CMsgClientToGCFindHeroBuildsResponse, error)
- func (d *Deadlock) GetAccountLeaderboards(ctx context.Context, accountID uint32) (*protocol.CMsgClientToGCGetAccountLeaderboardsResponse, error)
- func (d *Deadlock) GetAccountMatchReports(ctx context.Context, matchID uint64) (*protocol.CMsgClientToGCGetAccountMatchReportsResponse, error)
- func (d *Deadlock) GetAccountStats(ctx context.Context, accountID uint32, devAccessHint bool, ...) (*protocol.CMsgClientToGCGetAccountStatsResponse, error)
- func (d *Deadlock) GetActiveMatches(ctx context.Context) (*protocol.CMsgClientToGCGetActiveMatchesResponse, error)
- func (d *Deadlock) GetBook(ctx context.Context, bookID uint32) (*protocol.CMsgClientToGCGetBookResponse, error)
- func (d *Deadlock) GetCache() *socache.SOCache
- func (d *Deadlock) GetDiscordLink(ctx context.Context) (*protocol.CMsgClientToGCGetDiscordLinkResponse, error)
- func (d *Deadlock) GetFriendGameStatus(ctx context.Context, includeInvited bool) (*protocol.CMsgClientToGCGetFriendGameStatusResponse, error)
- func (d *Deadlock) GetHeroChoice(ctx context.Context) (*protocol.CMsgClientToGCGetHeroChoiceResponse, error)
- func (d *Deadlock) GetHeroMMRRankings(ctx context.Context, targetAccountID uint32) (*protocol.CMsgClientToGCGetHeroMMRRankingsResponse, error)
- func (d *Deadlock) GetHideoutSDRTicket(ctx context.Context, lobbyID uint64) (*protocol.CMsgClientToGCGetHideoutSDRTicketResponse, error)
- func (d *Deadlock) GetLeaderboard(ctx context.Context, leaderboardRegion protocol.ECitadelLeaderboardRegion, ...) (*protocol.CMsgClientToGCGetLeaderboardResponse, error)
- func (d *Deadlock) GetMatchHistory(ctx context.Context, accountID uint32, continueCursor uint64, ...) (*protocol.CMsgClientToGCGetMatchHistoryResponse, error)
- func (d *Deadlock) GetMatchMetaData(ctx context.Context, matchID uint64, metadataSalt uint32, ...) (*protocol.CMsgClientToGCGetMatchMetaDataResponse, error)
- func (d *Deadlock) GetProfileCard(accountID uint32, devAccessHint bool, friendAccessHint bool)
- func (d *Deadlock) GetRankData(ctx context.Context) (*protocol.CMsgGCToClientGetRankDataResponse, error)
- func (d *Deadlock) GetSurveyQuestion(ctx context.Context, ...) (*protocol.CMsgClientToGCGetSurveyQuestionResponse, error)
- func (d *Deadlock) GrantForumAccess(ctx context.Context, email string) (*protocol.CMsgClientToGCGrantForumAccessResponse, error)
- func (d *Deadlock) HandleGCPacket(packet *gamecoordinator.GCPacket)
- func (d *Deadlock) InviteLobbyMember(playerID steamid.SteamId)
- func (d *Deadlock) JoinParty(ctx context.Context, partyID uint64, isRejoin bool, ...) (*protocol.CMsgClientToGCPartyJoinResponse, error)
- func (d *Deadlock) JoinPartyViaCode(ctx context.Context, joinCode uint64, partyMmInfo protocol.CMsgPartyMMInfo) (*protocol.CMsgClientToGCPartyJoinViaCodeResponse, error)
- func (d *Deadlock) LeaveLobby(ctx context.Context, lobbyID uint64) (*protocol.CMsgClientToGCLeaveLobbyResponse, error)
- func (d *Deadlock) LeaveParty(ctx context.Context, partyID uint64) (*protocol.CMsgClientToGCPartyLeaveResponse, error)
- func (d *Deadlock) MakeRequest(ctx context.Context, reqMsgID uint32, request proto.Message, respMsgID uint32, ...) (mrErr error)
- func (d *Deadlock) RecordClientEvents(ctx context.Context, events []*protocol.CMsgClientToGCRecordClientEvents_Event, ...) (*protocol.CMsgClientToGCRecordClientEventsResponse, error)
- func (d *Deadlock) ReportPlayerFromMatch(ctx context.Context, matchID uint64, targetAccountID uint32, ...) (*protocol.CMsgClientToGCReportPlayerFromMatchResponse, error)
- func (d *Deadlock) RequestCacheSubscriptionRefresh(ownerSoid *gcsdkm.CMsgSOIDOwner)
- func (d *Deadlock) RequestDevCheatReports(ctx context.Context) (*protocol.CMsgClientToGCRequestCheatReportsResponse, error)
- func (d *Deadlock) RequestHeroReleaseVoteTally(voteRounds []uint32)
- func (d *Deadlock) RequestModerator(ctx context.Context, accountID uint32) (*protocol.CMsgClientToGCModeratorRequestResponse, error)
- func (d *Deadlock) RespondLobbyInvite(lobbyId uint64, accept bool)
- func (d *Deadlock) RespondPartyInvite(partyId uint64, accept bool)
- func (d *Deadlock) SayHello(haveCacheVersions ...*gcsdkm.CMsgSOCacheHaveVersion)
- func (d *Deadlock) SendBookUnlock(ctx context.Context, bookID uint32, unlockID uint32, expectedCost uint32) (*protocol.CMsgClientToGCBookUnlockResponse, error)
- func (d *Deadlock) SendChallengeActivate(ctx context.Context, challengeID uint64) (*protocol.CMsgClientToGCChallengeActivateResponse, error)
- func (d *Deadlock) SendCommendPlayerFromMatch(ctx context.Context, matchID uint64, targetAccountID uint32, ...) (*protocol.CMsgClientToGCCommendPlayerFromMatchResponse, error)
- func (d *Deadlock) SendDeleteHeroBuild(ctx context.Context, authorAccountID uint32, heroBuildID uint32) (*protocol.CMsgClientToGCDeleteHeroBuildResponse, error)
- func (d *Deadlock) SendDevAction(ctx context.Context, action protocol.CMsgClientToGCDevAction_EAction, ...) (*protocol.CMsgClientToGCDevActionResponse, error)
- func (d *Deadlock) SendIsInMatchmaking(ctx context.Context) (*protocol.CMsgClientToGCIsInMatchmakingResponse, error)
- func (d *Deadlock) SendModifyDevAnnouncements(ctx context.Context, ...) (*protocol.CMsgClientToGCModifyDevAnnouncementsResponse, error)
- func (d *Deadlock) SendPartyAction(ctx context.Context, partyID uint64, targetAccountID uint32, ...) (*protocol.CMsgClientToGCPartyActionResponse, error)
- func (d *Deadlock) SendPartyChatMsg(ctx context.Context, partyID uint64, chatMsg string) (*protocol.CMsgClientToGCPartySendChatMsgResponse, error)
- func (d *Deadlock) SendPartyInviteUser(ctx context.Context, partyID uint64, inviteAccountID uint32) (*protocol.CMsgClientToGCPartyInviteUserResponse, error)
- func (d *Deadlock) SendReplacementSDRTicket(ctx context.Context, lobbyID uint64) (*protocol.CMsgClientToGCReplacementSDRTicketResponse, error)
- func (d *Deadlock) SendUnlockHero(ctx context.Context, heroIDs []uint32, heroChoiceID uint32) (*protocol.CMsgClientToGCUnlockHeroResponse, error)
- func (d *Deadlock) SendUpdateAccountSync(ctx context.Context, ids []uint32, values []uint32) (*protocol.CMsgClientToGCUpdateAccountSyncResponse, error)
- func (d *Deadlock) SendUpdateHeroBuild(ctx context.Context, heroBuild protocol.CMsgHeroBuild) (*protocol.CMsgClientToGCUpdateHeroBuildResponse, error)
- func (d *Deadlock) SendUpdateHeroBuildPreference(ctx context.Context, heroBuildID uint32, ...) (*protocol.CMsgClientToGCUpdateHeroBuildPreferenceResponse, error)
- func (d *Deadlock) SendUpdateRoster(ctx context.Context, heroes protocol.CMsgHeroSelectionMatchInfo, ...) (*protocol.CMsgClientToGCUpdateRosterResponse, error)
- func (d *Deadlock) SendUpdateSpectatorStatus(spectatingLobbyID uint64, stoppedSpectating bool)
- func (d *Deadlock) SetAccountPrivacySetting(ctx context.Context, ...) (*protocol.CMsgClientToGCSetAccountPrivacySettingResponse, error)
- func (d *Deadlock) SetChallengeGenerate(ctx context.Context) (*protocol.CMsgClientToGCGenerateChallengeSetResponse, error)
- func (d *Deadlock) SetDevMMBias(accountID uint32, value uint32)
- func (d *Deadlock) SetNewPlayerProgress(ctx context.Context, flag protocol.ECitadelNewPlayerProgressFlag) (*protocol.CMsgClientToGCSetNewPlayerProgressResponse, error)
- func (d *Deadlock) SetPartyMode(ctx context.Context, partyID uint64, matchMode protocol.ECitadelMatchMode, ...) (*protocol.CMsgClientToGCPartySetModeResponse, error)
- func (d *Deadlock) SetPartyReadyState(ctx context.Context, partyID uint64, readyState bool, ...) (*protocol.CMsgClientToGCPartySetReadyStateResponse, error)
- func (d *Deadlock) SetPlaying(playing bool)
- func (d *Deadlock) SetServerConVar(ctx context.Context, convarName string, convarValue string, lobbyID uint64) (*protocol.CMsgClientToGCSetServerConVarResponse, error)
- func (d *Deadlock) SpectateLobby(ctx context.Context, lobbyID uint64, clientPlatform protocol.EGCPlatform, ...) (*protocol.CMsgClientToGCSpectateLobbyResponse, error)
- func (d *Deadlock) SpectateUser(ctx context.Context, spectateAccountID uint32, ...) (*protocol.CMsgClientToGCSpectateUserResponse, error)
- func (d *Deadlock) StartMatchmaking(ctx context.Context, clientPlatform protocol.EGCPlatform, ...) (*protocol.CMsgClientToGCStartMatchmakingResponse, error)
- func (d *Deadlock) StartPartyMatch(ctx context.Context, partyID uint64) (*protocol.CMsgClientToGCPartyStartMatchResponse, error)
- func (d *Deadlock) StartRankedInterval(ctx context.Context, rankType protocol.ECitadelRankedType, interval uint32) (*protocol.CMsgClientToGCStartRankedIntervalResponse, error)
- func (d *Deadlock) StopMatchmaking(ctx context.Context) (*protocol.CMsgClientToGCStopMatchmakingResponse, error)
- func (d *Deadlock) SubmitHeroReleaseVote(voteRound uint32, voteOption uint32)
- func (d *Deadlock) SubmitPlaytestUser(ctx context.Context, location string, targetAccountID uint32) (*protocol.CMsgClientToGCSubmitPlaytestUserResponse, error)
- func (d *Deadlock) SubmitSurvey(ctx context.Context, questionID uint32, isSkip bool, responseValue uint32, ...) (*protocol.CMsgClientToGCSubmitSurveyResponse, error)
Constants ¶
const AppID = 1422450
AppID is the ID for deadlock
Variables ¶
var ErrNotReady = errors.New("the deadlock client is not ready to accept requests yet, or has just become unready")
ErrNotReady is returned when the deadlock client is not ready to accept requests yet, or has just become unready
Functions ¶
This section is empty.
Types ¶
type Deadlock ¶
type Deadlock struct {
// contains filtered or unexported fields
}
Deadlock handles the deadlock game handler.
func New ¶
func New(client *steam.Client, le logrus.FieldLogger) *Deadlock
New builds a new Deadlock handler.
func (*Deadlock) CancelChallenge ¶
func (d *Deadlock) CancelChallenge( ctx context.Context, challengeID uint64, ) (*protocol.CMsgClientToGCChallengeCancelResponse, error)
CancelChallenge cancels one of your active challenges.
The provided challenge must belong to your account. The response reports the result of the cancellation.
func (*Deadlock) ClaimChallenge ¶
func (d *Deadlock) ClaimChallenge( ctx context.Context, challengeID uint64, ) (*protocol.CMsgClientToGCChallengeClaimResponse, error)
ClaimChallenge claims the reward for a completed challenge.
Only challenges that have reached the completed state can be claimed. The response reports the result of the claim.
func (*Deadlock) CreateParty ¶
func (d *Deadlock) CreateParty( ctx context.Context, req *protocol.CMsgClientToGCPartyCreate, ) (*protocol.CMsgClientToGCPartyCreateResponse, error)
CreateParty creates a new party with the given matchmaking options.
The party join code is returned in the response, unless party codes are disabled. The created party is also delivered through the SOCache as a CSOCitadelParty object.
func (*Deadlock) FindHeroBuilds ¶
func (d *Deadlock) FindHeroBuilds( ctx context.Context, authorAccountID uint32, heroID uint32, language []int32, searchText string, heroBuildID uint32, tags []uint32, ) (*protocol.CMsgClientToGCFindHeroBuildsResponse, error)
FindHeroBuilds searches published hero builds.
At most one filter is meaningful per call: builds by author_account_id, for hero_id, or matching search_text. The response lists the matching builds with their metadata.
func (*Deadlock) GetAccountLeaderboards ¶
func (d *Deadlock) GetAccountLeaderboards( ctx context.Context, accountID uint32, ) (*protocol.CMsgClientToGCGetAccountLeaderboardsResponse, error)
GetAccountLeaderboards returns the leaderboard placements of an account, one entry per ranked hero leaderboard the account appears on.
func (*Deadlock) GetAccountMatchReports ¶
func (d *Deadlock) GetAccountMatchReports( ctx context.Context, matchID uint64, ) (*protocol.CMsgClientToGCGetAccountMatchReportsResponse, error)
GetAccountMatchReports fetches the conduct report information tied to a match. Supply the most recent known match_id to page through older entries.
func (*Deadlock) GetAccountStats ¶
func (d *Deadlock) GetAccountStats( ctx context.Context, accountID uint32, devAccessHint bool, friendAccessHint bool, ) (*protocol.CMsgClientToGCGetAccountStatsResponse, error)
GetAccountStats returns the career statistics of an account: wins, losses, kills, deaths, and per-hero aggregates. Accounts other than your own require the owner's privacy settings to allow it.
func (*Deadlock) GetActiveMatches ¶
func (d *Deadlock) GetActiveMatches( ctx context.Context, ) (*protocol.CMsgClientToGCGetActiveMatchesResponse, error)
GetActiveMatches returns the matches currently in progress that involve your account or party.
func (*Deadlock) GetBook ¶
func (d *Deadlock) GetBook( ctx context.Context, bookID uint32, ) (*protocol.CMsgClientToGCGetBookResponse, error)
GetBook returns the full state of an account's hero book, including owned pages and unlock progress, as a CMsgAccountBook.
func (*Deadlock) GetDiscordLink ¶
func (d *Deadlock) GetDiscordLink( ctx context.Context, ) (*protocol.CMsgClientToGCGetDiscordLinkResponse, error)
GetDiscordLink returns a single-use URL that links the account to the official Deadlock Discord, valid for the returned number of hours.
func (*Deadlock) GetFriendGameStatus ¶
func (d *Deadlock) GetFriendGameStatus( ctx context.Context, includeInvited bool, ) (*protocol.CMsgClientToGCGetFriendGameStatusResponse, error)
GetFriendGameStatus returns what your Steam friends are currently doing in Deadlock: their game state, party, and lobby. Set include_invited to also see friends who have been invited to your group.
func (*Deadlock) GetHeroChoice ¶
func (d *Deadlock) GetHeroChoice( ctx context.Context, ) (*protocol.CMsgClientToGCGetHeroChoiceResponse, error)
GetHeroChoice returns the hero you selected for the free hero rotation: the hero ID, its choice slot ID, and how many times the choice has been used.
func (*Deadlock) GetHeroMMRRankings ¶
func (d *Deadlock) GetHeroMMRRankings( ctx context.Context, targetAccountID uint32, ) (*protocol.CMsgClientToGCGetHeroMMRRankingsResponse, error)
GetHeroMMRRankings returns the per-hero MMR of an account, relative to the ranked ladder.
func (*Deadlock) GetHideoutSDRTicket ¶
func (d *Deadlock) GetHideoutSDRTicket( ctx context.Context, lobbyID uint64, ) (*protocol.CMsgClientToGCGetHideoutSDRTicketResponse, error)
GetHideoutSDRTicket requests a Steam Datagram Relay ticket for connecting to a hideout (sandbox lobby) server. The ticket is returned as raw bytes; an error message is set instead if the ticket cannot be issued.
func (*Deadlock) GetLeaderboard ¶
func (d *Deadlock) GetLeaderboard( ctx context.Context, leaderboardRegion protocol.ECitadelLeaderboardRegion, heroID uint32, ) (*protocol.CMsgClientToGCGetLeaderboardResponse, error)
GetLeaderboard returns the calling account's placement on the leaderboard for the given region and hero: position, badge level, and display name.
func (*Deadlock) GetMatchHistory ¶
func (d *Deadlock) GetMatchHistory( ctx context.Context, accountID uint32, continueCursor uint64, gameMode protocol.ECitadelGameMode, matchMode protocol.ECitadelMatchMode, rankedType protocol.ECitadelRankedType, rankInterval uint32, ) (*protocol.CMsgClientToGCGetMatchHistoryResponse, error)
GetMatchHistory returns a page of the account's match history with per-match statistics: result, duration, K/D/A, net worth, hero level, and objective masks. Pass the continue_cursor from the previous response to fetch older matches; game_mode and match_mode narrow the results.
func (*Deadlock) GetMatchMetaData ¶
func (d *Deadlock) GetMatchMetaData( ctx context.Context, matchID uint64, metadataSalt uint32, targetAccountID uint32, ) (*protocol.CMsgClientToGCGetMatchMetaDataResponse, error)
GetMatchMetaData returns the replay metadata for a match, including the download details needed by replay tools. The metadata_salt is required for recent matches and is distributed with the match result.
func (*Deadlock) GetProfileCard ¶
GetProfileCard requests the profile card of an account.
The card is not returned directly; watch for a ProfileCardUpdated event after sending this request.
func (*Deadlock) GetRankData ¶
func (d *Deadlock) GetRankData( ctx context.Context, ) (*protocol.CMsgGCToClientGetRankDataResponse, error)
GetRankData returns the local account's ranked state: current rank confidence, calibrated rank confidence, and whether a calibration interval is still required.
func (*Deadlock) GetSurveyQuestion ¶
func (d *Deadlock) GetSurveyQuestion( ctx context.Context, devForceNewQuestionType protocol.CMsgSurveyQuestion_EQuestionType, ) (*protocol.CMsgClientToGCGetSurveyQuestionResponse, error)
GetSurveyQuestion returns the next survey question to show the player, if one is queued. Submit answers with SubmitSurvey.
func (*Deadlock) GrantForumAccess ¶
func (d *Deadlock) GrantForumAccess( ctx context.Context, email string, ) (*protocol.CMsgClientToGCGrantForumAccessResponse, error)
GrantForumAccess sends a forum access grant request bound to the given email address.
func (*Deadlock) HandleGCPacket ¶
func (d *Deadlock) HandleGCPacket(packet *gamecoordinator.GCPacket)
HandleGCPacket handles an incoming game coordinator packet.
func (*Deadlock) InviteLobbyMember ¶
InviteLobbyMember attempts to invite a player to the current lobby.
func (*Deadlock) JoinParty ¶
func (d *Deadlock) JoinParty( ctx context.Context, partyID uint64, isRejoin bool, partyMmInfo protocol.CMsgPartyMMInfo, ) (*protocol.CMsgClientToGCPartyJoinResponse, error)
JoinParty joins an existing party by ID.
func (*Deadlock) JoinPartyViaCode ¶
func (d *Deadlock) JoinPartyViaCode( ctx context.Context, joinCode uint64, partyMmInfo protocol.CMsgPartyMMInfo, ) (*protocol.CMsgClientToGCPartyJoinViaCodeResponse, error)
JoinPartyViaCode joins a party using its numeric join code. The matchmaking info describes your client state for the party leader.
func (*Deadlock) LeaveLobby ¶
func (d *Deadlock) LeaveLobby( ctx context.Context, lobbyID uint64, ) (*protocol.CMsgClientToGCLeaveLobbyResponse, error)
LeaveLobby leaves the current lobby, if any.
func (*Deadlock) LeaveParty ¶
func (d *Deadlock) LeaveParty( ctx context.Context, partyID uint64, ) (*protocol.CMsgClientToGCPartyLeaveResponse, error)
LeaveParty leaves a party.
Sends the GC message k_EMsgClientToGCPartyLeave (CMsgClientToGCPartyLeave) and awaits the response k_EMsgClientToGCPartyLeaveResponse, delivered as *CMsgClientToGCPartyLeaveResponse.
func (*Deadlock) MakeRequest ¶
func (d *Deadlock) MakeRequest( ctx context.Context, reqMsgID uint32, request proto.Message, respMsgID uint32, response proto.Message, matchesRequest ...func(proto.Message) bool, ) (mrErr error)
MakeRequest starts and tracks a request given a context.
func (*Deadlock) RecordClientEvents ¶
func (d *Deadlock) RecordClientEvents( ctx context.Context, events []*protocol.CMsgClientToGCRecordClientEvents_Event, clientRunToken uint32, ) (*protocol.CMsgClientToGCRecordClientEventsResponse, error)
RecordClientEvents reports client-side account events to the GC for telemetry. The client_event_index and client_run_token de-duplicate retries within a client run.
func (*Deadlock) ReportPlayerFromMatch ¶
func (d *Deadlock) ReportPlayerFromMatch( ctx context.Context, matchID uint64, targetAccountID uint32, reportType protocol.CMsgClientToGCReportPlayerFromMatch_EReportType, reportText string, ) (*protocol.CMsgClientToGCReportPlayerFromMatchResponse, error)
ReportPlayerFromMatch files a conduct report against a player from a match you participated in. The response confirms the report was recorded.
func (*Deadlock) RequestCacheSubscriptionRefresh ¶
func (d *Deadlock) RequestCacheSubscriptionRefresh(ownerSoid *gcsdkm.CMsgSOIDOwner)
RequestCacheSubscriptionRefresh requests a subscription refresh for a specific cache ID.
func (*Deadlock) RequestDevCheatReports ¶
func (d *Deadlock) RequestDevCheatReports( ctx context.Context, ) (*protocol.CMsgClientToGCRequestCheatReportsResponse, error)
RequestDevCheatReports asks the GC for cheat-detection data about recent matches. Developer accounts only.
func (*Deadlock) RequestHeroReleaseVoteTally ¶
RequestHeroReleaseVoteTally returns the current tally of the community hero release vote.
func (*Deadlock) RequestModerator ¶
func (d *Deadlock) RequestModerator( ctx context.Context, accountID uint32, ) (*protocol.CMsgClientToGCModeratorRequestResponse, error)
RequestModerator submits a moderator action request against an account.
func (*Deadlock) RespondLobbyInvite ¶
RespondLobbyInvite responds to a lobby invite.
func (*Deadlock) RespondPartyInvite ¶
RespondPartyInvite attempts to respond to a party invite.
func (*Deadlock) SayHello ¶
func (d *Deadlock) SayHello(haveCacheVersions ...*gcsdkm.CMsgSOCacheHaveVersion)
SayHello says hello to the deadlock server, in an attempt to get a session.
func (*Deadlock) SendBookUnlock ¶
func (d *Deadlock) SendBookUnlock( ctx context.Context, bookID uint32, unlockID uint32, expectedCost uint32, ) (*protocol.CMsgClientToGCBookUnlockResponse, error)
SendBookUnlock purchases an unlock from the hero book. The expected_cost is checked server-side; the purchase fails if it does not match.
func (*Deadlock) SendChallengeActivate ¶
func (d *Deadlock) SendChallengeActivate( ctx context.Context, challengeID uint64, ) (*protocol.CMsgClientToGCChallengeActivateResponse, error)
SendChallengeActivate activates one of your generated challenge choices so it starts tracking progress.
func (*Deadlock) SendCommendPlayerFromMatch ¶
func (d *Deadlock) SendCommendPlayerFromMatch( ctx context.Context, matchID uint64, targetAccountID uint32, commendType protocol.ECommendType, fakeCommendHeroID uint32, ) (*protocol.CMsgClientToGCCommendPlayerFromMatchResponse, error)
SendCommendPlayerFromMatch sends a commend for a player from a match you played together. The GC delivers a CommendNotification event to the target.
func (*Deadlock) SendDeleteHeroBuild ¶
func (d *Deadlock) SendDeleteHeroBuild( ctx context.Context, authorAccountID uint32, heroBuildID uint32, ) (*protocol.CMsgClientToGCDeleteHeroBuildResponse, error)
SendDeleteHeroBuild deletes one of your published hero builds. You must be the author of the build.
func (*Deadlock) SendDevAction ¶
func (d *Deadlock) SendDevAction( ctx context.Context, action protocol.CMsgClientToGCDevAction_EAction, accountID uint32, uintValue uint32, intValue int32, boolValue bool, strValue string, matchID uint64, ) (*protocol.CMsgClientToGCDevActionResponse, error)
SendDevAction runs a developer-only GC action. Developer accounts only.
func (*Deadlock) SendIsInMatchmaking ¶
func (d *Deadlock) SendIsInMatchmaking( ctx context.Context, ) (*protocol.CMsgClientToGCIsInMatchmakingResponse, error)
SendIsInMatchmaking checks whether the account is currently in the matchmaking queue. The response carries the queue state.
func (*Deadlock) SendModifyDevAnnouncements ¶
func (d *Deadlock) SendModifyDevAnnouncements( ctx context.Context, operation protocol.CMsgClientToGCModifyDevAnnouncements_EOperation, targetID uint32, priority uint32, title string, message string, uRL string, patchVersion string, ) (*protocol.CMsgClientToGCModifyDevAnnouncementsResponse, error)
SendModifyDevAnnouncements creates, updates, or removes in-client announcements. Developer accounts only.
func (*Deadlock) SendPartyAction ¶
func (d *Deadlock) SendPartyAction( ctx context.Context, partyID uint64, targetAccountID uint32, actionID protocol.CMsgClientToGCPartyAction_EAction, uintValue uint64, boolValue bool, strValue string, ) (*protocol.CMsgClientToGCPartyActionResponse, error)
SendPartyAction performs an action on a party member, such as kicking or promoting. See CMsgClientToGCPartyAction.EAction for the available actions; the response reports the outcome.
func (*Deadlock) SendPartyChatMsg ¶
func (d *Deadlock) SendPartyChatMsg( ctx context.Context, partyID uint64, chatMsg string, ) (*protocol.CMsgClientToGCPartySendChatMsgResponse, error)
SendPartyChatMsg sends a chat line to your party members.
func (*Deadlock) SendPartyInviteUser ¶
func (d *Deadlock) SendPartyInviteUser( ctx context.Context, partyID uint64, inviteAccountID uint32, ) (*protocol.CMsgClientToGCPartyInviteUserResponse, error)
SendPartyInviteUser invites an account to your party. The invitee responds through the party invite flow.
func (*Deadlock) SendReplacementSDRTicket ¶
func (d *Deadlock) SendReplacementSDRTicket( ctx context.Context, lobbyID uint64, ) (*protocol.CMsgClientToGCReplacementSDRTicketResponse, error)
SendReplacementSDRTicket requests a replacement Steam Datagram Relay ticket for a match or lobby connection whose ticket expired or was lost.
func (*Deadlock) SendUnlockHero ¶
func (d *Deadlock) SendUnlockHero( ctx context.Context, heroIDs []uint32, heroChoiceID uint32, ) (*protocol.CMsgClientToGCUnlockHeroResponse, error)
SendUnlockHero spends a hero unlock credit on the chosen hero.
func (*Deadlock) SendUpdateAccountSync ¶
func (d *Deadlock) SendUpdateAccountSync( ctx context.Context, ids []uint32, values []uint32, ) (*protocol.CMsgClientToGCUpdateAccountSyncResponse, error)
SendUpdateAccountSync pushes updated CSOAccountSyncStorage values to the GC. The response confirms the sync.
func (*Deadlock) SendUpdateHeroBuild ¶
func (d *Deadlock) SendUpdateHeroBuild( ctx context.Context, heroBuild protocol.CMsgHeroBuild, ) (*protocol.CMsgClientToGCUpdateHeroBuildResponse, error)
SendUpdateHeroBuild creates or updates one of your published hero builds.
func (*Deadlock) SendUpdateHeroBuildPreference ¶
func (d *Deadlock) SendUpdateHeroBuildPreference( ctx context.Context, heroBuildID uint32, preference protocol.CMsgHeroBuildPreference, ) (*protocol.CMsgClientToGCUpdateHeroBuildPreferenceResponse, error)
SendUpdateHeroBuildPreference sets which published build you follow for a hero.
func (*Deadlock) SendUpdateRoster ¶
func (d *Deadlock) SendUpdateRoster( ctx context.Context, heroes protocol.CMsgHeroSelectionMatchInfo, gameMode protocol.ECitadelGameMode, matchMode protocol.ECitadelMatchMode, ) (*protocol.CMsgClientToGCUpdateRosterResponse, error)
SendUpdateRoster updates your hero selection roster before entering a matchmaking queue.
func (*Deadlock) SendUpdateSpectatorStatus ¶
SendUpdateSpectatorStatus tells the GC which lobby you are spectating, or clears it with stopped_spectating.
func (*Deadlock) SetAccountPrivacySetting ¶
func (d *Deadlock) SetAccountPrivacySetting( ctx context.Context, privacySetting protocol.CSOGameAccountClient_EPrivacySetting, ) (*protocol.CMsgClientToGCSetAccountPrivacySettingResponse, error)
SetAccountPrivacySetting changes who can view your profile card and stats.
func (*Deadlock) SetChallengeGenerate ¶
func (d *Deadlock) SetChallengeGenerate( ctx context.Context, ) (*protocol.CMsgClientToGCGenerateChallengeSetResponse, error)
SetChallengeGenerate generates a fresh set of challenge choices to replace your current ones.
func (*Deadlock) SetDevMMBias ¶
SetDevMMBias biases matchmaking for an account toward a skill value. Developer accounts only.
func (*Deadlock) SetNewPlayerProgress ¶
func (d *Deadlock) SetNewPlayerProgress( ctx context.Context, flag protocol.ECitadelNewPlayerProgressFlag, ) (*protocol.CMsgClientToGCSetNewPlayerProgressResponse, error)
SetNewPlayerProgress marks a new-player progression milestone complete, such as finishing the tutorial or unlocking ranked play.
func (*Deadlock) SetPartyMode ¶
func (d *Deadlock) SetPartyMode( ctx context.Context, partyID uint64, matchMode protocol.ECitadelMatchMode, gameMode protocol.ECitadelGameMode, botDifficulty protocol.ECitadelBotDifficulty, devServerCommand string, regionMode protocol.ECitadelRegionMode, ) (*protocol.CMsgClientToGCPartySetModeResponse, error)
SetPartyMode configures the party's matchmaking settings: match mode, game mode, bot difficulty, and region.
func (*Deadlock) SetPartyReadyState ¶
func (d *Deadlock) SetPartyReadyState( ctx context.Context, partyID uint64, readyState bool, heroRoster protocol.CMsgHeroSelectionMatchInfo, ) (*protocol.CMsgClientToGCPartySetReadyStateResponse, error)
SetPartyReadyState marks you ready (or not ready) for the party's next match, along with the hero roster you intend to play.
func (*Deadlock) SetPlaying ¶
SetPlaying informs Steam we are playing / not playing Deadlock.
func (*Deadlock) SetServerConVar ¶
func (d *Deadlock) SetServerConVar( ctx context.Context, convarName string, convarValue string, lobbyID uint64, ) (*protocol.CMsgClientToGCSetServerConVarResponse, error)
SetServerConVar sets a console variable on a practice lobby server. Developer accounts only.
func (*Deadlock) SpectateLobby ¶
func (d *Deadlock) SpectateLobby( ctx context.Context, lobbyID uint64, clientPlatform protocol.EGCPlatform, matchID uint64, ) (*protocol.CMsgClientToGCSpectateLobbyResponse, error)
SpectateLobby requests to spectate a lobby. The response carries the connection details for the spectator broadcast.
func (*Deadlock) SpectateUser ¶
func (d *Deadlock) SpectateUser( ctx context.Context, spectateAccountID uint32, clientPlatform protocol.EGCPlatform, ) (*protocol.CMsgClientToGCSpectateUserResponse, error)
SpectateUser requests to spectate the live game of an account. The response carries the connection details, or an error if no game is running.
func (*Deadlock) StartMatchmaking ¶
func (d *Deadlock) StartMatchmaking( ctx context.Context, clientPlatform protocol.EGCPlatform, matchInfo protocol.CMsgStartFindingMatchInfo, pingTimes protocol.CMsgRegionPingTimesClient, heroes protocol.CMsgHeroSelectionMatchInfo, pgiVerified bool, ) (*protocol.CMsgClientToGCStartMatchmakingResponse, error)
StartMatchmaking enters the matchmaking queue with the given match info, region ping times, and hero roster. The response confirms the queue state. Watch for MatchmakingStopped events for asynchronous cancellation.
func (*Deadlock) StartPartyMatch ¶
func (d *Deadlock) StartPartyMatch( ctx context.Context, partyID uint64, ) (*protocol.CMsgClientToGCPartyStartMatchResponse, error)
StartPartyMatch starts the search for a match on behalf of the whole party. Party leaders only.
func (*Deadlock) StartRankedInterval ¶
func (d *Deadlock) StartRankedInterval( ctx context.Context, rankType protocol.ECitadelRankedType, interval uint32, ) (*protocol.CMsgClientToGCStartRankedIntervalResponse, error)
StartRankedInterval begins a ranked calibration interval. The response reports the new ranked state.
func (*Deadlock) StopMatchmaking ¶
func (d *Deadlock) StopMatchmaking( ctx context.Context, ) (*protocol.CMsgClientToGCStopMatchmakingResponse, error)
StopMatchmaking leaves the matchmaking queue. A MatchmakingStopped event confirms the exit.
func (*Deadlock) SubmitHeroReleaseVote ¶
SubmitHeroReleaseVote casts a vote in the community hero release vote for the given round.
func (*Deadlock) SubmitPlaytestUser ¶
func (d *Deadlock) SubmitPlaytestUser( ctx context.Context, location string, targetAccountID uint32, ) (*protocol.CMsgClientToGCSubmitPlaytestUserResponse, error)
SubmitPlaytestUser registers an account for a playtest session at the given location. Developer accounts only.
func (*Deadlock) SubmitSurvey ¶
func (d *Deadlock) SubmitSurvey( ctx context.Context, questionID uint32, isSkip bool, responseValue uint32, devForceNewQuestionType protocol.CMsgSurveyQuestion_EQuestionType, ) (*protocol.CMsgClientToGCSubmitSurveyResponse, error)
SubmitSurvey answers a survey question previously delivered through GetSurveyQuestion. Set is_skip to decline without answering.