1
0
mirror of https://gitlab.com/kelteseth/ScreenPlay.git synced 2024-11-07 03:22:33 +01:00
ScreenPlay/ScreenPlayWorkshop/SteamSDK/public/steam/isteamuser.h

392 lines
22 KiB
C
Raw Normal View History

//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to user account information in Steam
//
//=============================================================================
#ifndef ISTEAMUSER_H
#define ISTEAMUSER_H
#ifdef _WIN32
#pragma once
#endif
#include "steam_api_common.h"
//-----------------------------------------------------------------------------
// Purpose: Functions for accessing and manipulating a steam account
// associated with one client instance
//-----------------------------------------------------------------------------
2022-11-02 11:36:40 +01:00
class ISteamUser {
public:
2022-11-02 11:36:40 +01:00
// returns the HSteamUser this interface represents
// this is only used internally by the API, and by a few select interfaces that support multi-user
virtual HSteamUser GetHSteamUser() = 0;
// returns true if the Steam client current has a live connection to the Steam servers.
// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
// The Steam client will automatically be trying to recreate the connection as often as possible.
virtual bool BLoggedOn() = 0;
// returns the CSteamID of the account currently logged into the Steam client
// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API
virtual CSteamID GetSteamID() = 0;
// Multiplayer Authentication functions
// InitiateGameConnection() starts the state machine for authenticating the game client with the game server
// It is the client portion of a three-way handshake between the client, the game server, and the steam servers
//
// Parameters:
// void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token.
// int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes.
// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
// CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( <appID> )
// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
// bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running)
//
// return value - returns the number of bytes written to pBlob. If the return is 0, then the buffer passed in was too small, and the call has failed
// The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process.
//
// DEPRECATED! This function will be removed from the SDK in an upcoming version.
// Please migrate to BeginAuthSession and related functions.
virtual int InitiateGameConnection_DEPRECATED(void* pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure) = 0;
// notify of disconnect
// needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call
//
// DEPRECATED! This function will be removed from the SDK in an upcoming version.
// Please migrate to BeginAuthSession and related functions.
virtual void TerminateGameConnection_DEPRECATED(uint32 unIPServer, uint16 usPortServer) = 0;
// Legacy functions
// used by only a few games to track usage events
virtual void TrackAppUsageEvent(CGameID gameID, int eAppUsageEvent, const char* pchExtraInfo = "") = 0;
// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
virtual bool GetUserDataFolder(char* pchBuffer, int cubBuffer) = 0;
// Starts voice recording. Once started, use GetVoice() to get the data
virtual void StartVoiceRecording() = 0;
// Stops voice recording. Because people often release push-to-talk keys early, the system will keep recording for
// a little bit after this function is called. GetVoice() should continue to be called until it returns
// k_eVoiceResultNotRecording
virtual void StopVoiceRecording() = 0;
// Determine the size of captured audio data that is available from GetVoice.
// Most applications will only use compressed data and should ignore the other
// parameters, which exist primarily for backwards compatibility. See comments
// below for further explanation of "uncompressed" data.
virtual EVoiceResult GetAvailableVoice(uint32* pcbCompressed, uint32* pcbUncompressed_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0) = 0;
// ---------------------------------------------------------------------------
// NOTE: "uncompressed" audio is a deprecated feature and should not be used
// by most applications. It is raw single-channel 16-bit PCM wave data which
// may have been run through preprocessing filters and/or had silence removed,
// so the uncompressed audio could have a shorter duration than you expect.
// There may be no data at all during long periods of silence. Also, fetching
// uncompressed audio will cause GetVoice to discard any leftover compressed
// audio, so you must fetch both types at once. Finally, GetAvailableVoice is
// not precisely accurate when the uncompressed size is requested. So if you
// really need to use uncompressed audio, you should call GetVoice frequently
// with two very large (20kb+) output buffers instead of trying to allocate
// perfectly-sized buffers. But most applications should ignore all of these
// details and simply leave the "uncompressed" parameters as NULL/zero.
// ---------------------------------------------------------------------------
// Read captured audio data from the microphone buffer. This should be called
// at least once per frame, and preferably every few milliseconds, to keep the
// microphone input delay as low as possible. Most applications will only use
// compressed data and should pass NULL/zero for the "uncompressed" parameters.
// Compressed data can be transmitted by your application and decoded into raw
// using the DecompressVoice function below.
virtual EVoiceResult GetVoice(bool bWantCompressed, void* pDestBuffer, uint32 cbDestBufferSize, uint32* nBytesWritten, bool bWantUncompressed_Deprecated = false, void* pUncompressedDestBuffer_Deprecated = 0, uint32 cbUncompressedDestBufferSize_Deprecated = 0, uint32* nUncompressBytesWritten_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0) = 0;
// Decodes the compressed voice data returned by GetVoice. The output data is
// raw single-channel 16-bit PCM audio. The decoder supports any sample rate
// from 11025 to 48000; see GetVoiceOptimalSampleRate() below for details.
// If the output buffer is not large enough, then *nBytesWritten will be set
// to the required buffer size, and k_EVoiceResultBufferTooSmall is returned.
// It is suggested to start with a 20kb buffer and reallocate as necessary.
virtual EVoiceResult DecompressVoice(const void* pCompressed, uint32 cbCompressed, void* pDestBuffer, uint32 cbDestBufferSize, uint32* nBytesWritten, uint32 nDesiredSampleRate) = 0;
// This returns the native sample rate of the Steam voice decompressor; using
// this sample rate for DecompressVoice will perform the least CPU processing.
// However, the final audio quality will depend on how well the audio device
// (and/or your application's audio output SDK) deals with lower sample rates.
// You may find that you get the best audio output quality when you ignore
// this function and use the native sample rate of your audio output device,
// which is usually 48000 or 44100.
virtual uint32 GetVoiceOptimalSampleRate() = 0;
// Retrieve ticket to be sent to the entity who wishes to authenticate you.
// pcbTicket retrieves the length of the actual ticket.
2023-04-06 12:08:04 +02:00
// SteamNetworkingIdentity is an optional input parameter to hold the public IP address or SteamID of the entity you are connecting to
// if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address
// if a Steam ID is passed Steam will only allow the ticket to be used by that Steam ID
virtual HAuthTicket GetAuthSessionTicket(void* pTicket, int cbMaxTicket, uint32* pcbTicket, const SteamNetworkingIdentity* pSteamNetworkingIdentity) = 0;
2022-11-02 11:36:40 +01:00
// Authenticate ticket from entity steamID to be sure it is valid and isnt reused
// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
virtual EBeginAuthSessionResult BeginAuthSession(const void* pAuthTicket, int cbAuthTicket, CSteamID steamID) = 0;
// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
virtual void EndAuthSession(CSteamID steamID) = 0;
// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
virtual void CancelAuthTicket(HAuthTicket hAuthTicket) = 0;
// After receiving a user's authentication data, and passing it to BeginAuthSession, use this function
// to determine if the user owns downloadable content specified by the provided AppID.
virtual EUserHasLicenseForAppResult UserHasLicenseForApp(CSteamID steamID, AppId_t appID) = 0;
// returns true if this users looks like they are behind a NAT device. Only valid once the user has connected to steam
// (i.e a SteamServersConnected_t has been issued) and may not catch all forms of NAT.
virtual bool BIsBehindNAT() = 0;
// set data to be replicated to friends so that they can join your game
// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
virtual void AdvertiseGame(CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer) = 0;
// Requests a ticket encrypted with an app specific shared key
// pDataToInclude, cbDataToInclude will be encrypted into the ticket
// ( This is asynchronous, you must wait for the ticket to be completed by the server )
STEAM_CALL_RESULT(EncryptedAppTicketResponse_t)
virtual SteamAPICall_t RequestEncryptedAppTicket(void* pDataToInclude, int cbDataToInclude) = 0;
// Retrieves a finished ticket.
// If no ticket is available, or your buffer is too small, returns false.
// Upon exit, *pcbTicket will be either the size of the ticket copied into your buffer
// (if true was returned), or the size needed (if false was returned). To determine the
// proper size of the ticket, you can pass pTicket=NULL and cbMaxTicket=0; if a ticket
// is available, *pcbTicket will contain the size needed, otherwise it will be zero.
virtual bool GetEncryptedAppTicket(void* pTicket, int cbMaxTicket, uint32* pcbTicket) = 0;
// Trading Card badges data access
// if you only have one set of cards, the series will be 1
// the user has can have two different badges for a series; the regular (max level 5) and the foil (max level 1)
virtual int GetGameBadgeLevel(int nSeries, bool bFoil) = 0;
// gets the Steam Level of the user, as shown on their profile
virtual int GetPlayerSteamLevel() = 0;
// Requests a URL which authenticates an in-game browser for store check-out,
// and then redirects to the specified URL. As long as the in-game browser
// accepts and handles session cookies, Steam microtransaction checkout pages
// will automatically recognize the user instead of presenting a login page.
// The result of this API call will be a StoreAuthURLResponse_t callback.
// NOTE: The URL has a very short lifetime to prevent history-snooping attacks,
// so you should only call this API when you are about to launch the browser,
// or else immediately navigate to the result URL using a hidden browser window.
// NOTE 2: The resulting authorization cookie has an expiration time of one day,
// so it would be a good idea to request and visit a new auth URL every 12 hours.
STEAM_CALL_RESULT(StoreAuthURLResponse_t)
virtual SteamAPICall_t RequestStoreAuthURL(const char* pchRedirectURL) = 0;
// gets whether the users phone number is verified
virtual bool BIsPhoneVerified() = 0;
// gets whether the user has two factor enabled on their account
virtual bool BIsTwoFactorEnabled() = 0;
// gets whether the users phone number is identifying
virtual bool BIsPhoneIdentifying() = 0;
// gets whether the users phone number is awaiting (re)verification
virtual bool BIsPhoneRequiringVerification() = 0;
STEAM_CALL_RESULT(MarketEligibilityResponse_t)
virtual SteamAPICall_t GetMarketEligibility() = 0;
// Retrieves anti indulgence / duration control for current user
STEAM_CALL_RESULT(DurationControl_t)
virtual SteamAPICall_t GetDurationControl() = 0;
// Advise steam china duration control system about the online state of the game.
// This will prevent offline gameplay time from counting against a user's
// playtime limits.
virtual bool BSetDurationControlOnlineState(EDurationControlOnlineState eNewState) = 0;
};
2023-04-06 12:08:04 +02:00
#define STEAMUSER_INTERFACE_VERSION "SteamUser022"
// Global interface accessor
2022-11-02 11:36:40 +01:00
inline ISteamUser* SteamUser();
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamUser*, SteamUser, STEAMUSER_INTERFACE_VERSION);
// callbacks
2022-11-02 11:36:40 +01:00
#if defined(VALVE_CALLBACK_PACK_SMALL)
#pragma pack(push, 4)
#elif defined(VALVE_CALLBACK_PACK_LARGE)
#pragma pack(push, 8)
#else
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
2022-11-02 11:36:40 +01:00
#endif
//-----------------------------------------------------------------------------
2023-04-06 12:08:04 +02:00
// Purpose: Called when an authenticated connection to the Steam back-end has been established.
// This means the Steam client now has a working connection to the Steam servers.
// Usually this will have occurred before the game has launched, and should
// only be seen if the user has dropped connection due to a networking issue
2023-04-06 12:08:04 +02:00
// or a Steam server update.
//-----------------------------------------------------------------------------
2022-11-02 11:36:40 +01:00
struct SteamServersConnected_t {
enum { k_iCallback = k_iSteamUserCallbacks + 1 };
};
//-----------------------------------------------------------------------------
// Purpose: called when a connection attempt has failed
2022-11-02 11:36:40 +01:00
// this will occur periodically if the Steam client is not connected,
// and has failed in it's retry to establish a connection
//-----------------------------------------------------------------------------
2022-11-02 11:36:40 +01:00
struct SteamServerConnectFailure_t {
enum { k_iCallback = k_iSteamUserCallbacks + 2 };
EResult m_eResult;
bool m_bStillRetrying;
};
//-----------------------------------------------------------------------------
// Purpose: called if the client has lost connection to the Steam servers
// real-time services will be disabled until a matching SteamServersConnected_t has been posted
//-----------------------------------------------------------------------------
2022-11-02 11:36:40 +01:00
struct SteamServersDisconnected_t {
enum { k_iCallback = k_iSteamUserCallbacks + 3 };
EResult m_eResult;
};
//-----------------------------------------------------------------------------
// Purpose: Sent by the Steam server to the client telling it to disconnect from the specified game server,
// which it may be in the process of or already connected to.
// The game client should immediately disconnect upon receiving this message.
// This can usually occur if the user doesn't have rights to play on the game server.
//-----------------------------------------------------------------------------
2022-11-02 11:36:40 +01:00
struct ClientGameServerDeny_t {
enum { k_iCallback = k_iSteamUserCallbacks + 13 };
uint32 m_uAppID;
uint32 m_unGameServerIP;
uint16 m_usGameServerPort;
uint16 m_bSecure;
uint32 m_uReason;
};
//-----------------------------------------------------------------------------
// Purpose: called when the callback system for this client is in an error state (and has flushed pending callbacks)
// When getting this message the client should disconnect from Steam, reset any stored Steam state and reconnect.
// This usually occurs in the rare event the Steam client has some kind of fatal error.
//-----------------------------------------------------------------------------
2022-11-02 11:36:40 +01:00
struct IPCFailure_t {
enum { k_iCallback = k_iSteamUserCallbacks + 17 };
enum EFailureType {
k_EFailureFlushedCallbackQueue,
k_EFailurePipeFail,
};
uint8 m_eFailureType;
};
//-----------------------------------------------------------------------------
// Purpose: Signaled whenever licenses change
//-----------------------------------------------------------------------------
2022-11-02 11:36:40 +01:00
struct LicensesUpdated_t {
enum { k_iCallback = k_iSteamUserCallbacks + 25 };
};
//-----------------------------------------------------------------------------
// callback for BeginAuthSession
//-----------------------------------------------------------------------------
2022-11-02 11:36:40 +01:00
struct ValidateAuthTicketResponse_t {
enum { k_iCallback = k_iSteamUserCallbacks + 43 };
CSteamID m_SteamID;
EAuthSessionResponse m_eAuthSessionResponse;
CSteamID m_OwnerSteamID; // different from m_SteamID if borrowed
};
//-----------------------------------------------------------------------------
// Purpose: called when a user has responded to a microtransaction authorization request
//-----------------------------------------------------------------------------
2022-11-02 11:36:40 +01:00
struct MicroTxnAuthorizationResponse_t {
enum { k_iCallback = k_iSteamUserCallbacks + 52 };
2022-11-02 11:36:40 +01:00
uint32 m_unAppID; // AppID for this microtransaction
uint64 m_ulOrderID; // OrderID provided for the microtransaction
uint8 m_bAuthorized; // if user authorized transaction
};
//-----------------------------------------------------------------------------
// Purpose: Result from RequestEncryptedAppTicket
//-----------------------------------------------------------------------------
2022-11-02 11:36:40 +01:00
struct EncryptedAppTicketResponse_t {
enum { k_iCallback = k_iSteamUserCallbacks + 54 };
2022-11-02 11:36:40 +01:00
EResult m_eResult;
};
//-----------------------------------------------------------------------------
// callback for GetAuthSessionTicket
//-----------------------------------------------------------------------------
2022-11-02 11:36:40 +01:00
struct GetAuthSessionTicketResponse_t {
enum { k_iCallback = k_iSteamUserCallbacks + 63 };
HAuthTicket m_hAuthTicket;
EResult m_eResult;
};
//-----------------------------------------------------------------------------
// Purpose: sent to your game in response to a steam://gamewebcallback/ command
//-----------------------------------------------------------------------------
2022-11-02 11:36:40 +01:00
struct GameWebCallback_t {
enum { k_iCallback = k_iSteamUserCallbacks + 64 };
char m_szURL[256];
};
//-----------------------------------------------------------------------------
// Purpose: sent to your game in response to ISteamUser::RequestStoreAuthURL
//-----------------------------------------------------------------------------
2022-11-02 11:36:40 +01:00
struct StoreAuthURLResponse_t {
enum { k_iCallback = k_iSteamUserCallbacks + 65 };
char m_szURL[512];
};
//-----------------------------------------------------------------------------
// Purpose: sent in response to ISteamUser::GetMarketEligibility
//-----------------------------------------------------------------------------
2022-11-02 11:36:40 +01:00
struct MarketEligibilityResponse_t {
enum { k_iCallback = k_iSteamUserCallbacks + 66 };
bool m_bAllowed;
EMarketNotAllowedReasonFlags m_eNotAllowedReason;
RTime32 m_rtAllowedAtTime;
int m_cdaySteamGuardRequiredDays; // The number of days any user is required to have had Steam Guard before they can use the market
int m_cdayNewDeviceCooldown; // The number of days after initial device authorization a user must wait before using the market on that device
};
//-----------------------------------------------------------------------------
// Purpose: sent for games with enabled anti indulgence / duration control, for
// enabled users. Lets the game know whether the user can keep playing or
// whether the game should exit, and returns info about remaining gameplay time.
//
// This callback is fired asynchronously in response to timers triggering.
// It is also fired in response to calls to GetDurationControl().
//-----------------------------------------------------------------------------
2022-11-02 11:36:40 +01:00
struct DurationControl_t {
enum { k_iCallback = k_iSteamUserCallbacks + 67 };
2022-11-02 11:36:40 +01:00
EResult m_eResult; // result of call (always k_EResultOK for asynchronous timer-based notifications)
AppId_t m_appid; // appid generating playtime
2022-11-02 11:36:40 +01:00
bool m_bApplicable; // is duration control applicable to user + game combination
int32 m_csecsLast5h; // playtime since most recent 5 hour gap in playtime, only counting up to regulatory limit of playtime, in seconds
2022-11-02 11:36:40 +01:00
EDurationControlProgress m_progress; // recommended progress (either everything is fine, or please exit game)
EDurationControlNotification m_notification; // notification to show, if any (always k_EDurationControlNotification_None for API calls)
2022-11-02 11:36:40 +01:00
int32 m_csecsToday; // playtime on current calendar day
int32 m_csecsRemaining; // playtime remaining until the user hits a regulatory limit
};
2022-11-02 11:36:40 +01:00
#pragma pack(pop)
#endif // ISTEAMUSER_H