mirror of
https://gitlab.com/kelteseth/ScreenPlay.git
synced 2024-11-06 19:12:30 +01:00
Merge remote-tracking branch 'origin/qt6-support' into qt6-kde
This commit is contained in:
commit
1ecf2937d9
@ -10,13 +10,16 @@ find_package(
|
||||
REQUIRED)
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set(SOURCES # cmake-format: sortable
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src/util.cpp src/contenttypes.cpp)
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src/util.cpp src/contenttypes.cpp inc/public/ScreenPlayUtil/httpfileserver.cpp)
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set(HEADER # cmake-format: sortable
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inc/public/ScreenPlayUtil/util.h inc/public/ScreenPlayUtil/contenttypes.h inc/public/ScreenPlayUtil/projectfile.h)
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inc/public/ScreenPlayUtil/util.h inc/public/ScreenPlayUtil/httpfileserver.h inc/public/ScreenPlayUtil/contenttypes.h inc/public/ScreenPlayUtil/projectfile.h)
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add_library(${PROJECT_NAME} STATIC ${SOURCES} ${HEADER})
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find_path(CPP_HTTPLIB_INCLUDE_DIRS "httplib.h")
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target_include_directories(${PROJECT_NAME} PUBLIC ${CPP_HTTPLIB_INCLUDE_DIRS})
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target_include_directories(
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${PROJECT_NAME}
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PUBLIC inc/public/
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|
@ -102,4 +102,27 @@ namespace InstalledType {
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Q_ENUM_NS(InstalledType)
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}
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/*!
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\namespace ScreenPlay::InstalledType
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\inmodule ScreenPlayUtil
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\brief When changing the enum, one also needs to change:
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GlobalVariables::getAvailableWallpaper
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GlobalVariables::getAvailableWidgets
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Common/Util.js isWallpaper() and isWidget()
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ScreenPlayWallpaper: BaseWindow::parseWallpaperType()
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*/
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namespace VideoCodec {
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Q_NAMESPACE
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enum class VideoCodec {
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Unknown,
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VP8,
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VP9,
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AV1,
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H264,
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H265
|
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};
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Q_ENUM_NS(VideoCodec)
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}
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}
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|
28
ScreenPlayUtil/inc/public/ScreenPlayUtil/httpfileserver.cpp
Normal file
28
ScreenPlayUtil/inc/public/ScreenPlayUtil/httpfileserver.cpp
Normal file
@ -0,0 +1,28 @@
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#include "httpfileserver.h"
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#include "httplib.h"
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namespace ScreenPlay {
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HttpFileServer::HttpFileServer(QObject* parent)
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: QObject { parent }
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{
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}
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void HttpFileServer::startServer()
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{
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const auto deleter = [](auto* ptr) { delete ptr; };
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m_server = std::unique_ptr<httplib::Server, Deleter>(new httplib::Server(), deleter);
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m_thread = std::thread([&]() {
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qInfo() << " set_mount_point" << m_server->set_mount_point("/", "C:/Users/Eli/Desktop/web");
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|
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qInfo() << "listen";
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m_server->listen("0.0.0.0", 8081);
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qInfo() << "end";
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});
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}
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void HttpFileServer::stopServer()
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{
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if (m_thread.joinable())
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m_thread.join();
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}
|
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}
|
29
ScreenPlayUtil/inc/public/ScreenPlayUtil/httpfileserver.h
Normal file
29
ScreenPlayUtil/inc/public/ScreenPlayUtil/httpfileserver.h
Normal file
@ -0,0 +1,29 @@
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#pragma once
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#include <QDebug>
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#include <QObject>
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#include <memory>
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#include <thread>
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namespace httplib {
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class Server;
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}
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namespace ScreenPlay {
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class HttpFileServer : public QObject {
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Q_OBJECT
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public:
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explicit HttpFileServer(QObject* parent = nullptr);
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void startServer();
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void stopServer();
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|
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private:
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using Deleter = std::function<void(httplib::Server*)>;
|
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std::unique_ptr<httplib::Server, Deleter> m_server;
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|
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std::thread m_thread;
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||||
};
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}
|
@ -44,6 +44,7 @@ namespace ScreenPlayUtil {
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QJsonArray fillArray(const QVector<QString>& items);
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ScreenPlay::SearchType::SearchType getSearchTypeFromInstalledType(const ScreenPlay::InstalledType::InstalledType type);
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std::optional<ScreenPlay::InstalledType::InstalledType> getInstalledTypeFromString(const QString& type);
|
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std::optional<ScreenPlay::VideoCodec::VideoCodec> getVideoCodecFromString(const QString& type);
|
||||
std::optional<QJsonObject> parseQByteArrayToQJsonObject(const QByteArray& byteArray);
|
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std::optional<QJsonObject> openJsonFileToObject(const QString& path);
|
||||
std::optional<QString> openJsonFileToString(const QString& path);
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|
@ -266,6 +266,33 @@ std::optional<ScreenPlay::InstalledType::InstalledType> getInstalledTypeFromStri
|
||||
return std::nullopt;
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||||
}
|
||||
|
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|
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/*!
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\brief Maps the video codec type from a QString to an enum. Used for parsing the project.json.
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||||
*/
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std::optional<ScreenPlay::VideoCodec::VideoCodec> getVideoCodecFromString(const QString &type)
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{
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if(type.isEmpty())
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return std::nullopt;
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if(type.contains("vp8",Qt::CaseInsensitive))
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return ScreenPlay::VideoCodec::VideoCodec::VP8;
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if(type.contains("vp9",Qt::CaseInsensitive))
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return ScreenPlay::VideoCodec::VideoCodec::VP9;
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|
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if(type.contains("av1",Qt::CaseInsensitive))
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return ScreenPlay::VideoCodec::VideoCodec::AV1;
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|
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if(type.contains("h264",Qt::CaseInsensitive))
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return ScreenPlay::VideoCodec::VideoCodec::H264;
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|
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if(type.contains("h265",Qt::CaseInsensitive))
|
||||
return ScreenPlay::VideoCodec::VideoCodec::H264;
|
||||
|
||||
return std::nullopt;
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||||
}
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|
||||
/*!
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\brief Converts the given \a url string to a local file path.
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*/
|
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@ -368,4 +395,5 @@ std::optional<QVector<int>> parseStringToIntegerList(const QString string)
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return list;
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}
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|
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}
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|
@ -39,7 +39,7 @@ set(SOURCES ${SOURCES} main.cpp src/basewindow.cpp)
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set(HEADER ${HEADER} src/basewindow.h)
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set(QML # cmake-format: sortable
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qml/GifWallpaper.qml qml/Test.qml qml/Wallpaper.qml qml/WebsiteWallpaper.qml qml/WebView.qml qml/MultimediaView.qml)
|
||||
qml/GifWallpaper.qml qml/Test.qml qml/Wallpaper.qml qml/WebsiteWallpaper.qml qml/WebView.qml qml/MultimediaView.qml qml/MultimediaWebView.qml)
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|
||||
qt_add_resources(RESOURCES Resources.qrc)
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|
||||
|
@ -13,11 +13,4 @@ Video {
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||||
if (Wallpaper.loops)
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||||
root.play()
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||||
}
|
||||
|
||||
//loops: MediaPlayer.Infinite
|
||||
// onErrorOccurred: function (error, errorString) {
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||||
// console.log("[qmlvideo] VideoItem.onError error " + error
|
||||
// + " errorString " + errorString)
|
||||
// root.fatalError()
|
||||
// }
|
||||
}
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||||
|
157
ScreenPlayWallpaper/qml/MultimediaWebView.qml
Normal file
157
ScreenPlayWallpaper/qml/MultimediaWebView.qml
Normal file
@ -0,0 +1,157 @@
|
||||
import QtQuick
|
||||
import QtWebEngine
|
||||
import ScreenPlay.Enums.InstalledType 1.0
|
||||
import ScreenPlayWallpaper 1.0
|
||||
|
||||
/*!
|
||||
* The native macOS multimedia stack does not support VP8/VP9. For this we must use the WebEngine.
|
||||
*/
|
||||
Item {
|
||||
id: root
|
||||
|
||||
signal requestFadeIn()
|
||||
|
||||
function getSetVideoCommand() {
|
||||
// TODO 30:
|
||||
// Currently wont work. Commit anyways til QtCreator and Qt work with js template literals
|
||||
var src = ""
|
||||
src += "var videoPlayer = document.getElementById('videoPlayer');"
|
||||
src += "var videoSource = document.getElementById('videoSource');"
|
||||
src += "videoSource.src = '" + Wallpaper.projectSourceFileAbsolute + "';"
|
||||
src += "videoPlayer.load();"
|
||||
src += "videoPlayer.volume = " + Wallpaper.volume + ";"
|
||||
src += "videoPlayer.setAttribute('style', 'object-fit :" + Wallpaper.fillMode + ";');"
|
||||
src += "videoPlayer.play();"
|
||||
print(src)
|
||||
return src
|
||||
}
|
||||
|
||||
Component.onCompleted: {
|
||||
WebEngine.settings.localContentCanAccessFileUrls = true
|
||||
WebEngine.settings.localContentCanAccessRemoteUrls = true
|
||||
WebEngine.settings.allowRunningInsecureContent = true
|
||||
WebEngine.settings.accelerated2dCanvasEnabled = true
|
||||
WebEngine.settings.javascriptCanOpenWindows = false
|
||||
WebEngine.settings.showScrollBars = false
|
||||
WebEngine.settings.playbackRequiresUserGesture = false
|
||||
WebEngine.settings.focusOnNavigationEnabled = true
|
||||
}
|
||||
|
||||
WebEngineView {
|
||||
id: webView
|
||||
anchors.fill: parent
|
||||
// url:"https://www.google.de"
|
||||
url: "qrc:/index.html"
|
||||
onJavaScriptConsoleMessage:(lineNumber, message)=> print(lineNumber, message)
|
||||
onLoadProgressChanged: {
|
||||
if (loadProgress === 100) {
|
||||
loadHtml("")
|
||||
requestFadeIn()
|
||||
return
|
||||
webView.runJavaScript(root.getSetVideoCommand(),
|
||||
function (result) {
|
||||
requestFadeIn()
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
Text {
|
||||
id: txtVisualsPaused
|
||||
text: qsTr("If you can read this, then the VisualsPaused optimization does not work on your system. You can fix this by disable this in: \n Settings -> Perfromance -> Pause wallpaper video rendering while another app is in the foreground ")
|
||||
font.pointSize: 32
|
||||
visible: false
|
||||
horizontalAlignment: Text.AlignHCenter
|
||||
verticalAlignment: Text.AlignVCenter
|
||||
wrapMode: Text.WrapAtWordBoundaryOrAnywhere
|
||||
anchors.centerIn: parent
|
||||
width: parent.width * 0.8
|
||||
color: "white"
|
||||
}
|
||||
|
||||
Timer {
|
||||
id: timerCover
|
||||
|
||||
interval: 300
|
||||
onTriggered: {
|
||||
webView.visible = !Wallpaper.visualsPaused
|
||||
txtVisualsPaused.visible = Wallpaper.visualsPaused
|
||||
}
|
||||
}
|
||||
|
||||
Connections {
|
||||
function onReloadVideo(oldType) {
|
||||
webView.runJavaScript(root.getSetVideoCommand())
|
||||
}
|
||||
|
||||
function onQmlExit() {
|
||||
webView.runJavaScript(
|
||||
"var videoPlayer = document.getElementById('videoPlayer'); videoPlayer.volume = 0;")
|
||||
}
|
||||
|
||||
function onMutedChanged(muted) {
|
||||
if (muted)
|
||||
webView.runJavaScript(
|
||||
"var videoPlayer = document.getElementById('videoPlayer'); videoPlayer.volume = 0;")
|
||||
else
|
||||
webView.runJavaScript(
|
||||
"var videoPlayer = document.getElementById('videoPlayer'); videoPlayer.volume = " + Wallpaper.volume + ";")
|
||||
}
|
||||
|
||||
function onFillModeChanged(fillMode) {
|
||||
if (webView.loadProgress === 100)
|
||||
webView.runJavaScript(
|
||||
"var videoPlayer = document.getElementById('videoPlayer'); videoPlayer.setAttribute('style', 'object-fit :" + fillMode + ";');")
|
||||
}
|
||||
|
||||
function onLoopsChanged(loops) {
|
||||
if (webView.loadProgress === 100)
|
||||
webView.runJavaScript(
|
||||
"var videoPlayer = document.getElementById('videoPlayer'); videoPlayer.loop = " + loops + ";")
|
||||
}
|
||||
|
||||
function onVolumeChanged(volume) {
|
||||
if (webView.loadProgress === 100)
|
||||
webView.runJavaScript(
|
||||
"var videoPlayer = document.getElementById('videoPlayer'); videoPlayer.volume = " + volume + ";")
|
||||
}
|
||||
|
||||
function onCurrentTimeChanged(currentTime) {
|
||||
if (webView.loadProgress === 100)
|
||||
webView.runJavaScript(
|
||||
"var videoPlayer = document.getElementById('videoPlayer'); videoPlayer.currentTime = "
|
||||
+ currentTime + " * videoPlayer.duration;")
|
||||
}
|
||||
|
||||
function onPlaybackRateChanged(playbackRate) {
|
||||
if (webView.loadProgress === 100)
|
||||
webView.runJavaScript(
|
||||
"var videoPlayer = document.getElementById('videoPlayer'); videoPlayer.playbackRate = " + playbackRate + ";")
|
||||
}
|
||||
|
||||
function onVisualsPausedChanged(visualsPaused) {
|
||||
if (visualsPaused) {
|
||||
// Wait until Wallpaper animation is finsihed
|
||||
timerCover.restart()
|
||||
} else {
|
||||
webView.visible = true
|
||||
txtVisualsPaused.visible = false
|
||||
}
|
||||
}
|
||||
|
||||
function onIsPlayingChanged(isPlaying) {
|
||||
if (webView.loadProgress === 100) {
|
||||
if (isPlaying)
|
||||
webView.runJavaScript(
|
||||
"var videoPlayer = document.getElementById('videoPlayer'); videoPlayer.play();")
|
||||
else
|
||||
webView.runJavaScript(
|
||||
"var videoPlayer = document.getElementById('videoPlayer'); videoPlayer.pause();")
|
||||
}
|
||||
}
|
||||
|
||||
target: Wallpaper
|
||||
}
|
||||
}
|
@ -3,16 +3,31 @@ import QtQuick
|
||||
import QtQuick.Controls
|
||||
import ScreenPlayWallpaper 1.0
|
||||
import ScreenPlay.Enums.InstalledType 1.0
|
||||
import ScreenPlay.Enums.VideoCodec 1.0
|
||||
|
||||
Rectangle {
|
||||
id: root
|
||||
onStateChanged: print(state)
|
||||
|
||||
property bool canFadeByWallpaperFillMode: true
|
||||
|
||||
function init() {
|
||||
print("init")
|
||||
switch (Wallpaper.type) {
|
||||
case InstalledType.VideoWallpaper:
|
||||
loader.source = "qrc:/ScreenPlayWallpaper/qml/MultimediaView.qml";
|
||||
if(Wallpaper.videoCodec === VideoCodec.Unknown){
|
||||
Wallpaper.terminate()
|
||||
}
|
||||
if(Qt.platform.os === "osx") {
|
||||
// macOS only supports h264 via the native Qt MM
|
||||
if(Wallpaper.videoCodec === VideoCodec.VP8 || Wallpaper.videoCodec === VideoCodec.VP9){
|
||||
print(Qt.resolvedUrl(Wallpaper.projectSourceFileAbsolute))
|
||||
loader.source = "qrc:/ScreenPlayWallpaper/qml/MultimediaWebView.qml";
|
||||
print(loader.status)
|
||||
}else {
|
||||
loader.source = "qrc:/ScreenPlayWallpaper/qml/MultimediaView.qml";
|
||||
}
|
||||
}
|
||||
fadeIn();
|
||||
break;
|
||||
case InstalledType.HTMLWallpaper:
|
||||
@ -106,11 +121,11 @@ Rectangle {
|
||||
anchors.fill: parent
|
||||
// QML Engine deadlocks in 5.15.2 when a loader cannot load
|
||||
// an item. QApplication::quit(); waits for the destruction forever.
|
||||
asynchronous: true
|
||||
//asynchronous: true
|
||||
onStatusChanged: {
|
||||
if (loader.status === Loader.Error) {
|
||||
loader.source = "";
|
||||
Wallpaper.terminate();
|
||||
// Wallpaper.terminate();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -41,6 +41,12 @@ BaseWindow::BaseWindow(
|
||||
"InstalledType",
|
||||
"Error: only enums");
|
||||
|
||||
qmlRegisterUncreatableMetaObject(ScreenPlay::VideoCodec::staticMetaObject,
|
||||
"ScreenPlay.Enums.VideoCodec",
|
||||
1, 0,
|
||||
"VideoCodec",
|
||||
"Error: only enums");
|
||||
|
||||
qmlRegisterType<BaseWindow>("ScreenPlay.Wallpaper", 1, 0, "Wallpaper");
|
||||
|
||||
if (!appID.contains("appID=")) {
|
||||
@ -76,8 +82,33 @@ BaseWindow::BaseWindow(
|
||||
QApplication::exit(-4);
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (auto typeOpt = ScreenPlayUtil::getInstalledTypeFromString(project.value("type").toString())) {
|
||||
setType(typeOpt.value());
|
||||
|
||||
if (!project.contains("videoCodec") ) {
|
||||
qWarning("No videoCodec was specified inside the json object!");
|
||||
// QApplication::exit(-4);
|
||||
const QString filename = project.value("file").toString();
|
||||
qInfo() << filename;
|
||||
if(filename.endsWith(".mp4")){
|
||||
setVideoCodec(ScreenPlay::VideoCodec::VideoCodec::H264);
|
||||
} else if(filename.endsWith(".webm")){
|
||||
setVideoCodec(ScreenPlay::VideoCodec::VideoCodec::VP8);
|
||||
}
|
||||
} else {
|
||||
if(this->type() == ScreenPlay::InstalledType::InstalledType::VideoWallpaper){
|
||||
if (auto videoCodecOpt = ScreenPlayUtil::getVideoCodecFromString(project.value("videoCodec").toString())) {
|
||||
setVideoCodec(videoCodecOpt.value());
|
||||
} else {
|
||||
qCritical() << "Cannot parse Wallpaper video codec from value" << project.value("type");
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
} else {
|
||||
qCritical() << "Cannot parse Wallpaper type from value" << project.value("type");
|
||||
}
|
||||
@ -239,3 +270,16 @@ void BaseWindow::setupLiveReloading()
|
||||
QObject::connect(&m_liveReloadLimiter, &QTimer::timeout, this, reloadQMLLambda);
|
||||
m_fileSystemWatcher.addPaths({ QUrl::fromUserInput(projectPath()).toLocalFile() });
|
||||
}
|
||||
|
||||
ScreenPlay::VideoCodec::VideoCodec BaseWindow::videoCodec() const
|
||||
{
|
||||
return m_videoCodec;
|
||||
}
|
||||
|
||||
void BaseWindow::setVideoCodec(ScreenPlay::VideoCodec::VideoCodec newVideoCodec)
|
||||
{
|
||||
if (m_videoCodec == newVideoCodec)
|
||||
return;
|
||||
m_videoCodec = newVideoCodec;
|
||||
emit videoCodecChanged();
|
||||
}
|
||||
|
@ -91,6 +91,7 @@ public:
|
||||
Q_PROPERTY(float currentTime READ currentTime WRITE setCurrentTime NOTIFY currentTimeChanged)
|
||||
|
||||
Q_PROPERTY(ScreenPlay::InstalledType::InstalledType type READ type WRITE setType NOTIFY typeChanged)
|
||||
Q_PROPERTY(ScreenPlay::VideoCodec::VideoCodec videoCodec READ videoCodec WRITE setVideoCodec NOTIFY videoCodecChanged)
|
||||
Q_PROPERTY(QString OSVersion READ OSVersion WRITE setOSVersion NOTIFY OSVersionChanged)
|
||||
|
||||
Q_PROPERTY(ScreenPlaySDK* sdk READ sdk WRITE setSdk NOTIFY sdkChanged)
|
||||
@ -117,6 +118,9 @@ public:
|
||||
const QString& projectSourceFile() const { return m_projectSourceFile; }
|
||||
const QUrl& projectSourceFileAbsolute() const { return m_projectSourceFileAbsolute; }
|
||||
|
||||
ScreenPlay::VideoCodec::VideoCodec videoCodec() const;
|
||||
void setVideoCodec(ScreenPlay::VideoCodec::VideoCodec newVideoCodec);
|
||||
|
||||
signals:
|
||||
void qmlExit();
|
||||
void reloadQML(const ScreenPlay::InstalledType::InstalledType oldType);
|
||||
@ -146,6 +150,8 @@ signals:
|
||||
void projectSourceFileChanged(const QString& projectSourceFile);
|
||||
void projectSourceFileAbsoluteChanged(const QUrl& rojectSourceFileAbsolute);
|
||||
|
||||
void videoCodecChanged();
|
||||
|
||||
public slots:
|
||||
virtual void destroyThis() { }
|
||||
virtual void setVisible(bool show) { Q_UNUSED(show) }
|
||||
@ -385,4 +391,5 @@ private:
|
||||
QSysInfo m_sysinfo;
|
||||
std::unique_ptr<ScreenPlaySDK> m_sdk;
|
||||
QUrl m_projectSourceFileAbsolute;
|
||||
ScreenPlay::VideoCodec::VideoCodec m_videoCodec = ScreenPlay::VideoCodec::VideoCodec::Unknown;
|
||||
};
|
||||
|
@ -46,7 +46,7 @@ MacWindow::MacWindow(
|
||||
m_window.setFlags(flags | Qt::FramelessWindowHint | Qt::Desktop);
|
||||
m_window.setResizeMode(QQuickView::ResizeMode::SizeRootObjectToView);
|
||||
m_window.setTextRenderType(QQuickWindow::TextRenderType::NativeTextRendering);
|
||||
m_window.setSource(QUrl("qrc:/qml/Wallpaper.qml"));
|
||||
m_window.setSource(QUrl("qrc:/ScreenPlayWallpaper/qml/Wallpaper.qml"));
|
||||
|
||||
MacIntegration* macIntegration = new MacIntegration(this);
|
||||
macIntegration->SetBackgroundLevel(&m_window);
|
||||
|
@ -68,12 +68,6 @@ if(APPLE)
|
||||
POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E make_directory ${workshop_install_dir})
|
||||
|
||||
add_custom_command(
|
||||
TARGET ${PROJECT_NAME}
|
||||
POST_BUILD
|
||||
COMMENT "Copying qmldir info into ScreenPlay.app bundle"
|
||||
COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_CURRENT_SOURCE_DIR}/qmldir ${workshop_install_dir})
|
||||
|
||||
add_custom_command(
|
||||
TARGET ${PROJECT_NAME}
|
||||
POST_BUILD
|
||||
|
@ -7,25 +7,6 @@ set(CMAKE_AUTOMOC ON)
|
||||
find_package(Qt6 COMPONENTS Core)
|
||||
|
||||
set(HEADER
|
||||
public/steam/isteamugc.h
|
||||
public/steam/isteamuser.h
|
||||
public/steam/isteamuserstats.h
|
||||
public/steam/isteamutils.h
|
||||
public/steam/isteamvideo.h
|
||||
public/steam/matchmakingtypes.h
|
||||
public/steam/steam_api.h
|
||||
public/steam/steam_api_common.h
|
||||
public/steam/steam_api_flat.h
|
||||
public/steam/steam_api_internal.h
|
||||
public/steam/steam_gameserver.h
|
||||
public/steam/steamclientpublic.h
|
||||
public/steam/steamdatagram_tickets.h
|
||||
public/steam/steamencryptedappticket.h
|
||||
public/steam/steamhttpenums.h
|
||||
public/steam/steamnetworkingtypes.h
|
||||
public/steam/steamps3params.h
|
||||
public/steam/steamtypes.h
|
||||
public/steam/steamuniverse.h
|
||||
public/steam/isteamapplist.h
|
||||
public/steam/isteamapps.h
|
||||
public/steam/isteamappticket.h
|
||||
@ -39,7 +20,6 @@ set(HEADER
|
||||
public/steam/isteamhttp.h
|
||||
public/steam/isteaminput.h
|
||||
public/steam/isteaminventory.h
|
||||
public/steam/isteammasterserverupdater.h
|
||||
public/steam/isteammatchmaking.h
|
||||
public/steam/isteammusic.h
|
||||
public/steam/isteammusicremote.h
|
||||
@ -52,6 +32,24 @@ set(HEADER
|
||||
public/steam/isteamremoteplay.h
|
||||
public/steam/isteamremotestorage.h
|
||||
public/steam/isteamscreenshots.h
|
||||
public/steam/isteamugc.h
|
||||
public/steam/isteamuser.h
|
||||
public/steam/isteamuserstats.h
|
||||
public/steam/isteamutils.h
|
||||
public/steam/isteamvideo.h
|
||||
public/steam/matchmakingtypes.h
|
||||
public/steam/steam_api_common.h
|
||||
public/steam/steam_api_flat.h
|
||||
public/steam/steam_api_internal.h
|
||||
public/steam/steam_api.h
|
||||
public/steam/steam_gameserver.h
|
||||
public/steam/steamclientpublic.h
|
||||
public/steam/steamencryptedappticket.h
|
||||
public/steam/steamhttpenums.h
|
||||
public/steam/steamnetworkingtypes.h
|
||||
public/steam/steamps3params.h
|
||||
public/steam/steamtypes.h
|
||||
public/steam/steamuniverse.h
|
||||
# CUSTOM
|
||||
public/steam/steam_qt_enums_generated.h
|
||||
# ENDCUSTOM
|
||||
|
@ -1,3 +1,3 @@
|
||||
### Steam SDK
|
||||
Version: 1.51 - 09.01.2021
|
||||
Version: 1.52 - 14.09.2021
|
||||
Download from: https://partner.steamgames.com/home
|
@ -1,63 +1,68 @@
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to app data in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMAPPLIST_H
|
||||
#define ISTEAMAPPLIST_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
#include "steamtypes.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: This is a restricted interface that can only be used by previously approved apps,
|
||||
// contact your Steam Account Manager if you believe you need access to this API.
|
||||
// This interface lets you detect installed apps for the local Steam client, useful for debugging tools
|
||||
// to offer lists of apps to debug via Steam.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamAppList {
|
||||
public:
|
||||
virtual uint32 GetNumInstalledApps() = 0;
|
||||
virtual uint32 GetInstalledApps(AppId_t* pvecAppID, uint32 unMaxAppIDs) = 0;
|
||||
|
||||
virtual int GetAppName(AppId_t nAppID, STEAM_OUT_STRING() char* pchName, int cchNameMax) = 0; // returns -1 if no name was found
|
||||
virtual int GetAppInstallDir(AppId_t nAppID, char* pchDirectory, int cchNameMax) = 0; // returns -1 if no dir was found
|
||||
|
||||
virtual int GetAppBuildId(AppId_t nAppID) = 0; // return the buildid of this app, may change at any time based on backend updates to the game
|
||||
};
|
||||
|
||||
#define STEAMAPPLIST_INTERFACE_VERSION "STEAMAPPLIST_INTERFACE_VERSION001"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamAppList* SteamAppList();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamAppList*, SteamAppList, STEAMAPPLIST_INTERFACE_VERSION);
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
//---------------------------------------------------------------------------------
|
||||
// Purpose: Sent when a new app is installed
|
||||
//---------------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(SteamAppInstalled_t, k_iSteamAppListCallbacks + 1)
|
||||
STEAM_CALLBACK_MEMBER(0, AppId_t, m_nAppID) // ID of the app that installs
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
//---------------------------------------------------------------------------------
|
||||
// Purpose: Sent when an app is uninstalled
|
||||
//---------------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(SteamAppUninstalled_t, k_iSteamAppListCallbacks + 2)
|
||||
STEAM_CALLBACK_MEMBER(0, AppId_t, m_nAppID) // ID of the app that installs
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
#pragma pack(pop)
|
||||
#endif // ISTEAMAPPLIST_H
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to app data in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMAPPLIST_H
|
||||
#define ISTEAMAPPLIST_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: This is a restricted interface that can only be used by previously approved apps,
|
||||
// contact your Steam Account Manager if you believe you need access to this API.
|
||||
// This interface lets you detect installed apps for the local Steam client, useful for debugging tools
|
||||
// to offer lists of apps to debug via Steam.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamAppList
|
||||
{
|
||||
public:
|
||||
virtual uint32 GetNumInstalledApps() = 0;
|
||||
virtual uint32 GetInstalledApps( AppId_t *pvecAppID, uint32 unMaxAppIDs ) = 0;
|
||||
|
||||
virtual int GetAppName( AppId_t nAppID, STEAM_OUT_STRING() char *pchName, int cchNameMax ) = 0; // returns -1 if no name was found
|
||||
virtual int GetAppInstallDir( AppId_t nAppID, char *pchDirectory, int cchNameMax ) = 0; // returns -1 if no dir was found
|
||||
|
||||
virtual int GetAppBuildId( AppId_t nAppID ) = 0; // return the buildid of this app, may change at any time based on backend updates to the game
|
||||
};
|
||||
|
||||
#define STEAMAPPLIST_INTERFACE_VERSION "STEAMAPPLIST_INTERFACE_VERSION001"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamAppList *SteamAppList();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamAppList *, SteamAppList, STEAMAPPLIST_INTERFACE_VERSION );
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------
|
||||
// Purpose: Sent when a new app is installed
|
||||
//---------------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( SteamAppInstalled_t, k_iSteamAppListCallbacks + 1 )
|
||||
STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs
|
||||
STEAM_CALLBACK_MEMBER( 1, int, m_iInstallFolderIndex ) // library folder the app is installed
|
||||
STEAM_CALLBACK_END( 2 )
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------
|
||||
// Purpose: Sent when an app is uninstalled
|
||||
//---------------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( SteamAppUninstalled_t, k_iSteamAppListCallbacks + 2 )
|
||||
STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs
|
||||
STEAM_CALLBACK_MEMBER( 1, int, m_iInstallFolderIndex ) // library folder the app was installed
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
|
||||
#pragma pack( pop )
|
||||
#endif // ISTEAMAPPLIST_H
|
||||
|
@ -1,202 +1,213 @@
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to app data in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMAPPS_H
|
||||
#define ISTEAMAPPS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
const int k_cubAppProofOfPurchaseKeyMax = 240; // max supported length of a legacy cd key
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to app data
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamApps {
|
||||
public:
|
||||
virtual bool BIsSubscribed() = 0;
|
||||
virtual bool BIsLowViolence() = 0;
|
||||
virtual bool BIsCybercafe() = 0;
|
||||
virtual bool BIsVACBanned() = 0;
|
||||
virtual const char* GetCurrentGameLanguage() = 0;
|
||||
virtual const char* GetAvailableGameLanguages() = 0;
|
||||
|
||||
// only use this member if you need to check ownership of another game related to yours, a demo for example
|
||||
virtual bool BIsSubscribedApp(AppId_t appID) = 0;
|
||||
|
||||
// Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
|
||||
virtual bool BIsDlcInstalled(AppId_t appID) = 0;
|
||||
|
||||
// returns the Unix time of the purchase of the app
|
||||
virtual uint32 GetEarliestPurchaseUnixTime(AppId_t nAppID) = 0;
|
||||
|
||||
// Checks if the user is subscribed to the current app through a free weekend
|
||||
// This function will return false for users who have a retail or other type of license
|
||||
// Before using, please ask your Valve technical contact how to package and secure your free weekened
|
||||
virtual bool BIsSubscribedFromFreeWeekend() = 0;
|
||||
|
||||
// Returns the number of DLC pieces for the running app
|
||||
virtual int GetDLCCount() = 0;
|
||||
|
||||
// Returns metadata for DLC by index, of range [0, GetDLCCount()]
|
||||
virtual bool BGetDLCDataByIndex(int iDLC, AppId_t* pAppID, bool* pbAvailable, char* pchName, int cchNameBufferSize) = 0;
|
||||
|
||||
// Install/Uninstall control for optional DLC
|
||||
virtual void InstallDLC(AppId_t nAppID) = 0;
|
||||
virtual void UninstallDLC(AppId_t nAppID) = 0;
|
||||
|
||||
// Request legacy cd-key for yourself or owned DLC. If you are interested in this
|
||||
// data then make sure you provide us with a list of valid keys to be distributed
|
||||
// to users when they purchase the game, before the game ships.
|
||||
// You'll receive an AppProofOfPurchaseKeyResponse_t callback when
|
||||
// the key is available (which may be immediately).
|
||||
virtual void RequestAppProofOfPurchaseKey(AppId_t nAppID) = 0;
|
||||
|
||||
virtual bool GetCurrentBetaName(char* pchName, int cchNameBufferSize) = 0; // returns current beta branch name, 'public' is the default branch
|
||||
virtual bool MarkContentCorrupt(bool bMissingFilesOnly) = 0; // signal Steam that game files seems corrupt or missing
|
||||
virtual uint32 GetInstalledDepots(AppId_t appID, DepotId_t* pvecDepots, uint32 cMaxDepots) = 0; // return installed depots in mount order
|
||||
|
||||
// returns current app install folder for AppID, returns folder name length
|
||||
virtual uint32 GetAppInstallDir(AppId_t appID, char* pchFolder, uint32 cchFolderBufferSize) = 0;
|
||||
virtual bool BIsAppInstalled(AppId_t appID) = 0; // returns true if that app is installed (not necessarily owned)
|
||||
|
||||
// returns the SteamID of the original owner. If this CSteamID is different from ISteamUser::GetSteamID(),
|
||||
// the user has a temporary license borrowed via Family Sharing
|
||||
virtual CSteamID GetAppOwner() = 0;
|
||||
|
||||
// Returns the associated launch param if the game is run via steam://run/<appid>//?param1=value1¶m2=value2¶m3=value3 etc.
|
||||
// Parameter names starting with the character '@' are reserved for internal use and will always return and empty string.
|
||||
// Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game,
|
||||
// but it is advised that you not param names beginning with an underscore for your own features.
|
||||
// Check for new launch parameters on callback NewUrlLaunchParameters_t
|
||||
virtual const char* GetLaunchQueryParam(const char* pchKey) = 0;
|
||||
|
||||
// get download progress for optional DLC
|
||||
virtual bool GetDlcDownloadProgress(AppId_t nAppID, uint64* punBytesDownloaded, uint64* punBytesTotal) = 0;
|
||||
|
||||
// return the buildid of this app, may change at any time based on backend updates to the game
|
||||
virtual int GetAppBuildId() = 0;
|
||||
|
||||
// Request all proof of purchase keys for the calling appid and asociated DLC.
|
||||
// A series of AppProofOfPurchaseKeyResponse_t callbacks will be sent with
|
||||
// appropriate appid values, ending with a final callback where the m_nAppId
|
||||
// member is k_uAppIdInvalid (zero).
|
||||
virtual void RequestAllProofOfPurchaseKeys() = 0;
|
||||
|
||||
STEAM_CALL_RESULT(FileDetailsResult_t)
|
||||
virtual SteamAPICall_t GetFileDetails(const char* pszFileName) = 0;
|
||||
|
||||
// Get command line if game was launched via Steam URL, e.g. steam://run/<appid>//<command line>/.
|
||||
// This method of passing a connect string (used when joining via rich presence, accepting an
|
||||
// invite, etc) is preferable to passing the connect string on the operating system command
|
||||
// line, which is a security risk. In order for rich presence joins to go through this
|
||||
// path and not be placed on the OS command line, you must set a value in your app's
|
||||
// configuration on Steam. Ask Valve for help with this.
|
||||
//
|
||||
// If game was already running and launched again, the NewUrlLaunchParameters_t will be fired.
|
||||
virtual int GetLaunchCommandLine(char* pszCommandLine, int cubCommandLine) = 0;
|
||||
|
||||
// Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID
|
||||
virtual bool BIsSubscribedFromFamilySharing() = 0;
|
||||
|
||||
// check if game is a timed trial with limited playtime
|
||||
virtual bool BIsTimedTrial(uint32* punSecondsAllowed, uint32* punSecondsPlayed) = 0;
|
||||
};
|
||||
|
||||
#define STEAMAPPS_INTERFACE_VERSION "STEAMAPPS_INTERFACE_VERSION008"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamApps* SteamApps();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamApps*, SteamApps, STEAMAPPS_INTERFACE_VERSION);
|
||||
|
||||
// Global accessor for the gameserver client
|
||||
inline ISteamApps* SteamGameServerApps();
|
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR(ISteamApps*, SteamGameServerApps, STEAMAPPS_INTERFACE_VERSION);
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: posted after the user gains ownership of DLC & that DLC is installed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct DlcInstalled_t {
|
||||
enum { k_iCallback = k_iSteamAppsCallbacks + 5 };
|
||||
AppId_t m_nAppID; // AppID of the DLC
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: possible results when registering an activation code
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ERegisterActivationCodeResult {
|
||||
k_ERegisterActivationCodeResultOK = 0,
|
||||
k_ERegisterActivationCodeResultFail = 1,
|
||||
k_ERegisterActivationCodeResultAlreadyRegistered = 2,
|
||||
k_ERegisterActivationCodeResultTimeout = 3,
|
||||
k_ERegisterActivationCodeAlreadyOwned = 4,
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: response to RegisterActivationCode()
|
||||
//-----------------------------------------------------------------------------
|
||||
struct RegisterActivationCodeResponse_t {
|
||||
enum { k_iCallback = k_iSteamAppsCallbacks + 8 };
|
||||
ERegisterActivationCodeResult m_eResult;
|
||||
uint32 m_unPackageRegistered; // package that was registered. Only set on success
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------------------
|
||||
// Purpose: posted after the user gains executes a Steam URL with command line or query parameters
|
||||
// such as steam://run/<appid>//-commandline/?param1=value1¶m2=value2¶m3=value3 etc
|
||||
// while the game is already running. The new params can be queried
|
||||
// with GetLaunchQueryParam and GetLaunchCommandLine
|
||||
//---------------------------------------------------------------------------------
|
||||
struct NewUrlLaunchParameters_t {
|
||||
enum { k_iCallback = k_iSteamAppsCallbacks + 14 };
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: response to RequestAppProofOfPurchaseKey/RequestAllProofOfPurchaseKeys
|
||||
// for supporting third-party CD keys, or other proof-of-purchase systems.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct AppProofOfPurchaseKeyResponse_t {
|
||||
enum { k_iCallback = k_iSteamAppsCallbacks + 21 };
|
||||
EResult m_eResult;
|
||||
uint32 m_nAppID;
|
||||
uint32 m_cchKeyLength;
|
||||
char m_rgchKey[k_cubAppProofOfPurchaseKeyMax];
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: response to GetFileDetails
|
||||
//-----------------------------------------------------------------------------
|
||||
struct FileDetailsResult_t {
|
||||
enum { k_iCallback = k_iSteamAppsCallbacks + 23 };
|
||||
EResult m_eResult;
|
||||
uint64 m_ulFileSize; // original file size in bytes
|
||||
uint8 m_FileSHA[20]; // original file SHA1 hash
|
||||
uint32 m_unFlags; //
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called for games in Timed Trial mode
|
||||
//-----------------------------------------------------------------------------
|
||||
struct TimedTrialStatus_t {
|
||||
enum { k_iCallback = k_iSteamAppsCallbacks + 30 };
|
||||
AppId_t m_unAppID; // appID
|
||||
bool m_bIsOffline; // if true, time allowed / played refers to offline time, not total time
|
||||
uint32 m_unSecondsAllowed; // how many seconds the app can be played in total
|
||||
uint32 m_unSecondsPlayed; // how many seconds the app was already played
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
#endif // ISTEAMAPPS_H
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to app data in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMAPPS_H
|
||||
#define ISTEAMAPPS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
const int k_cubAppProofOfPurchaseKeyMax = 240; // max supported length of a legacy cd key
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to app data
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamApps
|
||||
{
|
||||
public:
|
||||
virtual bool BIsSubscribed() = 0;
|
||||
virtual bool BIsLowViolence() = 0;
|
||||
virtual bool BIsCybercafe() = 0;
|
||||
virtual bool BIsVACBanned() = 0;
|
||||
virtual const char *GetCurrentGameLanguage() = 0;
|
||||
virtual const char *GetAvailableGameLanguages() = 0;
|
||||
|
||||
// only use this member if you need to check ownership of another game related to yours, a demo for example
|
||||
virtual bool BIsSubscribedApp( AppId_t appID ) = 0;
|
||||
|
||||
// Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
|
||||
virtual bool BIsDlcInstalled( AppId_t appID ) = 0;
|
||||
|
||||
// returns the Unix time of the purchase of the app
|
||||
virtual uint32 GetEarliestPurchaseUnixTime( AppId_t nAppID ) = 0;
|
||||
|
||||
// Checks if the user is subscribed to the current app through a free weekend
|
||||
// This function will return false for users who have a retail or other type of license
|
||||
// Before using, please ask your Valve technical contact how to package and secure your free weekened
|
||||
virtual bool BIsSubscribedFromFreeWeekend() = 0;
|
||||
|
||||
// Returns the number of DLC pieces for the running app
|
||||
virtual int GetDLCCount() = 0;
|
||||
|
||||
// Returns metadata for DLC by index, of range [0, GetDLCCount()]
|
||||
virtual bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize ) = 0;
|
||||
|
||||
// Install/Uninstall control for optional DLC
|
||||
virtual void InstallDLC( AppId_t nAppID ) = 0;
|
||||
virtual void UninstallDLC( AppId_t nAppID ) = 0;
|
||||
|
||||
// Request legacy cd-key for yourself or owned DLC. If you are interested in this
|
||||
// data then make sure you provide us with a list of valid keys to be distributed
|
||||
// to users when they purchase the game, before the game ships.
|
||||
// You'll receive an AppProofOfPurchaseKeyResponse_t callback when
|
||||
// the key is available (which may be immediately).
|
||||
virtual void RequestAppProofOfPurchaseKey( AppId_t nAppID ) = 0;
|
||||
|
||||
virtual bool GetCurrentBetaName( char *pchName, int cchNameBufferSize ) = 0; // returns current beta branch name, 'public' is the default branch
|
||||
virtual bool MarkContentCorrupt( bool bMissingFilesOnly ) = 0; // signal Steam that game files seems corrupt or missing
|
||||
virtual uint32 GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots ) = 0; // return installed depots in mount order
|
||||
|
||||
// returns current app install folder for AppID, returns folder name length
|
||||
virtual uint32 GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ) = 0;
|
||||
virtual bool BIsAppInstalled( AppId_t appID ) = 0; // returns true if that app is installed (not necessarily owned)
|
||||
|
||||
// returns the SteamID of the original owner. If this CSteamID is different from ISteamUser::GetSteamID(),
|
||||
// the user has a temporary license borrowed via Family Sharing
|
||||
virtual CSteamID GetAppOwner() = 0;
|
||||
|
||||
// Returns the associated launch param if the game is run via steam://run/<appid>//?param1=value1¶m2=value2¶m3=value3 etc.
|
||||
// Parameter names starting with the character '@' are reserved for internal use and will always return and empty string.
|
||||
// Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game,
|
||||
// but it is advised that you not param names beginning with an underscore for your own features.
|
||||
// Check for new launch parameters on callback NewUrlLaunchParameters_t
|
||||
virtual const char *GetLaunchQueryParam( const char *pchKey ) = 0;
|
||||
|
||||
// get download progress for optional DLC
|
||||
virtual bool GetDlcDownloadProgress( AppId_t nAppID, uint64 *punBytesDownloaded, uint64 *punBytesTotal ) = 0;
|
||||
|
||||
// return the buildid of this app, may change at any time based on backend updates to the game
|
||||
virtual int GetAppBuildId() = 0;
|
||||
|
||||
// Request all proof of purchase keys for the calling appid and asociated DLC.
|
||||
// A series of AppProofOfPurchaseKeyResponse_t callbacks will be sent with
|
||||
// appropriate appid values, ending with a final callback where the m_nAppId
|
||||
// member is k_uAppIdInvalid (zero).
|
||||
virtual void RequestAllProofOfPurchaseKeys() = 0;
|
||||
|
||||
STEAM_CALL_RESULT( FileDetailsResult_t )
|
||||
virtual SteamAPICall_t GetFileDetails( const char* pszFileName ) = 0;
|
||||
|
||||
// Get command line if game was launched via Steam URL, e.g. steam://run/<appid>//<command line>/.
|
||||
// This method of passing a connect string (used when joining via rich presence, accepting an
|
||||
// invite, etc) is preferable to passing the connect string on the operating system command
|
||||
// line, which is a security risk. In order for rich presence joins to go through this
|
||||
// path and not be placed on the OS command line, you must set a value in your app's
|
||||
// configuration on Steam. Ask Valve for help with this.
|
||||
//
|
||||
// If game was already running and launched again, the NewUrlLaunchParameters_t will be fired.
|
||||
virtual int GetLaunchCommandLine( char *pszCommandLine, int cubCommandLine ) = 0;
|
||||
|
||||
// Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID
|
||||
virtual bool BIsSubscribedFromFamilySharing() = 0;
|
||||
|
||||
// check if game is a timed trial with limited playtime
|
||||
virtual bool BIsTimedTrial( uint32* punSecondsAllowed, uint32* punSecondsPlayed ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMAPPS_INTERFACE_VERSION "STEAMAPPS_INTERFACE_VERSION008"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamApps *SteamApps();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamApps *, SteamApps, STEAMAPPS_INTERFACE_VERSION );
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: posted after the user gains ownership of DLC & that DLC is installed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct DlcInstalled_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamAppsCallbacks + 5 };
|
||||
AppId_t m_nAppID; // AppID of the DLC
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: possible results when registering an activation code
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ERegisterActivationCodeResult
|
||||
{
|
||||
k_ERegisterActivationCodeResultOK = 0,
|
||||
k_ERegisterActivationCodeResultFail = 1,
|
||||
k_ERegisterActivationCodeResultAlreadyRegistered = 2,
|
||||
k_ERegisterActivationCodeResultTimeout = 3,
|
||||
k_ERegisterActivationCodeAlreadyOwned = 4,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: response to RegisterActivationCode()
|
||||
//-----------------------------------------------------------------------------
|
||||
struct RegisterActivationCodeResponse_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamAppsCallbacks + 8 };
|
||||
ERegisterActivationCodeResult m_eResult;
|
||||
uint32 m_unPackageRegistered; // package that was registered. Only set on success
|
||||
};
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------
|
||||
// Purpose: posted after the user gains executes a Steam URL with command line or query parameters
|
||||
// such as steam://run/<appid>//-commandline/?param1=value1¶m2=value2¶m3=value3 etc
|
||||
// while the game is already running. The new params can be queried
|
||||
// with GetLaunchQueryParam and GetLaunchCommandLine
|
||||
//---------------------------------------------------------------------------------
|
||||
struct NewUrlLaunchParameters_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamAppsCallbacks + 14 };
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: response to RequestAppProofOfPurchaseKey/RequestAllProofOfPurchaseKeys
|
||||
// for supporting third-party CD keys, or other proof-of-purchase systems.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct AppProofOfPurchaseKeyResponse_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamAppsCallbacks + 21 };
|
||||
EResult m_eResult;
|
||||
uint32 m_nAppID;
|
||||
uint32 m_cchKeyLength;
|
||||
char m_rgchKey[k_cubAppProofOfPurchaseKeyMax];
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: response to GetFileDetails
|
||||
//-----------------------------------------------------------------------------
|
||||
struct FileDetailsResult_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamAppsCallbacks + 23 };
|
||||
EResult m_eResult;
|
||||
uint64 m_ulFileSize; // original file size in bytes
|
||||
uint8 m_FileSHA[20]; // original file SHA1 hash
|
||||
uint32 m_unFlags; //
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called for games in Timed Trial mode
|
||||
//-----------------------------------------------------------------------------
|
||||
struct TimedTrialStatus_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamAppsCallbacks + 30 };
|
||||
AppId_t m_unAppID; // appID
|
||||
bool m_bIsOffline; // if true, time allowed / played refers to offline time, not total time
|
||||
uint32 m_unSecondsAllowed; // how many seconds the app can be played in total
|
||||
uint32 m_unSecondsPlayed; // how many seconds the app was already played
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
#endif // ISTEAMAPPS_H
|
||||
|
@ -1,26 +1,28 @@
|
||||
//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: a private, but well versioned, interface to get at critical bits
|
||||
// of a steam3 appticket - consumed by the simple drm wrapper to let it
|
||||
// ask about ownership with greater confidence.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMAPPTICKET_H
|
||||
#define ISTEAMAPPTICKET_H
|
||||
#pragma once
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: hand out a reasonable "future proof" view of an app ownership ticket
|
||||
// the raw (signed) buffer, and indices into that buffer where the appid and
|
||||
// steamid are located. the sizes of the appid and steamid are implicit in
|
||||
// (each version of) the interface - currently uin32 appid and uint64 steamid
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamAppTicket {
|
||||
public:
|
||||
virtual uint32 GetAppOwnershipTicketData(uint32 nAppID, void* pvBuffer, uint32 cbBufferLength, uint32* piAppId, uint32* piSteamId, uint32* piSignature, uint32* pcbSignature) = 0;
|
||||
};
|
||||
|
||||
#define STEAMAPPTICKET_INTERFACE_VERSION "STEAMAPPTICKET_INTERFACE_VERSION001"
|
||||
|
||||
#endif // ISTEAMAPPTICKET_H
|
||||
//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: a private, but well versioned, interface to get at critical bits
|
||||
// of a steam3 appticket - consumed by the simple drm wrapper to let it
|
||||
// ask about ownership with greater confidence.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMAPPTICKET_H
|
||||
#define ISTEAMAPPTICKET_H
|
||||
#pragma once
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: hand out a reasonable "future proof" view of an app ownership ticket
|
||||
// the raw (signed) buffer, and indices into that buffer where the appid and
|
||||
// steamid are located. the sizes of the appid and steamid are implicit in
|
||||
// (each version of) the interface - currently uin32 appid and uint64 steamid
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamAppTicket
|
||||
{
|
||||
public:
|
||||
virtual uint32 GetAppOwnershipTicketData( uint32 nAppID, void *pvBuffer, uint32 cbBufferLength, uint32 *piAppId, uint32 *piSteamId, uint32 *piSignature, uint32 *pcbSignature ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMAPPTICKET_INTERFACE_VERSION "STEAMAPPTICKET_INTERFACE_VERSION001"
|
||||
|
||||
|
||||
#endif // ISTEAMAPPTICKET_H
|
||||
|
@ -1,177 +1,179 @@
|
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// Internal low-level access to Steamworks interfaces.
|
||||
//
|
||||
// Most users of the Steamworks SDK do not need to include this file.
|
||||
// You should only include this if you are doing something special.
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMCLIENT_H
|
||||
#define ISTEAMCLIENT_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Interface to creating a new steam instance, or to
|
||||
// connect to an existing steam instance, whether it's in a
|
||||
// different process or is local.
|
||||
//
|
||||
// For most scenarios this is all handled automatically via SteamAPI_Init().
|
||||
// You'll only need these APIs if you have a more complex versioning scheme,
|
||||
// or if you want to implement a multiplexed gameserver where a single process
|
||||
// is handling multiple games at once with independent gameserver SteamIDs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamClient {
|
||||
public:
|
||||
// Creates a communication pipe to the Steam client.
|
||||
// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
|
||||
virtual HSteamPipe CreateSteamPipe() = 0;
|
||||
|
||||
// Releases a previously created communications pipe
|
||||
// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
|
||||
virtual bool BReleaseSteamPipe(HSteamPipe hSteamPipe) = 0;
|
||||
|
||||
// connects to an existing global user, failing if none exists
|
||||
// used by the game to coordinate with the steamUI
|
||||
// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
|
||||
virtual HSteamUser ConnectToGlobalUser(HSteamPipe hSteamPipe) = 0;
|
||||
|
||||
// used by game servers, create a steam user that won't be shared with anyone else
|
||||
// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
|
||||
virtual HSteamUser CreateLocalUser(HSteamPipe* phSteamPipe, EAccountType eAccountType) = 0;
|
||||
|
||||
// removes an allocated user
|
||||
// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
|
||||
virtual void ReleaseUser(HSteamPipe hSteamPipe, HSteamUser hUser) = 0;
|
||||
|
||||
// retrieves the ISteamUser interface associated with the handle
|
||||
virtual ISteamUser* GetISteamUser(HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// retrieves the ISteamGameServer interface associated with the handle
|
||||
virtual ISteamGameServer* GetISteamGameServer(HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// set the local IP and Port to bind to
|
||||
// this must be set before CreateLocalUser()
|
||||
virtual void SetLocalIPBinding(const SteamIPAddress_t& unIP, uint16 usPort) = 0;
|
||||
|
||||
// returns the ISteamFriends interface
|
||||
virtual ISteamFriends* GetISteamFriends(HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// returns the ISteamUtils interface
|
||||
virtual ISteamUtils* GetISteamUtils(HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// returns the ISteamMatchmaking interface
|
||||
virtual ISteamMatchmaking* GetISteamMatchmaking(HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// returns the ISteamMatchmakingServers interface
|
||||
virtual ISteamMatchmakingServers* GetISteamMatchmakingServers(HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// returns the a generic interface
|
||||
virtual void* GetISteamGenericInterface(HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// returns the ISteamUserStats interface
|
||||
virtual ISteamUserStats* GetISteamUserStats(HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// returns the ISteamGameServerStats interface
|
||||
virtual ISteamGameServerStats* GetISteamGameServerStats(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// returns apps interface
|
||||
virtual ISteamApps* GetISteamApps(HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// networking
|
||||
virtual ISteamNetworking* GetISteamNetworking(HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// remote storage
|
||||
virtual ISteamRemoteStorage* GetISteamRemoteStorage(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// user screenshots
|
||||
virtual ISteamScreenshots* GetISteamScreenshots(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// game search
|
||||
virtual ISteamGameSearch* GetISteamGameSearch(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// Deprecated. Applications should use SteamAPI_RunCallbacks() or SteamGameServer_RunCallbacks() instead.
|
||||
STEAM_PRIVATE_API(virtual void RunFrame() = 0;)
|
||||
|
||||
// returns the number of IPC calls made since the last time this function was called
|
||||
// Used for perf debugging so you can understand how many IPC calls your game makes per frame
|
||||
// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
|
||||
// control how often you do them.
|
||||
virtual uint32 GetIPCCallCount() = 0;
|
||||
|
||||
// API warning handling
|
||||
// 'int' is the severity; 0 for msg, 1 for warning
|
||||
// 'const char *' is the text of the message
|
||||
// callbacks will occur directly after the API function is called that generated the warning or message.
|
||||
virtual void SetWarningMessageHook(SteamAPIWarningMessageHook_t pFunction) = 0;
|
||||
|
||||
// Trigger global shutdown for the DLL
|
||||
virtual bool BShutdownIfAllPipesClosed() = 0;
|
||||
|
||||
// Expose HTTP interface
|
||||
virtual ISteamHTTP* GetISteamHTTP(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// Deprecated - the ISteamUnifiedMessages interface is no longer intended for public consumption.
|
||||
STEAM_PRIVATE_API(virtual void* DEPRECATED_GetISteamUnifiedMessages(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;)
|
||||
|
||||
// Exposes the ISteamController interface - deprecated in favor of Steam Input
|
||||
virtual ISteamController* GetISteamController(HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// Exposes the ISteamUGC interface
|
||||
virtual ISteamUGC* GetISteamUGC(HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// returns app list interface, only available on specially registered apps
|
||||
virtual ISteamAppList* GetISteamAppList(HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// Music Player
|
||||
virtual ISteamMusic* GetISteamMusic(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// Music Player Remote
|
||||
virtual ISteamMusicRemote* GetISteamMusicRemote(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// html page display
|
||||
virtual ISteamHTMLSurface* GetISteamHTMLSurface(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// Helper functions for internal Steam usage
|
||||
STEAM_PRIVATE_API(virtual void DEPRECATED_Set_SteamAPI_CPostAPIResultInProcess(void (*)()) = 0;)
|
||||
STEAM_PRIVATE_API(virtual void DEPRECATED_Remove_SteamAPI_CPostAPIResultInProcess(void (*)()) = 0;)
|
||||
STEAM_PRIVATE_API(virtual void Set_SteamAPI_CCheckCallbackRegisteredInProcess(SteamAPI_CheckCallbackRegistered_t func) = 0;)
|
||||
|
||||
// inventory
|
||||
virtual ISteamInventory* GetISteamInventory(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// Video
|
||||
virtual ISteamVideo* GetISteamVideo(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// Parental controls
|
||||
virtual ISteamParentalSettings* GetISteamParentalSettings(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// Exposes the Steam Input interface for controller support
|
||||
virtual ISteamInput* GetISteamInput(HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// Steam Parties interface
|
||||
virtual ISteamParties* GetISteamParties(HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
// Steam Remote Play interface
|
||||
virtual ISteamRemotePlay* GetISteamRemotePlay(HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char* pchVersion) = 0;
|
||||
|
||||
STEAM_PRIVATE_API(virtual void DestroyAllInterfaces() = 0;)
|
||||
};
|
||||
#define STEAMCLIENT_INTERFACE_VERSION "SteamClient020"
|
||||
|
||||
#ifndef STEAM_API_EXPORTS
|
||||
|
||||
// Global ISteamClient interface accessor
|
||||
inline ISteamClient* SteamClient();
|
||||
STEAM_DEFINE_INTERFACE_ACCESSOR(ISteamClient*, SteamClient, SteamInternal_CreateInterface(STEAMCLIENT_INTERFACE_VERSION), "global", STEAMCLIENT_INTERFACE_VERSION);
|
||||
|
||||
// The internal ISteamClient used for the gameserver interface.
|
||||
// (This is actually the same thing. You really shouldn't need to access any of this stuff directly.)
|
||||
inline ISteamClient* SteamGameServerClient() { return SteamClient(); }
|
||||
|
||||
#endif
|
||||
|
||||
#endif // ISTEAMCLIENT_H
|
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// Internal low-level access to Steamworks interfaces.
|
||||
//
|
||||
// Most users of the Steamworks SDK do not need to include this file.
|
||||
// You should only include this if you are doing something special.
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMCLIENT_H
|
||||
#define ISTEAMCLIENT_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Interface to creating a new steam instance, or to
|
||||
// connect to an existing steam instance, whether it's in a
|
||||
// different process or is local.
|
||||
//
|
||||
// For most scenarios this is all handled automatically via SteamAPI_Init().
|
||||
// You'll only need these APIs if you have a more complex versioning scheme,
|
||||
// or if you want to implement a multiplexed gameserver where a single process
|
||||
// is handling multiple games at once with independent gameserver SteamIDs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamClient
|
||||
{
|
||||
public:
|
||||
// Creates a communication pipe to the Steam client.
|
||||
// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
|
||||
virtual HSteamPipe CreateSteamPipe() = 0;
|
||||
|
||||
// Releases a previously created communications pipe
|
||||
// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
|
||||
virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
|
||||
|
||||
// connects to an existing global user, failing if none exists
|
||||
// used by the game to coordinate with the steamUI
|
||||
// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
|
||||
virtual HSteamUser ConnectToGlobalUser( HSteamPipe hSteamPipe ) = 0;
|
||||
|
||||
// used by game servers, create a steam user that won't be shared with anyone else
|
||||
// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
|
||||
virtual HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe, EAccountType eAccountType ) = 0;
|
||||
|
||||
// removes an allocated user
|
||||
// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
|
||||
virtual void ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ) = 0;
|
||||
|
||||
// retrieves the ISteamUser interface associated with the handle
|
||||
virtual ISteamUser *GetISteamUser( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// retrieves the ISteamGameServer interface associated with the handle
|
||||
virtual ISteamGameServer *GetISteamGameServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// set the local IP and Port to bind to
|
||||
// this must be set before CreateLocalUser()
|
||||
virtual void SetLocalIPBinding( const SteamIPAddress_t &unIP, uint16 usPort ) = 0;
|
||||
|
||||
// returns the ISteamFriends interface
|
||||
virtual ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamUtils interface
|
||||
virtual ISteamUtils *GetISteamUtils( HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamMatchmaking interface
|
||||
virtual ISteamMatchmaking *GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamMatchmakingServers interface
|
||||
virtual ISteamMatchmakingServers *GetISteamMatchmakingServers( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the a generic interface
|
||||
virtual void *GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamUserStats interface
|
||||
virtual ISteamUserStats *GetISteamUserStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamGameServerStats interface
|
||||
virtual ISteamGameServerStats *GetISteamGameServerStats( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns apps interface
|
||||
virtual ISteamApps *GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// networking
|
||||
virtual ISteamNetworking *GetISteamNetworking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// remote storage
|
||||
virtual ISteamRemoteStorage *GetISteamRemoteStorage( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// user screenshots
|
||||
virtual ISteamScreenshots *GetISteamScreenshots( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// game search
|
||||
virtual ISteamGameSearch *GetISteamGameSearch( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Deprecated. Applications should use SteamAPI_RunCallbacks() or SteamGameServer_RunCallbacks() instead.
|
||||
STEAM_PRIVATE_API( virtual void RunFrame() = 0; )
|
||||
|
||||
// returns the number of IPC calls made since the last time this function was called
|
||||
// Used for perf debugging so you can understand how many IPC calls your game makes per frame
|
||||
// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
|
||||
// control how often you do them.
|
||||
virtual uint32 GetIPCCallCount() = 0;
|
||||
|
||||
// API warning handling
|
||||
// 'int' is the severity; 0 for msg, 1 for warning
|
||||
// 'const char *' is the text of the message
|
||||
// callbacks will occur directly after the API function is called that generated the warning or message.
|
||||
virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0;
|
||||
|
||||
// Trigger global shutdown for the DLL
|
||||
virtual bool BShutdownIfAllPipesClosed() = 0;
|
||||
|
||||
// Expose HTTP interface
|
||||
virtual ISteamHTTP *GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Deprecated - the ISteamUnifiedMessages interface is no longer intended for public consumption.
|
||||
STEAM_PRIVATE_API( virtual void *DEPRECATED_GetISteamUnifiedMessages( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0 ; )
|
||||
|
||||
// Exposes the ISteamController interface - deprecated in favor of Steam Input
|
||||
virtual ISteamController *GetISteamController( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Exposes the ISteamUGC interface
|
||||
virtual ISteamUGC *GetISteamUGC( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns app list interface, only available on specially registered apps
|
||||
virtual ISteamAppList *GetISteamAppList( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Music Player
|
||||
virtual ISteamMusic *GetISteamMusic( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Music Player Remote
|
||||
virtual ISteamMusicRemote *GetISteamMusicRemote(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion) = 0;
|
||||
|
||||
// html page display
|
||||
virtual ISteamHTMLSurface *GetISteamHTMLSurface(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion) = 0;
|
||||
|
||||
// Helper functions for internal Steam usage
|
||||
STEAM_PRIVATE_API( virtual void DEPRECATED_Set_SteamAPI_CPostAPIResultInProcess( void (*)() ) = 0; )
|
||||
STEAM_PRIVATE_API( virtual void DEPRECATED_Remove_SteamAPI_CPostAPIResultInProcess( void (*)() ) = 0; )
|
||||
STEAM_PRIVATE_API( virtual void Set_SteamAPI_CCheckCallbackRegisteredInProcess( SteamAPI_CheckCallbackRegistered_t func ) = 0; )
|
||||
|
||||
// inventory
|
||||
virtual ISteamInventory *GetISteamInventory( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Video
|
||||
virtual ISteamVideo *GetISteamVideo( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Parental controls
|
||||
virtual ISteamParentalSettings *GetISteamParentalSettings( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Exposes the Steam Input interface for controller support
|
||||
virtual ISteamInput *GetISteamInput( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Steam Parties interface
|
||||
virtual ISteamParties *GetISteamParties( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Steam Remote Play interface
|
||||
virtual ISteamRemotePlay *GetISteamRemotePlay( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
STEAM_PRIVATE_API( virtual void DestroyAllInterfaces() = 0; )
|
||||
|
||||
};
|
||||
#define STEAMCLIENT_INTERFACE_VERSION "SteamClient020"
|
||||
|
||||
#ifndef STEAM_API_EXPORTS
|
||||
|
||||
// Global ISteamClient interface accessor
|
||||
inline ISteamClient *SteamClient();
|
||||
STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamClient *, SteamClient, SteamInternal_CreateInterface( STEAMCLIENT_INTERFACE_VERSION ), "global", STEAMCLIENT_INTERFACE_VERSION );
|
||||
|
||||
// The internal ISteamClient used for the gameserver interface.
|
||||
// (This is actually the same thing. You really shouldn't need to access any of this stuff directly.)
|
||||
inline ISteamClient *SteamGameServerClient() { return SteamClient(); }
|
||||
|
||||
#endif
|
||||
|
||||
#endif // ISTEAMCLIENT_H
|
||||
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -1,66 +1,74 @@
|
||||
//====== Copyright ©, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to the game coordinator for this application
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMGAMECOORDINATOR
|
||||
#define ISTEAMGAMECOORDINATOR
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
// list of possible return values from the ISteamGameCoordinator API
|
||||
enum EGCResults {
|
||||
k_EGCResultOK = 0,
|
||||
k_EGCResultNoMessage = 1, // There is no message in the queue
|
||||
k_EGCResultBufferTooSmall = 2, // The buffer is too small for the requested message
|
||||
k_EGCResultNotLoggedOn = 3, // The client is not logged onto Steam
|
||||
k_EGCResultInvalidMessage = 4, // Something was wrong with the message being sent with SendMessage
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for sending and receiving messages from the Game Coordinator
|
||||
// for this application
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamGameCoordinator {
|
||||
public:
|
||||
// sends a message to the Game Coordinator
|
||||
virtual EGCResults SendMessage(uint32 unMsgType, const void* pubData, uint32 cubData) = 0;
|
||||
|
||||
// returns true if there is a message waiting from the game coordinator
|
||||
virtual bool IsMessageAvailable(uint32* pcubMsgSize) = 0;
|
||||
|
||||
// fills the provided buffer with the first message in the queue and returns k_EGCResultOK or
|
||||
// returns k_EGCResultNoMessage if there is no message waiting. pcubMsgSize is filled with the message size.
|
||||
// If the provided buffer is not large enough to fit the entire message, k_EGCResultBufferTooSmall is returned
|
||||
// and the message remains at the head of the queue.
|
||||
virtual EGCResults RetrieveMessage(uint32* punMsgType, void* pubDest, uint32 cubDest, uint32* pcubMsgSize) = 0;
|
||||
};
|
||||
#define STEAMGAMECOORDINATOR_INTERFACE_VERSION "SteamGameCoordinator001"
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
// callback notification - A new message is available for reading from the message queue
|
||||
struct GCMessageAvailable_t {
|
||||
enum { k_iCallback = k_iSteamGameCoordinatorCallbacks + 1 };
|
||||
uint32 m_nMessageSize;
|
||||
};
|
||||
|
||||
// callback notification - A message failed to make it to the GC. It may be down temporarily
|
||||
struct GCMessageFailed_t {
|
||||
enum { k_iCallback = k_iSteamGameCoordinatorCallbacks + 2 };
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // ISTEAMGAMECOORDINATOR
|
||||
//====== Copyright ©, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to the game coordinator for this application
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMGAMECOORDINATOR
|
||||
#define ISTEAMGAMECOORDINATOR
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
|
||||
// list of possible return values from the ISteamGameCoordinator API
|
||||
enum EGCResults
|
||||
{
|
||||
k_EGCResultOK = 0,
|
||||
k_EGCResultNoMessage = 1, // There is no message in the queue
|
||||
k_EGCResultBufferTooSmall = 2, // The buffer is too small for the requested message
|
||||
k_EGCResultNotLoggedOn = 3, // The client is not logged onto Steam
|
||||
k_EGCResultInvalidMessage = 4, // Something was wrong with the message being sent with SendMessage
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for sending and receiving messages from the Game Coordinator
|
||||
// for this application
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamGameCoordinator
|
||||
{
|
||||
public:
|
||||
|
||||
// sends a message to the Game Coordinator
|
||||
virtual EGCResults SendMessage( uint32 unMsgType, const void *pubData, uint32 cubData ) = 0;
|
||||
|
||||
// returns true if there is a message waiting from the game coordinator
|
||||
virtual bool IsMessageAvailable( uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// fills the provided buffer with the first message in the queue and returns k_EGCResultOK or
|
||||
// returns k_EGCResultNoMessage if there is no message waiting. pcubMsgSize is filled with the message size.
|
||||
// If the provided buffer is not large enough to fit the entire message, k_EGCResultBufferTooSmall is returned
|
||||
// and the message remains at the head of the queue.
|
||||
virtual EGCResults RetrieveMessage( uint32 *punMsgType, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
};
|
||||
#define STEAMGAMECOORDINATOR_INTERFACE_VERSION "SteamGameCoordinator001"
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
// callback notification - A new message is available for reading from the message queue
|
||||
struct GCMessageAvailable_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameCoordinatorCallbacks + 1 };
|
||||
uint32 m_nMessageSize;
|
||||
};
|
||||
|
||||
// callback notification - A message failed to make it to the GC. It may be down temporarily
|
||||
struct GCMessageFailed_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameCoordinatorCallbacks + 2 };
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
#endif // ISTEAMGAMECOORDINATOR
|
||||
|
@ -1,357 +1,392 @@
|
||||
//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam for game servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMGAMESERVER_H
|
||||
#define ISTEAMGAMESERVER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for authenticating users via Steam to play on a game server
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamGameServer {
|
||||
public:
|
||||
//
|
||||
// Basic server data. These properties, if set, must be set before before calling LogOn. They
|
||||
// may not be changed after logged in.
|
||||
//
|
||||
|
||||
/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
|
||||
STEAM_PRIVATE_API(virtual bool InitGameServer(uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char* pchVersionString) = 0;)
|
||||
|
||||
/// Game product identifier. This is currently used by the master server for version checking purposes.
|
||||
/// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
|
||||
virtual void SetProduct(const char* pszProduct) = 0;
|
||||
|
||||
/// Description of the game. This is a required field and is displayed in the steam server browser....for now.
|
||||
/// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
|
||||
virtual void SetGameDescription(const char* pszGameDescription) = 0;
|
||||
|
||||
/// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
|
||||
/// this application is the original game, not a mod.
|
||||
///
|
||||
/// @see k_cbMaxGameServerGameDir
|
||||
virtual void SetModDir(const char* pszModDir) = 0;
|
||||
|
||||
/// Is this is a dedicated server? The default value is false.
|
||||
virtual void SetDedicatedServer(bool bDedicated) = 0;
|
||||
|
||||
//
|
||||
// Login
|
||||
//
|
||||
|
||||
/// Begin process to login to a persistent game server account
|
||||
///
|
||||
/// You need to register for callbacks to determine the result of this operation.
|
||||
/// @see SteamServersConnected_t
|
||||
/// @see SteamServerConnectFailure_t
|
||||
/// @see SteamServersDisconnected_t
|
||||
virtual void LogOn(const char* pszToken) = 0;
|
||||
|
||||
/// Login to a generic, anonymous account.
|
||||
///
|
||||
/// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,
|
||||
/// but this is no longer the case.
|
||||
virtual void LogOnAnonymous() = 0;
|
||||
|
||||
/// Begin process of logging game server out of steam
|
||||
virtual void LogOff() = 0;
|
||||
|
||||
// status functions
|
||||
virtual bool BLoggedOn() = 0;
|
||||
virtual bool BSecure() = 0;
|
||||
virtual CSteamID GetSteamID() = 0;
|
||||
|
||||
/// Returns true if the master server has requested a restart.
|
||||
/// Only returns true once per request.
|
||||
virtual bool WasRestartRequested() = 0;
|
||||
|
||||
//
|
||||
// Server state. These properties may be changed at any time.
|
||||
//
|
||||
|
||||
/// Max player count that will be reported to server browser and client queries
|
||||
virtual void SetMaxPlayerCount(int cPlayersMax) = 0;
|
||||
|
||||
/// Number of bots. Default value is zero
|
||||
virtual void SetBotPlayerCount(int cBotplayers) = 0;
|
||||
|
||||
/// Set the name of server as it will appear in the server browser
|
||||
///
|
||||
/// @see k_cbMaxGameServerName
|
||||
virtual void SetServerName(const char* pszServerName) = 0;
|
||||
|
||||
/// Set name of map to report in the server browser
|
||||
///
|
||||
/// @see k_cbMaxGameServerName
|
||||
virtual void SetMapName(const char* pszMapName) = 0;
|
||||
|
||||
/// Let people know if your server will require a password
|
||||
virtual void SetPasswordProtected(bool bPasswordProtected) = 0;
|
||||
|
||||
/// Spectator server. The default value is zero, meaning the service
|
||||
/// is not used.
|
||||
virtual void SetSpectatorPort(uint16 unSpectatorPort) = 0;
|
||||
|
||||
/// Name of the spectator server. (Only used if spectator port is nonzero.)
|
||||
///
|
||||
/// @see k_cbMaxGameServerMapName
|
||||
virtual void SetSpectatorServerName(const char* pszSpectatorServerName) = 0;
|
||||
|
||||
/// Call this to clear the whole list of key/values that are sent in rules queries.
|
||||
virtual void ClearAllKeyValues() = 0;
|
||||
|
||||
/// Call this to add/update a key/value pair.
|
||||
virtual void SetKeyValue(const char* pKey, const char* pValue) = 0;
|
||||
|
||||
/// Sets a string defining the "gametags" for this server, this is optional, but if it is set
|
||||
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
///
|
||||
/// @see k_cbMaxGameServerTags
|
||||
virtual void SetGameTags(const char* pchGameTags) = 0;
|
||||
|
||||
/// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
|
||||
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
/// don't set this unless it actually changes, its only uploaded to the master once (when
|
||||
/// acknowledged)
|
||||
///
|
||||
/// @see k_cbMaxGameServerGameData
|
||||
virtual void SetGameData(const char* pchGameData) = 0;
|
||||
|
||||
/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
|
||||
virtual void SetRegion(const char* pszRegion) = 0;
|
||||
|
||||
//
|
||||
// Player list management / authentication
|
||||
//
|
||||
|
||||
// Handles receiving a new connection from a Steam user. This call will ask the Steam
|
||||
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
|
||||
// are off-line, then it will validate the cached ticket itself which will validate app ownership
|
||||
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
|
||||
// and must then be sent up to the game server for authentication.
|
||||
//
|
||||
// Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
|
||||
// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
|
||||
// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
|
||||
virtual bool SendUserConnectAndAuthenticate(uint32 unIPClient, const void* pvAuthBlob, uint32 cubAuthBlobSize, CSteamID* pSteamIDUser) = 0;
|
||||
|
||||
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
|
||||
//
|
||||
// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
|
||||
// when this user leaves the server just like you would for a real user.
|
||||
virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
|
||||
|
||||
// Should be called whenever a user leaves our game server, this lets Steam internally
|
||||
// track which users are currently on which servers for the purposes of preventing a single
|
||||
// account being logged into multiple servers, showing who is currently on a server, etc.
|
||||
virtual void SendUserDisconnect(CSteamID steamIDUser) = 0;
|
||||
|
||||
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
|
||||
// currently connected to the server. For regular users you must call this after you receive a
|
||||
// GSUserValidationSuccess callback.
|
||||
//
|
||||
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
|
||||
virtual bool BUpdateUserData(CSteamID steamIDUser, const char* pchPlayerName, uint32 uScore) = 0;
|
||||
|
||||
// New auth system APIs - do not mix with the old auth system APIs.
|
||||
// ----------------------------------------------------------------
|
||||
|
||||
// Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
|
||||
// pcbTicket retrieves the length of the actual ticket.
|
||||
virtual HAuthTicket GetAuthSessionTicket(void* pTicket, int cbMaxTicket, uint32* pcbTicket) = 0;
|
||||
|
||||
// Authenticate ticket ( from GetAuthSessionTicket ) 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 SendUserConnectAndAuthenticate, 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;
|
||||
|
||||
// Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
|
||||
// returns false if we're not connected to the steam servers and thus cannot ask
|
||||
virtual bool RequestUserGroupStatus(CSteamID steamIDUser, CSteamID steamIDGroup) = 0;
|
||||
|
||||
// these two functions s are deprecated, and will not return results
|
||||
// they will be removed in a future version of the SDK
|
||||
virtual void GetGameplayStats() = 0;
|
||||
STEAM_CALL_RESULT(GSReputation_t)
|
||||
virtual SteamAPICall_t GetServerReputation() = 0;
|
||||
|
||||
// Returns the public IP of the server according to Steam, useful when the server is
|
||||
// behind NAT and you want to advertise its IP in a lobby for other clients to directly
|
||||
// connect to
|
||||
virtual SteamIPAddress_t GetPublicIP() = 0;
|
||||
|
||||
// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
|
||||
// socket to talk to the master server on, it lets the game use its socket to forward messages
|
||||
// back and forth. This prevents us from requiring server ops to open up yet another port
|
||||
// in their firewalls.
|
||||
//
|
||||
// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
|
||||
|
||||
// These are used when you've elected to multiplex the game server's UDP socket
|
||||
// rather than having the master server updater use its own sockets.
|
||||
//
|
||||
// Source games use this to simplify the job of the server admins, so they
|
||||
// don't have to open up more ports on their firewalls.
|
||||
|
||||
// Call this when a packet that starts with 0xFFFFFFFF comes in. That means
|
||||
// it's for us.
|
||||
virtual bool HandleIncomingPacket(const void* pData, int cbData, uint32 srcIP, uint16 srcPort) = 0;
|
||||
|
||||
// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
|
||||
// This gets a packet that the master server updater needs to send out on UDP.
|
||||
// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
|
||||
// Call this each frame until it returns 0.
|
||||
virtual int GetNextOutgoingPacket(void* pOut, int cbMaxOut, uint32* pNetAdr, uint16* pPort) = 0;
|
||||
|
||||
//
|
||||
// Control heartbeats / advertisement with master server
|
||||
//
|
||||
|
||||
// Call this as often as you like to tell the master server updater whether or not
|
||||
// you want it to be active (default: off).
|
||||
virtual void EnableHeartbeats(bool bActive) = 0;
|
||||
|
||||
// You usually don't need to modify this.
|
||||
// Pass -1 to use the default value for iHeartbeatInterval.
|
||||
// Some mods change this.
|
||||
virtual void SetHeartbeatInterval(int iHeartbeatInterval) = 0;
|
||||
|
||||
// Force a heartbeat to steam at the next opportunity
|
||||
virtual void ForceHeartbeat() = 0;
|
||||
|
||||
// associate this game server with this clan for the purposes of computing player compat
|
||||
STEAM_CALL_RESULT(AssociateWithClanResult_t)
|
||||
virtual SteamAPICall_t AssociateWithClan(CSteamID steamIDClan) = 0;
|
||||
|
||||
// ask if any of the current players dont want to play with this new player - or vice versa
|
||||
STEAM_CALL_RESULT(ComputeNewPlayerCompatibilityResult_t)
|
||||
virtual SteamAPICall_t ComputeNewPlayerCompatibility(CSteamID steamIDNewPlayer) = 0;
|
||||
};
|
||||
|
||||
#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer013"
|
||||
|
||||
// Global accessor
|
||||
inline ISteamGameServer* SteamGameServer();
|
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR(ISteamGameServer*, SteamGameServer, STEAMGAMESERVER_INTERFACE_VERSION);
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
// client has been approved to connect to this game server
|
||||
struct GSClientApprove_t {
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
|
||||
CSteamID m_SteamID; // SteamID of approved player
|
||||
CSteamID m_OwnerSteamID; // SteamID of original owner for game license
|
||||
};
|
||||
|
||||
// client has been denied to connection to this game server
|
||||
struct GSClientDeny_t {
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 2 };
|
||||
CSteamID m_SteamID;
|
||||
EDenyReason m_eDenyReason;
|
||||
char m_rgchOptionalText[128];
|
||||
};
|
||||
|
||||
// request the game server should kick the user
|
||||
struct GSClientKick_t {
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 3 };
|
||||
CSteamID m_SteamID;
|
||||
EDenyReason m_eDenyReason;
|
||||
};
|
||||
|
||||
// NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks,
|
||||
// do not reuse them here.
|
||||
|
||||
// client achievement info
|
||||
struct GSClientAchievementStatus_t {
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 6 };
|
||||
uint64 m_SteamID;
|
||||
char m_pchAchievement[128];
|
||||
bool m_bUnlocked;
|
||||
};
|
||||
|
||||
// received when the game server requests to be displayed as secure (VAC protected)
|
||||
// m_bSecure is true if the game server should display itself as secure to users, false otherwise
|
||||
struct GSPolicyResponse_t {
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 15 };
|
||||
uint8 m_bSecure;
|
||||
};
|
||||
|
||||
// GS gameplay stats info
|
||||
struct GSGameplayStats_t {
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 7 };
|
||||
EResult m_eResult; // Result of the call
|
||||
int32 m_nRank; // Overall rank of the server (0-based)
|
||||
uint32 m_unTotalConnects; // Total number of clients who have ever connected to the server
|
||||
uint32 m_unTotalMinutesPlayed; // Total number of minutes ever played on the server
|
||||
};
|
||||
|
||||
// send as a reply to RequestUserGroupStatus()
|
||||
struct GSClientGroupStatus_t {
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 8 };
|
||||
CSteamID m_SteamIDUser;
|
||||
CSteamID m_SteamIDGroup;
|
||||
bool m_bMember;
|
||||
bool m_bOfficer;
|
||||
};
|
||||
|
||||
// Sent as a reply to GetServerReputation()
|
||||
struct GSReputation_t {
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 9 };
|
||||
EResult m_eResult; // Result of the call;
|
||||
uint32 m_unReputationScore; // The reputation score for the game server
|
||||
bool m_bBanned; // True if the server is banned from the Steam
|
||||
// master servers
|
||||
|
||||
// The following members are only filled out if m_bBanned is true. They will all
|
||||
// be set to zero otherwise. Master server bans are by IP so it is possible to be
|
||||
// banned even when the score is good high if there is a bad server on another port.
|
||||
// This information can be used to determine which server is bad.
|
||||
|
||||
uint32 m_unBannedIP; // The IP of the banned server
|
||||
uint16 m_usBannedPort; // The port of the banned server
|
||||
uint64 m_ulBannedGameID; // The game ID the banned server is serving
|
||||
uint32 m_unBanExpires; // Time the ban expires, expressed in the Unix epoch (seconds since 1/1/1970)
|
||||
};
|
||||
|
||||
// Sent as a reply to AssociateWithClan()
|
||||
struct AssociateWithClanResult_t {
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 10 };
|
||||
EResult m_eResult; // Result of the call;
|
||||
};
|
||||
|
||||
// Sent as a reply to ComputeNewPlayerCompatibility()
|
||||
struct ComputeNewPlayerCompatibilityResult_t {
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 11 };
|
||||
EResult m_eResult; // Result of the call;
|
||||
int m_cPlayersThatDontLikeCandidate;
|
||||
int m_cPlayersThatCandidateDoesntLike;
|
||||
int m_cClanPlayersThatDontLikeCandidate;
|
||||
CSteamID m_SteamIDCandidate;
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // ISTEAMGAMESERVER_H
|
||||
//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam for game servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMGAMESERVER_H
|
||||
#define ISTEAMGAMESERVER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for authenticating users via Steam to play on a game server
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamGameServer
|
||||
{
|
||||
public:
|
||||
|
||||
//
|
||||
// Basic server data. These properties, if set, must be set before before calling LogOn. They
|
||||
// may not be changed after logged in.
|
||||
//
|
||||
|
||||
/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
|
||||
STEAM_PRIVATE_API( virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0; )
|
||||
|
||||
/// Game product identifier. This is currently used by the master server for version checking purposes.
|
||||
/// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
|
||||
virtual void SetProduct( const char *pszProduct ) = 0;
|
||||
|
||||
/// Description of the game. This is a required field and is displayed in the steam server browser....for now.
|
||||
/// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
|
||||
virtual void SetGameDescription( const char *pszGameDescription ) = 0;
|
||||
|
||||
/// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
|
||||
/// this application is the original game, not a mod.
|
||||
///
|
||||
/// @see k_cbMaxGameServerGameDir
|
||||
virtual void SetModDir( const char *pszModDir ) = 0;
|
||||
|
||||
/// Is this is a dedicated server? The default value is false.
|
||||
virtual void SetDedicatedServer( bool bDedicated ) = 0;
|
||||
|
||||
//
|
||||
// Login
|
||||
//
|
||||
|
||||
/// Begin process to login to a persistent game server account
|
||||
///
|
||||
/// You need to register for callbacks to determine the result of this operation.
|
||||
/// @see SteamServersConnected_t
|
||||
/// @see SteamServerConnectFailure_t
|
||||
/// @see SteamServersDisconnected_t
|
||||
virtual void LogOn( const char *pszToken ) = 0;
|
||||
|
||||
/// Login to a generic, anonymous account.
|
||||
///
|
||||
/// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,
|
||||
/// but this is no longer the case.
|
||||
virtual void LogOnAnonymous() = 0;
|
||||
|
||||
/// Begin process of logging game server out of steam
|
||||
virtual void LogOff() = 0;
|
||||
|
||||
// status functions
|
||||
virtual bool BLoggedOn() = 0;
|
||||
virtual bool BSecure() = 0;
|
||||
virtual CSteamID GetSteamID() = 0;
|
||||
|
||||
/// Returns true if the master server has requested a restart.
|
||||
/// Only returns true once per request.
|
||||
virtual bool WasRestartRequested() = 0;
|
||||
|
||||
//
|
||||
// Server state. These properties may be changed at any time.
|
||||
//
|
||||
|
||||
/// Max player count that will be reported to server browser and client queries
|
||||
virtual void SetMaxPlayerCount( int cPlayersMax ) = 0;
|
||||
|
||||
/// Number of bots. Default value is zero
|
||||
virtual void SetBotPlayerCount( int cBotplayers ) = 0;
|
||||
|
||||
/// Set the name of server as it will appear in the server browser
|
||||
///
|
||||
/// @see k_cbMaxGameServerName
|
||||
virtual void SetServerName( const char *pszServerName ) = 0;
|
||||
|
||||
/// Set name of map to report in the server browser
|
||||
///
|
||||
/// @see k_cbMaxGameServerMapName
|
||||
virtual void SetMapName( const char *pszMapName ) = 0;
|
||||
|
||||
/// Let people know if your server will require a password
|
||||
virtual void SetPasswordProtected( bool bPasswordProtected ) = 0;
|
||||
|
||||
/// Spectator server port to advertise. The default value is zero, meaning the
|
||||
/// service is not used. If your server receives any info requests on the LAN,
|
||||
/// this is the value that will be placed into the reply for such local queries.
|
||||
///
|
||||
/// This is also the value that will be advertised by the master server.
|
||||
/// The only exception is if your server is using a FakeIP. Then then the second
|
||||
/// fake port number (index 1) assigned to your server will be listed on the master
|
||||
/// server as the spectator port, if you set this value to any nonzero value.
|
||||
///
|
||||
/// This function merely controls the values that are advertised -- it's up to you to
|
||||
/// configure the server to actually listen on this port and handle any spectator traffic
|
||||
virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0;
|
||||
|
||||
/// Name of the spectator server. (Only used if spectator port is nonzero.)
|
||||
///
|
||||
/// @see k_cbMaxGameServerMapName
|
||||
virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0;
|
||||
|
||||
/// Call this to clear the whole list of key/values that are sent in rules queries.
|
||||
virtual void ClearAllKeyValues() = 0;
|
||||
|
||||
/// Call this to add/update a key/value pair.
|
||||
virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0;
|
||||
|
||||
/// Sets a string defining the "gametags" for this server, this is optional, but if it is set
|
||||
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
///
|
||||
/// @see k_cbMaxGameServerTags
|
||||
virtual void SetGameTags( const char *pchGameTags ) = 0;
|
||||
|
||||
/// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
|
||||
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
///
|
||||
/// @see k_cbMaxGameServerGameData
|
||||
virtual void SetGameData( const char *pchGameData ) = 0;
|
||||
|
||||
/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
|
||||
virtual void SetRegion( const char *pszRegion ) = 0;
|
||||
|
||||
/// Indicate whether you wish to be listed on the master server list
|
||||
/// and/or respond to server browser / LAN discovery packets.
|
||||
/// The server starts with this value set to false. You should set all
|
||||
/// relevant server parameters before enabling advertisement on the server.
|
||||
///
|
||||
/// (This function used to be named EnableHeartbeats, so if you are wondering
|
||||
/// where that function went, it's right here. It does the same thing as before,
|
||||
/// the old name was just confusing.)
|
||||
virtual void SetAdvertiseServerActive( bool bActive ) = 0;
|
||||
|
||||
//
|
||||
// Player list management / authentication.
|
||||
//
|
||||
|
||||
// Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
|
||||
// pcbTicket retrieves the length of the actual ticket.
|
||||
virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
|
||||
|
||||
// Authenticate ticket ( from GetAuthSessionTicket ) 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 SendUserConnectAndAuthenticate, 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;
|
||||
|
||||
// Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
|
||||
// returns false if we're not connected to the steam servers and thus cannot ask
|
||||
virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0;
|
||||
|
||||
|
||||
// these two functions s are deprecated, and will not return results
|
||||
// they will be removed in a future version of the SDK
|
||||
virtual void GetGameplayStats( ) = 0;
|
||||
STEAM_CALL_RESULT( GSReputation_t )
|
||||
virtual SteamAPICall_t GetServerReputation() = 0;
|
||||
|
||||
// Returns the public IP of the server according to Steam, useful when the server is
|
||||
// behind NAT and you want to advertise its IP in a lobby for other clients to directly
|
||||
// connect to
|
||||
virtual SteamIPAddress_t GetPublicIP() = 0;
|
||||
|
||||
// Server browser related query packet processing for shared socket mode. These are used
|
||||
// when you pass STEAMGAMESERVER_QUERY_PORT_SHARED as the query port to SteamGameServer_Init.
|
||||
// IP address and port are in host order, i.e 127.0.0.1 == 0x7f000001
|
||||
|
||||
// These are used when you've elected to multiplex the game server's UDP socket
|
||||
// rather than having the master server updater use its own sockets.
|
||||
//
|
||||
// Source games use this to simplify the job of the server admins, so they
|
||||
// don't have to open up more ports on their firewalls.
|
||||
|
||||
// Call this when a packet that starts with 0xFFFFFFFF comes in. That means
|
||||
// it's for us.
|
||||
virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
|
||||
|
||||
// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
|
||||
// This gets a packet that the master server updater needs to send out on UDP.
|
||||
// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
|
||||
// Call this each frame until it returns 0.
|
||||
virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
|
||||
|
||||
//
|
||||
// Server clan association
|
||||
//
|
||||
|
||||
// associate this game server with this clan for the purposes of computing player compat
|
||||
STEAM_CALL_RESULT( AssociateWithClanResult_t )
|
||||
virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0;
|
||||
|
||||
// ask if any of the current players dont want to play with this new player - or vice versa
|
||||
STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
|
||||
virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0;
|
||||
|
||||
|
||||
|
||||
|
||||
// Handles receiving a new connection from a Steam user. This call will ask the Steam
|
||||
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
|
||||
// are off-line, then it will validate the cached ticket itself which will validate app ownership
|
||||
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
|
||||
// and must then be sent up to the game server for authentication.
|
||||
//
|
||||
// Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
|
||||
// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
|
||||
// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
|
||||
//
|
||||
// DEPRECATED! This function will be removed from the SDK in an upcoming version.
|
||||
// Please migrate to BeginAuthSession and related functions.
|
||||
virtual bool SendUserConnectAndAuthenticate_DEPRECATED( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
|
||||
|
||||
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
|
||||
//
|
||||
// Return Value: Returns a SteamID for the user to be tracked with, you should call EndAuthSession()
|
||||
// when this user leaves the server just like you would for a real user.
|
||||
virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
|
||||
|
||||
// Should be called whenever a user leaves our game server, this lets Steam internally
|
||||
// track which users are currently on which servers for the purposes of preventing a single
|
||||
// account being logged into multiple servers, showing who is currently on a server, etc.
|
||||
//
|
||||
// DEPRECATED! This function will be removed from the SDK in an upcoming version.
|
||||
// Please migrate to BeginAuthSession and related functions.
|
||||
virtual void SendUserDisconnect_DEPRECATED( CSteamID steamIDUser ) = 0;
|
||||
|
||||
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
|
||||
// currently connected to the server. For regular users you must call this after you receive a
|
||||
// GSUserValidationSuccess callback.
|
||||
//
|
||||
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
|
||||
virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
|
||||
|
||||
// Deprecated functions. These will be removed in a future version of the SDK.
|
||||
// If you really need these, please contact us and help us understand what you are
|
||||
// using them for.
|
||||
|
||||
STEAM_PRIVATE_API(
|
||||
virtual void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval ) = 0;
|
||||
virtual void ForceMasterServerHeartbeat_DEPRECATED() = 0;
|
||||
)
|
||||
};
|
||||
|
||||
#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer014"
|
||||
|
||||
// Global accessor
|
||||
inline ISteamGameServer *SteamGameServer();
|
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamGameServer *, SteamGameServer, STEAMGAMESERVER_INTERFACE_VERSION );
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
|
||||
// client has been approved to connect to this game server
|
||||
struct GSClientApprove_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
|
||||
CSteamID m_SteamID; // SteamID of approved player
|
||||
CSteamID m_OwnerSteamID; // SteamID of original owner for game license
|
||||
};
|
||||
|
||||
|
||||
// client has been denied to connection to this game server
|
||||
struct GSClientDeny_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 2 };
|
||||
CSteamID m_SteamID;
|
||||
EDenyReason m_eDenyReason;
|
||||
char m_rgchOptionalText[128];
|
||||
};
|
||||
|
||||
|
||||
// request the game server should kick the user
|
||||
struct GSClientKick_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 3 };
|
||||
CSteamID m_SteamID;
|
||||
EDenyReason m_eDenyReason;
|
||||
};
|
||||
|
||||
// NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks,
|
||||
// do not reuse them here.
|
||||
|
||||
|
||||
// client achievement info
|
||||
struct GSClientAchievementStatus_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 6 };
|
||||
uint64 m_SteamID;
|
||||
char m_pchAchievement[128];
|
||||
bool m_bUnlocked;
|
||||
};
|
||||
|
||||
// received when the game server requests to be displayed as secure (VAC protected)
|
||||
// m_bSecure is true if the game server should display itself as secure to users, false otherwise
|
||||
struct GSPolicyResponse_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 15 };
|
||||
uint8 m_bSecure;
|
||||
};
|
||||
|
||||
// GS gameplay stats info
|
||||
struct GSGameplayStats_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 7 };
|
||||
EResult m_eResult; // Result of the call
|
||||
int32 m_nRank; // Overall rank of the server (0-based)
|
||||
uint32 m_unTotalConnects; // Total number of clients who have ever connected to the server
|
||||
uint32 m_unTotalMinutesPlayed; // Total number of minutes ever played on the server
|
||||
};
|
||||
|
||||
// send as a reply to RequestUserGroupStatus()
|
||||
struct GSClientGroupStatus_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 8 };
|
||||
CSteamID m_SteamIDUser;
|
||||
CSteamID m_SteamIDGroup;
|
||||
bool m_bMember;
|
||||
bool m_bOfficer;
|
||||
};
|
||||
|
||||
// Sent as a reply to GetServerReputation()
|
||||
struct GSReputation_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 9 };
|
||||
EResult m_eResult; // Result of the call;
|
||||
uint32 m_unReputationScore; // The reputation score for the game server
|
||||
bool m_bBanned; // True if the server is banned from the Steam
|
||||
// master servers
|
||||
|
||||
// The following members are only filled out if m_bBanned is true. They will all
|
||||
// be set to zero otherwise. Master server bans are by IP so it is possible to be
|
||||
// banned even when the score is good high if there is a bad server on another port.
|
||||
// This information can be used to determine which server is bad.
|
||||
|
||||
uint32 m_unBannedIP; // The IP of the banned server
|
||||
uint16 m_usBannedPort; // The port of the banned server
|
||||
uint64 m_ulBannedGameID; // The game ID the banned server is serving
|
||||
uint32 m_unBanExpires; // Time the ban expires, expressed in the Unix epoch (seconds since 1/1/1970)
|
||||
};
|
||||
|
||||
// Sent as a reply to AssociateWithClan()
|
||||
struct AssociateWithClanResult_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 10 };
|
||||
EResult m_eResult; // Result of the call;
|
||||
};
|
||||
|
||||
// Sent as a reply to ComputeNewPlayerCompatibility()
|
||||
struct ComputeNewPlayerCompatibilityResult_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 11 };
|
||||
EResult m_eResult; // Result of the call;
|
||||
int m_cPlayersThatDontLikeCandidate;
|
||||
int m_cPlayersThatCandidateDoesntLike;
|
||||
int m_cClanPlayersThatDontLikeCandidate;
|
||||
CSteamID m_SteamIDCandidate;
|
||||
};
|
||||
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
#endif // ISTEAMGAMESERVER_H
|
||||
|
@ -1,107 +1,114 @@
|
||||
//====== Copyright © Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface for game servers to steam stats and achievements
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMGAMESERVERSTATS_H
|
||||
#define ISTEAMGAMESERVERSTATS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for authenticating users via Steam to play on a game server
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamGameServerStats {
|
||||
public:
|
||||
// downloads stats for the user
|
||||
// returns a GSStatsReceived_t callback when completed
|
||||
// if the user has no stats, GSStatsReceived_t.m_eResult will be set to k_EResultFail
|
||||
// these stats will only be auto-updated for clients playing on the server. For other
|
||||
// users you'll need to call RequestUserStats() again to refresh any data
|
||||
STEAM_CALL_RESULT(GSStatsReceived_t)
|
||||
virtual SteamAPICall_t RequestUserStats(CSteamID steamIDUser) = 0;
|
||||
|
||||
// requests stat information for a user, usable after a successful call to RequestUserStats()
|
||||
STEAM_FLAT_NAME(GetUserStatInt32)
|
||||
virtual bool GetUserStat(CSteamID steamIDUser, const char* pchName, int32* pData) = 0;
|
||||
|
||||
STEAM_FLAT_NAME(GetUserStatFloat)
|
||||
virtual bool GetUserStat(CSteamID steamIDUser, const char* pchName, float* pData) = 0;
|
||||
|
||||
virtual bool GetUserAchievement(CSteamID steamIDUser, const char* pchName, bool* pbAchieved) = 0;
|
||||
|
||||
// Set / update stats and achievements.
|
||||
// Note: These updates will work only on stats game servers are allowed to edit and only for
|
||||
// game servers that have been declared as officially controlled by the game creators.
|
||||
// Set the IP range of your official servers on the Steamworks page
|
||||
|
||||
STEAM_FLAT_NAME(SetUserStatInt32)
|
||||
virtual bool SetUserStat(CSteamID steamIDUser, const char* pchName, int32 nData) = 0;
|
||||
|
||||
STEAM_FLAT_NAME(SetUserStatFloat)
|
||||
virtual bool SetUserStat(CSteamID steamIDUser, const char* pchName, float fData) = 0;
|
||||
|
||||
virtual bool UpdateUserAvgRateStat(CSteamID steamIDUser, const char* pchName, float flCountThisSession, double dSessionLength) = 0;
|
||||
|
||||
virtual bool SetUserAchievement(CSteamID steamIDUser, const char* pchName) = 0;
|
||||
virtual bool ClearUserAchievement(CSteamID steamIDUser, const char* pchName) = 0;
|
||||
|
||||
// Store the current data on the server, will get a GSStatsStored_t callback when set.
|
||||
//
|
||||
// If the callback has a result of k_EResultInvalidParam, one or more stats
|
||||
// uploaded has been rejected, either because they broke constraints
|
||||
// or were out of date. In this case the server sends back updated values.
|
||||
// The stats should be re-iterated to keep in sync.
|
||||
STEAM_CALL_RESULT(GSStatsStored_t)
|
||||
virtual SteamAPICall_t StoreUserStats(CSteamID steamIDUser) = 0;
|
||||
};
|
||||
#define STEAMGAMESERVERSTATS_INTERFACE_VERSION "SteamGameServerStats001"
|
||||
|
||||
// Global accessor
|
||||
inline ISteamGameServerStats* SteamGameServerStats();
|
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR(ISteamGameServerStats*, SteamGameServerStats, STEAMGAMESERVERSTATS_INTERFACE_VERSION);
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the latests stats and achievements have been received
|
||||
// from the server
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GSStatsReceived_t {
|
||||
enum { k_iCallback = k_iSteamGameServerStatsCallbacks };
|
||||
EResult m_eResult; // Success / error fetching the stats
|
||||
CSteamID m_steamIDUser; // The user for whom the stats are retrieved for
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the user stats for a game
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GSStatsStored_t {
|
||||
enum { k_iCallback = k_iSteamGameServerStatsCallbacks + 1 };
|
||||
EResult m_eResult; // success / error
|
||||
CSteamID m_steamIDUser; // The user for whom the stats were stored
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback indicating that a user's stats have been unloaded.
|
||||
// Call RequestUserStats again to access stats for this user
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GSStatsUnloaded_t {
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 8 };
|
||||
CSteamID m_steamIDUser; // User whose stats have been unloaded
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // ISTEAMGAMESERVERSTATS_H
|
||||
//====== Copyright © Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface for game servers to steam stats and achievements
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMGAMESERVERSTATS_H
|
||||
#define ISTEAMGAMESERVERSTATS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for authenticating users via Steam to play on a game server
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamGameServerStats
|
||||
{
|
||||
public:
|
||||
// downloads stats for the user
|
||||
// returns a GSStatsReceived_t callback when completed
|
||||
// if the user has no stats, GSStatsReceived_t.m_eResult will be set to k_EResultFail
|
||||
// these stats will only be auto-updated for clients playing on the server. For other
|
||||
// users you'll need to call RequestUserStats() again to refresh any data
|
||||
STEAM_CALL_RESULT( GSStatsReceived_t )
|
||||
virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0;
|
||||
|
||||
// requests stat information for a user, usable after a successful call to RequestUserStats()
|
||||
STEAM_FLAT_NAME( GetUserStatInt32 )
|
||||
virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0;
|
||||
|
||||
STEAM_FLAT_NAME( GetUserStatFloat )
|
||||
virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) = 0;
|
||||
|
||||
virtual bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) = 0;
|
||||
|
||||
// Set / update stats and achievements.
|
||||
// Note: These updates will work only on stats game servers are allowed to edit and only for
|
||||
// game servers that have been declared as officially controlled by the game creators.
|
||||
// Set the IP range of your official servers on the Steamworks page
|
||||
|
||||
STEAM_FLAT_NAME( SetUserStatInt32 )
|
||||
virtual bool SetUserStat( CSteamID steamIDUser, const char *pchName, int32 nData ) = 0;
|
||||
|
||||
STEAM_FLAT_NAME( SetUserStatFloat )
|
||||
virtual bool SetUserStat( CSteamID steamIDUser, const char *pchName, float fData ) = 0;
|
||||
|
||||
virtual bool UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength ) = 0;
|
||||
|
||||
virtual bool SetUserAchievement( CSteamID steamIDUser, const char *pchName ) = 0;
|
||||
virtual bool ClearUserAchievement( CSteamID steamIDUser, const char *pchName ) = 0;
|
||||
|
||||
// Store the current data on the server, will get a GSStatsStored_t callback when set.
|
||||
//
|
||||
// If the callback has a result of k_EResultInvalidParam, one or more stats
|
||||
// uploaded has been rejected, either because they broke constraints
|
||||
// or were out of date. In this case the server sends back updated values.
|
||||
// The stats should be re-iterated to keep in sync.
|
||||
STEAM_CALL_RESULT( GSStatsStored_t )
|
||||
virtual SteamAPICall_t StoreUserStats( CSteamID steamIDUser ) = 0;
|
||||
};
|
||||
#define STEAMGAMESERVERSTATS_INTERFACE_VERSION "SteamGameServerStats001"
|
||||
|
||||
// Global accessor
|
||||
inline ISteamGameServerStats *SteamGameServerStats();
|
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamGameServerStats *, SteamGameServerStats, STEAMGAMESERVERSTATS_INTERFACE_VERSION );
|
||||
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the latests stats and achievements have been received
|
||||
// from the server
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GSStatsReceived_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerStatsCallbacks };
|
||||
EResult m_eResult; // Success / error fetching the stats
|
||||
CSteamID m_steamIDUser; // The user for whom the stats are retrieved for
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the user stats for a game
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GSStatsStored_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerStatsCallbacks + 1 };
|
||||
EResult m_eResult; // success / error
|
||||
CSteamID m_steamIDUser; // The user for whom the stats were stored
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback indicating that a user's stats have been unloaded.
|
||||
// Call RequestUserStats again to access stats for this user
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GSStatsUnloaded_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 8 };
|
||||
CSteamID m_steamIDUser; // User whose stats have been unloaded
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
|
||||
#endif // ISTEAMGAMESERVERSTATS_H
|
||||
|
@ -1,450 +1,479 @@
|
||||
//====== Copyright 1996-2013, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to display html pages in a texture
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMHTMLSURFACE_H
|
||||
#define ISTEAMHTMLSURFACE_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
typedef uint32 HHTMLBrowser;
|
||||
const uint32 INVALID_HTMLBROWSER = 0;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for displaying HTML pages and interacting with them
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamHTMLSurface {
|
||||
public:
|
||||
virtual ~ISteamHTMLSurface() { }
|
||||
|
||||
// Must call init and shutdown when starting/ending use of the interface
|
||||
virtual bool Init() = 0;
|
||||
virtual bool Shutdown() = 0;
|
||||
|
||||
// Create a browser object for display of a html page, when creation is complete the call handle
|
||||
// will return a HTML_BrowserReady_t callback for the HHTMLBrowser of your new browser.
|
||||
// The user agent string is a substring to be added to the general user agent string so you can
|
||||
// identify your client on web servers.
|
||||
// The userCSS string lets you apply a CSS style sheet to every displayed page, leave null if
|
||||
// you do not require this functionality.
|
||||
//
|
||||
// YOU MUST HAVE IMPLEMENTED HANDLERS FOR HTML_BrowserReady_t, HTML_StartRequest_t,
|
||||
// HTML_JSAlert_t, HTML_JSConfirm_t, and HTML_FileOpenDialog_t! See the CALLBACKS
|
||||
// section of this interface (AllowStartRequest, etc) for more details. If you do
|
||||
// not implement these callback handlers, the browser may appear to hang instead of
|
||||
// navigating to new pages or triggering javascript popups.
|
||||
//
|
||||
STEAM_CALL_RESULT(HTML_BrowserReady_t)
|
||||
virtual SteamAPICall_t CreateBrowser(const char* pchUserAgent, const char* pchUserCSS) = 0;
|
||||
|
||||
// Call this when you are done with a html surface, this lets us free the resources being used by it
|
||||
virtual void RemoveBrowser(HHTMLBrowser unBrowserHandle) = 0;
|
||||
|
||||
// Navigate to this URL, results in a HTML_StartRequest_t as the request commences
|
||||
virtual void LoadURL(HHTMLBrowser unBrowserHandle, const char* pchURL, const char* pchPostData) = 0;
|
||||
|
||||
// Tells the surface the size in pixels to display the surface
|
||||
virtual void SetSize(HHTMLBrowser unBrowserHandle, uint32 unWidth, uint32 unHeight) = 0;
|
||||
|
||||
// Stop the load of the current html page
|
||||
virtual void StopLoad(HHTMLBrowser unBrowserHandle) = 0;
|
||||
// Reload (most likely from local cache) the current page
|
||||
virtual void Reload(HHTMLBrowser unBrowserHandle) = 0;
|
||||
// navigate back in the page history
|
||||
virtual void GoBack(HHTMLBrowser unBrowserHandle) = 0;
|
||||
// navigate forward in the page history
|
||||
virtual void GoForward(HHTMLBrowser unBrowserHandle) = 0;
|
||||
|
||||
// add this header to any url requests from this browser
|
||||
virtual void AddHeader(HHTMLBrowser unBrowserHandle, const char* pchKey, const char* pchValue) = 0;
|
||||
// run this javascript script in the currently loaded page
|
||||
virtual void ExecuteJavascript(HHTMLBrowser unBrowserHandle, const char* pchScript) = 0;
|
||||
|
||||
enum EHTMLMouseButton {
|
||||
eHTMLMouseButton_Left = 0,
|
||||
eHTMLMouseButton_Right = 1,
|
||||
eHTMLMouseButton_Middle = 2,
|
||||
};
|
||||
|
||||
// Mouse click and mouse movement commands
|
||||
virtual void MouseUp(HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton) = 0;
|
||||
virtual void MouseDown(HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton) = 0;
|
||||
virtual void MouseDoubleClick(HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton) = 0;
|
||||
// x and y are relative to the HTML bounds
|
||||
virtual void MouseMove(HHTMLBrowser unBrowserHandle, int x, int y) = 0;
|
||||
// nDelta is pixels of scroll
|
||||
virtual void MouseWheel(HHTMLBrowser unBrowserHandle, int32 nDelta) = 0;
|
||||
|
||||
enum EMouseCursor {
|
||||
dc_user = 0,
|
||||
dc_none,
|
||||
dc_arrow,
|
||||
dc_ibeam,
|
||||
dc_hourglass,
|
||||
dc_waitarrow,
|
||||
dc_crosshair,
|
||||
dc_up,
|
||||
dc_sizenw,
|
||||
dc_sizese,
|
||||
dc_sizene,
|
||||
dc_sizesw,
|
||||
dc_sizew,
|
||||
dc_sizee,
|
||||
dc_sizen,
|
||||
dc_sizes,
|
||||
dc_sizewe,
|
||||
dc_sizens,
|
||||
dc_sizeall,
|
||||
dc_no,
|
||||
dc_hand,
|
||||
dc_blank, // don't show any custom cursor, just use your default
|
||||
dc_middle_pan,
|
||||
dc_north_pan,
|
||||
dc_north_east_pan,
|
||||
dc_east_pan,
|
||||
dc_south_east_pan,
|
||||
dc_south_pan,
|
||||
dc_south_west_pan,
|
||||
dc_west_pan,
|
||||
dc_north_west_pan,
|
||||
dc_alias,
|
||||
dc_cell,
|
||||
dc_colresize,
|
||||
dc_copycur,
|
||||
dc_verticaltext,
|
||||
dc_rowresize,
|
||||
dc_zoomin,
|
||||
dc_zoomout,
|
||||
dc_help,
|
||||
dc_custom,
|
||||
|
||||
dc_last, // custom cursors start from this value and up
|
||||
};
|
||||
|
||||
enum EHTMLKeyModifiers {
|
||||
k_eHTMLKeyModifier_None = 0,
|
||||
k_eHTMLKeyModifier_AltDown = 1 << 0,
|
||||
k_eHTMLKeyModifier_CtrlDown = 1 << 1,
|
||||
k_eHTMLKeyModifier_ShiftDown = 1 << 2,
|
||||
};
|
||||
|
||||
// keyboard interactions, native keycode is the virtual key code value from your OS, system key flags the key to not
|
||||
// be sent as a typed character as well as a key down
|
||||
virtual void KeyDown(HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers, bool bIsSystemKey = false) = 0;
|
||||
virtual void KeyUp(HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers) = 0;
|
||||
// cUnicodeChar is the unicode character point for this keypress (and potentially multiple chars per press)
|
||||
virtual void KeyChar(HHTMLBrowser unBrowserHandle, uint32 cUnicodeChar, EHTMLKeyModifiers eHTMLKeyModifiers) = 0;
|
||||
|
||||
// programmatically scroll this many pixels on the page
|
||||
virtual void SetHorizontalScroll(HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll) = 0;
|
||||
virtual void SetVerticalScroll(HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll) = 0;
|
||||
|
||||
// tell the html control if it has key focus currently, controls showing the I-beam cursor in text controls amongst other things
|
||||
virtual void SetKeyFocus(HHTMLBrowser unBrowserHandle, bool bHasKeyFocus) = 0;
|
||||
|
||||
// open the current pages html code in the local editor of choice, used for debugging
|
||||
virtual void ViewSource(HHTMLBrowser unBrowserHandle) = 0;
|
||||
// copy the currently selected text on the html page to the local clipboard
|
||||
virtual void CopyToClipboard(HHTMLBrowser unBrowserHandle) = 0;
|
||||
// paste from the local clipboard to the current html page
|
||||
virtual void PasteFromClipboard(HHTMLBrowser unBrowserHandle) = 0;
|
||||
|
||||
// find this string in the browser, if bCurrentlyInFind is true then instead cycle to the next matching element
|
||||
virtual void Find(HHTMLBrowser unBrowserHandle, const char* pchSearchStr, bool bCurrentlyInFind, bool bReverse) = 0;
|
||||
// cancel a currently running find
|
||||
virtual void StopFind(HHTMLBrowser unBrowserHandle) = 0;
|
||||
|
||||
// return details about the link at position x,y on the current page
|
||||
virtual void GetLinkAtPosition(HHTMLBrowser unBrowserHandle, int x, int y) = 0;
|
||||
|
||||
// set a webcookie for the hostname in question
|
||||
virtual void SetCookie(const char* pchHostname, const char* pchKey, const char* pchValue, const char* pchPath = "/", RTime32 nExpires = 0, bool bSecure = false, bool bHTTPOnly = false) = 0;
|
||||
|
||||
// Zoom the current page by flZoom ( from 0.0 to 2.0, so to zoom to 120% use 1.2 ), zooming around point X,Y in the page (use 0,0 if you don't care)
|
||||
virtual void SetPageScaleFactor(HHTMLBrowser unBrowserHandle, float flZoom, int nPointX, int nPointY) = 0;
|
||||
|
||||
// Enable/disable low-resource background mode, where javascript and repaint timers are throttled, resources are
|
||||
// more aggressively purged from memory, and audio/video elements are paused. When background mode is enabled,
|
||||
// all HTML5 video and audio objects will execute ".pause()" and gain the property "._steam_background_paused = 1".
|
||||
// When background mode is disabled, any video or audio objects with that property will resume with ".play()".
|
||||
virtual void SetBackgroundMode(HHTMLBrowser unBrowserHandle, bool bBackgroundMode) = 0;
|
||||
|
||||
// Scale the output display space by this factor, this is useful when displaying content on high dpi devices.
|
||||
// Specifies the ratio between physical and logical pixels.
|
||||
virtual void SetDPIScalingFactor(HHTMLBrowser unBrowserHandle, float flDPIScaling) = 0;
|
||||
|
||||
// Open HTML/JS developer tools
|
||||
virtual void OpenDeveloperTools(HHTMLBrowser unBrowserHandle) = 0;
|
||||
|
||||
// CALLBACKS
|
||||
//
|
||||
// These set of functions are used as responses to callback requests
|
||||
//
|
||||
|
||||
// You MUST call this in response to a HTML_StartRequest_t callback
|
||||
// Set bAllowed to true to allow this navigation, false to cancel it and stay
|
||||
// on the current page. You can use this feature to limit the valid pages
|
||||
// allowed in your HTML surface.
|
||||
virtual void AllowStartRequest(HHTMLBrowser unBrowserHandle, bool bAllowed) = 0;
|
||||
|
||||
// You MUST call this in response to a HTML_JSAlert_t or HTML_JSConfirm_t callback
|
||||
// Set bResult to true for the OK option of a confirm, use false otherwise
|
||||
virtual void JSDialogResponse(HHTMLBrowser unBrowserHandle, bool bResult) = 0;
|
||||
|
||||
// You MUST call this in response to a HTML_FileOpenDialog_t callback
|
||||
STEAM_IGNOREATTR()
|
||||
virtual void FileLoadDialogResponse(HHTMLBrowser unBrowserHandle, const char** pchSelectedFiles) = 0;
|
||||
};
|
||||
|
||||
#define STEAMHTMLSURFACE_INTERFACE_VERSION "STEAMHTMLSURFACE_INTERFACE_VERSION_005"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamHTMLSurface* SteamHTMLSurface();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamHTMLSurface*, SteamHTMLSurface, STEAMHTMLSURFACE_INTERFACE_VERSION);
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The browser is ready for use
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_BrowserReady_t, k_iSteamHTMLSurfaceCallbacks + 1)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // this browser is now fully created and ready to navigate to pages
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: the browser has a pending paint
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_NeedsPaint_t, k_iSteamHTMLSurfaceCallbacks + 2)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the browser that needs the paint
|
||||
STEAM_CALLBACK_MEMBER(1, const char*, pBGRA) // a pointer to the B8G8R8A8 data for this surface, valid until SteamAPI_RunCallbacks is next called
|
||||
STEAM_CALLBACK_MEMBER(2, uint32, unWide) // the total width of the pBGRA texture
|
||||
STEAM_CALLBACK_MEMBER(3, uint32, unTall) // the total height of the pBGRA texture
|
||||
STEAM_CALLBACK_MEMBER(4, uint32, unUpdateX) // the offset in X for the damage rect for this update
|
||||
STEAM_CALLBACK_MEMBER(5, uint32, unUpdateY) // the offset in Y for the damage rect for this update
|
||||
STEAM_CALLBACK_MEMBER(6, uint32, unUpdateWide) // the width of the damage rect for this update
|
||||
STEAM_CALLBACK_MEMBER(7, uint32, unUpdateTall) // the height of the damage rect for this update
|
||||
STEAM_CALLBACK_MEMBER(8, uint32, unScrollX) // the page scroll the browser was at when this texture was rendered
|
||||
STEAM_CALLBACK_MEMBER(9, uint32, unScrollY) // the page scroll the browser was at when this texture was rendered
|
||||
STEAM_CALLBACK_MEMBER(10, float, flPageScale) // the page scale factor on this page when rendered
|
||||
STEAM_CALLBACK_MEMBER(11, uint32, unPageSerial) // incremented on each new page load, you can use this to reject draws while navigating to new pages
|
||||
STEAM_CALLBACK_END(12)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The browser wanted to navigate to a new page
|
||||
// NOTE - you MUST call AllowStartRequest in response to this callback
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_StartRequest_t, k_iSteamHTMLSurfaceCallbacks + 3)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface navigating
|
||||
STEAM_CALLBACK_MEMBER(1, const char*, pchURL) // the url they wish to navigate to
|
||||
STEAM_CALLBACK_MEMBER(2, const char*, pchTarget) // the html link target type (i.e _blank, _self, _parent, _top )
|
||||
STEAM_CALLBACK_MEMBER(3, const char*, pchPostData) // any posted data for the request
|
||||
STEAM_CALLBACK_MEMBER(4, bool, bIsRedirect) // true if this was a http/html redirect from the last load request
|
||||
STEAM_CALLBACK_END(5)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The browser has been requested to close due to user interaction (usually from a javascript window.close() call)
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_CloseBrowser_t, k_iSteamHTMLSurfaceCallbacks + 4)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: the browser is navigating to a new url
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_URLChanged_t, k_iSteamHTMLSurfaceCallbacks + 5)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface navigating
|
||||
STEAM_CALLBACK_MEMBER(1, const char*, pchURL) // the url they wish to navigate to
|
||||
STEAM_CALLBACK_MEMBER(2, const char*, pchPostData) // any posted data for the request
|
||||
STEAM_CALLBACK_MEMBER(3, bool, bIsRedirect) // true if this was a http/html redirect from the last load request
|
||||
STEAM_CALLBACK_MEMBER(4, const char*, pchPageTitle) // the title of the page
|
||||
STEAM_CALLBACK_MEMBER(5, bool, bNewNavigation) // true if this was from a fresh tab and not a click on an existing page
|
||||
STEAM_CALLBACK_END(6)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: A page is finished loading
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_FinishedRequest_t, k_iSteamHTMLSurfaceCallbacks + 6)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER(1, const char*, pchURL) //
|
||||
STEAM_CALLBACK_MEMBER(2, const char*, pchPageTitle) //
|
||||
STEAM_CALLBACK_END(3)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a request to load this url in a new tab
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_OpenLinkInNewTab_t, k_iSteamHTMLSurfaceCallbacks + 7)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER(1, const char*, pchURL) //
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: the page has a new title now
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_ChangedTitle_t, k_iSteamHTMLSurfaceCallbacks + 8)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER(1, const char*, pchTitle) //
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: results from a search
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_SearchResults_t, k_iSteamHTMLSurfaceCallbacks + 9)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER(1, uint32, unResults) //
|
||||
STEAM_CALLBACK_MEMBER(2, uint32, unCurrentMatch) //
|
||||
STEAM_CALLBACK_END(3)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: page history status changed on the ability to go backwards and forward
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_CanGoBackAndForward_t, k_iSteamHTMLSurfaceCallbacks + 10)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER(1, bool, bCanGoBack) //
|
||||
STEAM_CALLBACK_MEMBER(2, bool, bCanGoForward) //
|
||||
STEAM_CALLBACK_END(3)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: details on the visibility and size of the horizontal scrollbar
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_HorizontalScroll_t, k_iSteamHTMLSurfaceCallbacks + 11)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER(1, uint32, unScrollMax) //
|
||||
STEAM_CALLBACK_MEMBER(2, uint32, unScrollCurrent) //
|
||||
STEAM_CALLBACK_MEMBER(3, float, flPageScale) //
|
||||
STEAM_CALLBACK_MEMBER(4, bool, bVisible) //
|
||||
STEAM_CALLBACK_MEMBER(5, uint32, unPageSize) //
|
||||
STEAM_CALLBACK_END(6)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: details on the visibility and size of the vertical scrollbar
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_VerticalScroll_t, k_iSteamHTMLSurfaceCallbacks + 12)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER(1, uint32, unScrollMax) //
|
||||
STEAM_CALLBACK_MEMBER(2, uint32, unScrollCurrent) //
|
||||
STEAM_CALLBACK_MEMBER(3, float, flPageScale) //
|
||||
STEAM_CALLBACK_MEMBER(4, bool, bVisible) //
|
||||
STEAM_CALLBACK_MEMBER(5, uint32, unPageSize) //
|
||||
STEAM_CALLBACK_END(6)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: response to GetLinkAtPosition call
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_LinkAtPosition_t, k_iSteamHTMLSurfaceCallbacks + 13)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER(1, uint32, x) // NOTE - Not currently set
|
||||
STEAM_CALLBACK_MEMBER(2, uint32, y) // NOTE - Not currently set
|
||||
STEAM_CALLBACK_MEMBER(3, const char*, pchURL) //
|
||||
STEAM_CALLBACK_MEMBER(4, bool, bInput) //
|
||||
STEAM_CALLBACK_MEMBER(5, bool, bLiveLink) //
|
||||
STEAM_CALLBACK_END(6)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: show a Javascript alert dialog, call JSDialogResponse
|
||||
// when the user dismisses this dialog (or right away to ignore it)
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_JSAlert_t, k_iSteamHTMLSurfaceCallbacks + 14)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER(1, const char*, pchMessage) //
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: show a Javascript confirmation dialog, call JSDialogResponse
|
||||
// when the user dismisses this dialog (or right away to ignore it)
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_JSConfirm_t, k_iSteamHTMLSurfaceCallbacks + 15)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER(1, const char*, pchMessage) //
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: when received show a file open dialog
|
||||
// then call FileLoadDialogResponse with the file(s) the user selected.
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_FileOpenDialog_t, k_iSteamHTMLSurfaceCallbacks + 16)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER(1, const char*, pchTitle) //
|
||||
STEAM_CALLBACK_MEMBER(2, const char*, pchInitialFile) //
|
||||
STEAM_CALLBACK_END(3)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a new html window is being created.
|
||||
//
|
||||
// IMPORTANT NOTE: at this time, the API does not allow you to acknowledge or
|
||||
// render the contents of this new window, so the new window is always destroyed
|
||||
// immediately. The URL and other parameters of the new window are passed here
|
||||
// to give your application the opportunity to call CreateBrowser and set up
|
||||
// a new browser in response to the attempted popup, if you wish to do so.
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_NewWindow_t, k_iSteamHTMLSurfaceCallbacks + 21)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the current surface
|
||||
STEAM_CALLBACK_MEMBER(1, const char*, pchURL) // the page to load
|
||||
STEAM_CALLBACK_MEMBER(2, uint32, unX) // the x pos into the page to display the popup
|
||||
STEAM_CALLBACK_MEMBER(3, uint32, unY) // the y pos into the page to display the popup
|
||||
STEAM_CALLBACK_MEMBER(4, uint32, unWide) // the total width of the pBGRA texture
|
||||
STEAM_CALLBACK_MEMBER(5, uint32, unTall) // the total height of the pBGRA texture
|
||||
STEAM_CALLBACK_MEMBER(6, HHTMLBrowser, unNewWindow_BrowserHandle_IGNORE)
|
||||
STEAM_CALLBACK_END(7)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: change the cursor to display
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_SetCursor_t, k_iSteamHTMLSurfaceCallbacks + 22)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER(1, uint32, eMouseCursor) // the EMouseCursor to display
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: informational message from the browser
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_StatusText_t, k_iSteamHTMLSurfaceCallbacks + 23)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER(1, const char*, pchMsg) // the EMouseCursor to display
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: show a tooltip
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_ShowToolTip_t, k_iSteamHTMLSurfaceCallbacks + 24)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER(1, const char*, pchMsg) // the EMouseCursor to display
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: update the text of an existing tooltip
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_UpdateToolTip_t, k_iSteamHTMLSurfaceCallbacks + 25)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER(1, const char*, pchMsg) // the EMouseCursor to display
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: hide the tooltip you are showing
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_HideToolTip_t, k_iSteamHTMLSurfaceCallbacks + 26)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The browser has restarted due to an internal failure, use this new handle value
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_BrowserRestarted_t, k_iSteamHTMLSurfaceCallbacks + 27)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // this is the new browser handle after the restart
|
||||
STEAM_CALLBACK_MEMBER(1, HHTMLBrowser, unOldBrowserHandle) // the handle for the browser before the restart, if your handle was this then switch to using unBrowserHandle for API calls
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // ISTEAMHTMLSURFACE_H
|
||||
//====== Copyright 1996-2013, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to display html pages in a texture
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMHTMLSURFACE_H
|
||||
#define ISTEAMHTMLSURFACE_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
typedef uint32 HHTMLBrowser;
|
||||
const uint32 INVALID_HTMLBROWSER = 0;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for displaying HTML pages and interacting with them
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamHTMLSurface
|
||||
{
|
||||
public:
|
||||
virtual ~ISteamHTMLSurface() {}
|
||||
|
||||
// Must call init and shutdown when starting/ending use of the interface
|
||||
virtual bool Init() = 0;
|
||||
virtual bool Shutdown() = 0;
|
||||
|
||||
// Create a browser object for display of a html page, when creation is complete the call handle
|
||||
// will return a HTML_BrowserReady_t callback for the HHTMLBrowser of your new browser.
|
||||
// The user agent string is a substring to be added to the general user agent string so you can
|
||||
// identify your client on web servers.
|
||||
// The userCSS string lets you apply a CSS style sheet to every displayed page, leave null if
|
||||
// you do not require this functionality.
|
||||
//
|
||||
// YOU MUST HAVE IMPLEMENTED HANDLERS FOR HTML_BrowserReady_t, HTML_StartRequest_t,
|
||||
// HTML_JSAlert_t, HTML_JSConfirm_t, and HTML_FileOpenDialog_t! See the CALLBACKS
|
||||
// section of this interface (AllowStartRequest, etc) for more details. If you do
|
||||
// not implement these callback handlers, the browser may appear to hang instead of
|
||||
// navigating to new pages or triggering javascript popups.
|
||||
//
|
||||
STEAM_CALL_RESULT( HTML_BrowserReady_t )
|
||||
virtual SteamAPICall_t CreateBrowser( const char *pchUserAgent, const char *pchUserCSS ) = 0;
|
||||
|
||||
// Call this when you are done with a html surface, this lets us free the resources being used by it
|
||||
virtual void RemoveBrowser( HHTMLBrowser unBrowserHandle ) = 0;
|
||||
|
||||
// Navigate to this URL, results in a HTML_StartRequest_t as the request commences
|
||||
virtual void LoadURL( HHTMLBrowser unBrowserHandle, const char *pchURL, const char *pchPostData ) = 0;
|
||||
|
||||
// Tells the surface the size in pixels to display the surface
|
||||
virtual void SetSize( HHTMLBrowser unBrowserHandle, uint32 unWidth, uint32 unHeight ) = 0;
|
||||
|
||||
// Stop the load of the current html page
|
||||
virtual void StopLoad( HHTMLBrowser unBrowserHandle ) = 0;
|
||||
// Reload (most likely from local cache) the current page
|
||||
virtual void Reload( HHTMLBrowser unBrowserHandle ) = 0;
|
||||
// navigate back in the page history
|
||||
virtual void GoBack( HHTMLBrowser unBrowserHandle ) = 0;
|
||||
// navigate forward in the page history
|
||||
virtual void GoForward( HHTMLBrowser unBrowserHandle ) = 0;
|
||||
|
||||
// add this header to any url requests from this browser
|
||||
virtual void AddHeader( HHTMLBrowser unBrowserHandle, const char *pchKey, const char *pchValue ) = 0;
|
||||
// run this javascript script in the currently loaded page
|
||||
virtual void ExecuteJavascript( HHTMLBrowser unBrowserHandle, const char *pchScript ) = 0;
|
||||
|
||||
enum EHTMLMouseButton
|
||||
{
|
||||
eHTMLMouseButton_Left = 0,
|
||||
eHTMLMouseButton_Right = 1,
|
||||
eHTMLMouseButton_Middle = 2,
|
||||
};
|
||||
|
||||
// Mouse click and mouse movement commands
|
||||
virtual void MouseUp( HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton ) = 0;
|
||||
virtual void MouseDown( HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton ) = 0;
|
||||
virtual void MouseDoubleClick( HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton ) = 0;
|
||||
// x and y are relative to the HTML bounds
|
||||
virtual void MouseMove( HHTMLBrowser unBrowserHandle, int x, int y ) = 0;
|
||||
// nDelta is pixels of scroll
|
||||
virtual void MouseWheel( HHTMLBrowser unBrowserHandle, int32 nDelta ) = 0;
|
||||
|
||||
enum EMouseCursor
|
||||
{
|
||||
dc_user = 0,
|
||||
dc_none,
|
||||
dc_arrow,
|
||||
dc_ibeam,
|
||||
dc_hourglass,
|
||||
dc_waitarrow,
|
||||
dc_crosshair,
|
||||
dc_up,
|
||||
dc_sizenw,
|
||||
dc_sizese,
|
||||
dc_sizene,
|
||||
dc_sizesw,
|
||||
dc_sizew,
|
||||
dc_sizee,
|
||||
dc_sizen,
|
||||
dc_sizes,
|
||||
dc_sizewe,
|
||||
dc_sizens,
|
||||
dc_sizeall,
|
||||
dc_no,
|
||||
dc_hand,
|
||||
dc_blank, // don't show any custom cursor, just use your default
|
||||
dc_middle_pan,
|
||||
dc_north_pan,
|
||||
dc_north_east_pan,
|
||||
dc_east_pan,
|
||||
dc_south_east_pan,
|
||||
dc_south_pan,
|
||||
dc_south_west_pan,
|
||||
dc_west_pan,
|
||||
dc_north_west_pan,
|
||||
dc_alias,
|
||||
dc_cell,
|
||||
dc_colresize,
|
||||
dc_copycur,
|
||||
dc_verticaltext,
|
||||
dc_rowresize,
|
||||
dc_zoomin,
|
||||
dc_zoomout,
|
||||
dc_help,
|
||||
dc_custom,
|
||||
|
||||
dc_last, // custom cursors start from this value and up
|
||||
};
|
||||
|
||||
enum EHTMLKeyModifiers
|
||||
{
|
||||
k_eHTMLKeyModifier_None = 0,
|
||||
k_eHTMLKeyModifier_AltDown = 1 << 0,
|
||||
k_eHTMLKeyModifier_CtrlDown = 1 << 1,
|
||||
k_eHTMLKeyModifier_ShiftDown = 1 << 2,
|
||||
};
|
||||
|
||||
// keyboard interactions, native keycode is the virtual key code value from your OS, system key flags the key to not
|
||||
// be sent as a typed character as well as a key down
|
||||
virtual void KeyDown( HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers, bool bIsSystemKey = false ) = 0;
|
||||
virtual void KeyUp( HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers ) = 0;
|
||||
// cUnicodeChar is the unicode character point for this keypress (and potentially multiple chars per press)
|
||||
virtual void KeyChar( HHTMLBrowser unBrowserHandle, uint32 cUnicodeChar, EHTMLKeyModifiers eHTMLKeyModifiers ) = 0;
|
||||
|
||||
// programmatically scroll this many pixels on the page
|
||||
virtual void SetHorizontalScroll( HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll ) = 0;
|
||||
virtual void SetVerticalScroll( HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll ) = 0;
|
||||
|
||||
// tell the html control if it has key focus currently, controls showing the I-beam cursor in text controls amongst other things
|
||||
virtual void SetKeyFocus( HHTMLBrowser unBrowserHandle, bool bHasKeyFocus ) = 0;
|
||||
|
||||
// open the current pages html code in the local editor of choice, used for debugging
|
||||
virtual void ViewSource( HHTMLBrowser unBrowserHandle ) = 0;
|
||||
// copy the currently selected text on the html page to the local clipboard
|
||||
virtual void CopyToClipboard( HHTMLBrowser unBrowserHandle ) = 0;
|
||||
// paste from the local clipboard to the current html page
|
||||
virtual void PasteFromClipboard( HHTMLBrowser unBrowserHandle ) = 0;
|
||||
|
||||
// find this string in the browser, if bCurrentlyInFind is true then instead cycle to the next matching element
|
||||
virtual void Find( HHTMLBrowser unBrowserHandle, const char *pchSearchStr, bool bCurrentlyInFind, bool bReverse ) = 0;
|
||||
// cancel a currently running find
|
||||
virtual void StopFind( HHTMLBrowser unBrowserHandle ) = 0;
|
||||
|
||||
// return details about the link at position x,y on the current page
|
||||
virtual void GetLinkAtPosition( HHTMLBrowser unBrowserHandle, int x, int y ) = 0;
|
||||
|
||||
// set a webcookie for the hostname in question
|
||||
virtual void SetCookie( const char *pchHostname, const char *pchKey, const char *pchValue, const char *pchPath = "/", RTime32 nExpires = 0, bool bSecure = false, bool bHTTPOnly = false ) = 0;
|
||||
|
||||
// Zoom the current page by flZoom ( from 0.0 to 2.0, so to zoom to 120% use 1.2 ), zooming around point X,Y in the page (use 0,0 if you don't care)
|
||||
virtual void SetPageScaleFactor( HHTMLBrowser unBrowserHandle, float flZoom, int nPointX, int nPointY ) = 0;
|
||||
|
||||
// Enable/disable low-resource background mode, where javascript and repaint timers are throttled, resources are
|
||||
// more aggressively purged from memory, and audio/video elements are paused. When background mode is enabled,
|
||||
// all HTML5 video and audio objects will execute ".pause()" and gain the property "._steam_background_paused = 1".
|
||||
// When background mode is disabled, any video or audio objects with that property will resume with ".play()".
|
||||
virtual void SetBackgroundMode( HHTMLBrowser unBrowserHandle, bool bBackgroundMode ) = 0;
|
||||
|
||||
// Scale the output display space by this factor, this is useful when displaying content on high dpi devices.
|
||||
// Specifies the ratio between physical and logical pixels.
|
||||
virtual void SetDPIScalingFactor( HHTMLBrowser unBrowserHandle, float flDPIScaling ) = 0;
|
||||
|
||||
// Open HTML/JS developer tools
|
||||
virtual void OpenDeveloperTools( HHTMLBrowser unBrowserHandle ) = 0;
|
||||
|
||||
// CALLBACKS
|
||||
//
|
||||
// These set of functions are used as responses to callback requests
|
||||
//
|
||||
|
||||
// You MUST call this in response to a HTML_StartRequest_t callback
|
||||
// Set bAllowed to true to allow this navigation, false to cancel it and stay
|
||||
// on the current page. You can use this feature to limit the valid pages
|
||||
// allowed in your HTML surface.
|
||||
virtual void AllowStartRequest( HHTMLBrowser unBrowserHandle, bool bAllowed ) = 0;
|
||||
|
||||
// You MUST call this in response to a HTML_JSAlert_t or HTML_JSConfirm_t callback
|
||||
// Set bResult to true for the OK option of a confirm, use false otherwise
|
||||
virtual void JSDialogResponse( HHTMLBrowser unBrowserHandle, bool bResult ) = 0;
|
||||
|
||||
// You MUST call this in response to a HTML_FileOpenDialog_t callback
|
||||
virtual void FileLoadDialogResponse( HHTMLBrowser unBrowserHandle, const char **pchSelectedFiles ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMHTMLSURFACE_INTERFACE_VERSION "STEAMHTMLSURFACE_INTERFACE_VERSION_005"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamHTMLSurface *SteamHTMLSurface();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamHTMLSurface *, SteamHTMLSurface, STEAMHTMLSURFACE_INTERFACE_VERSION );
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The browser is ready for use
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_BrowserReady_t, k_iSteamHTMLSurfaceCallbacks + 1 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // this browser is now fully created and ready to navigate to pages
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: the browser has a pending paint
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_NeedsPaint_t, k_iSteamHTMLSurfaceCallbacks + 2)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the browser that needs the paint
|
||||
STEAM_CALLBACK_MEMBER(1, const char *, pBGRA ) // a pointer to the B8G8R8A8 data for this surface, valid until SteamAPI_RunCallbacks is next called
|
||||
STEAM_CALLBACK_MEMBER(2, uint32, unWide) // the total width of the pBGRA texture
|
||||
STEAM_CALLBACK_MEMBER(3, uint32, unTall) // the total height of the pBGRA texture
|
||||
STEAM_CALLBACK_MEMBER(4, uint32, unUpdateX) // the offset in X for the damage rect for this update
|
||||
STEAM_CALLBACK_MEMBER(5, uint32, unUpdateY) // the offset in Y for the damage rect for this update
|
||||
STEAM_CALLBACK_MEMBER(6, uint32, unUpdateWide) // the width of the damage rect for this update
|
||||
STEAM_CALLBACK_MEMBER(7, uint32, unUpdateTall) // the height of the damage rect for this update
|
||||
STEAM_CALLBACK_MEMBER(8, uint32, unScrollX) // the page scroll the browser was at when this texture was rendered
|
||||
STEAM_CALLBACK_MEMBER(9, uint32, unScrollY) // the page scroll the browser was at when this texture was rendered
|
||||
STEAM_CALLBACK_MEMBER(10, float, flPageScale) // the page scale factor on this page when rendered
|
||||
STEAM_CALLBACK_MEMBER(11, uint32, unPageSerial) // incremented on each new page load, you can use this to reject draws while navigating to new pages
|
||||
STEAM_CALLBACK_END(12)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The browser wanted to navigate to a new page
|
||||
// NOTE - you MUST call AllowStartRequest in response to this callback
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_StartRequest_t, k_iSteamHTMLSurfaceCallbacks + 3)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface navigating
|
||||
STEAM_CALLBACK_MEMBER(1, const char *, pchURL) // the url they wish to navigate to
|
||||
STEAM_CALLBACK_MEMBER(2, const char *, pchTarget) // the html link target type (i.e _blank, _self, _parent, _top )
|
||||
STEAM_CALLBACK_MEMBER(3, const char *, pchPostData ) // any posted data for the request
|
||||
STEAM_CALLBACK_MEMBER(4, bool, bIsRedirect) // true if this was a http/html redirect from the last load request
|
||||
STEAM_CALLBACK_END(5)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The browser has been requested to close due to user interaction (usually from a javascript window.close() call)
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN(HTML_CloseBrowser_t, k_iSteamHTMLSurfaceCallbacks + 4)
|
||||
STEAM_CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: the browser is navigating to a new url
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_URLChanged_t, k_iSteamHTMLSurfaceCallbacks + 5 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface navigating
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchURL ) // the url they wish to navigate to
|
||||
STEAM_CALLBACK_MEMBER( 2, const char *, pchPostData ) // any posted data for the request
|
||||
STEAM_CALLBACK_MEMBER( 3, bool, bIsRedirect ) // true if this was a http/html redirect from the last load request
|
||||
STEAM_CALLBACK_MEMBER( 4, const char *, pchPageTitle ) // the title of the page
|
||||
STEAM_CALLBACK_MEMBER( 5, bool, bNewNavigation ) // true if this was from a fresh tab and not a click on an existing page
|
||||
STEAM_CALLBACK_END(6)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: A page is finished loading
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_FinishedRequest_t, k_iSteamHTMLSurfaceCallbacks + 6 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchURL ) //
|
||||
STEAM_CALLBACK_MEMBER( 2, const char *, pchPageTitle ) //
|
||||
STEAM_CALLBACK_END(3)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a request to load this url in a new tab
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_OpenLinkInNewTab_t, k_iSteamHTMLSurfaceCallbacks + 7 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchURL ) //
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: the page has a new title now
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_ChangedTitle_t, k_iSteamHTMLSurfaceCallbacks + 8 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchTitle ) //
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: results from a search
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_SearchResults_t, k_iSteamHTMLSurfaceCallbacks + 9 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, uint32, unResults ) //
|
||||
STEAM_CALLBACK_MEMBER( 2, uint32, unCurrentMatch ) //
|
||||
STEAM_CALLBACK_END(3)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: page history status changed on the ability to go backwards and forward
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_CanGoBackAndForward_t, k_iSteamHTMLSurfaceCallbacks + 10 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, bool, bCanGoBack ) //
|
||||
STEAM_CALLBACK_MEMBER( 2, bool, bCanGoForward ) //
|
||||
STEAM_CALLBACK_END(3)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: details on the visibility and size of the horizontal scrollbar
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_HorizontalScroll_t, k_iSteamHTMLSurfaceCallbacks + 11 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, uint32, unScrollMax ) //
|
||||
STEAM_CALLBACK_MEMBER( 2, uint32, unScrollCurrent ) //
|
||||
STEAM_CALLBACK_MEMBER( 3, float, flPageScale ) //
|
||||
STEAM_CALLBACK_MEMBER( 4, bool , bVisible ) //
|
||||
STEAM_CALLBACK_MEMBER( 5, uint32, unPageSize ) //
|
||||
STEAM_CALLBACK_END(6)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: details on the visibility and size of the vertical scrollbar
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_VerticalScroll_t, k_iSteamHTMLSurfaceCallbacks + 12 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, uint32, unScrollMax ) //
|
||||
STEAM_CALLBACK_MEMBER( 2, uint32, unScrollCurrent ) //
|
||||
STEAM_CALLBACK_MEMBER( 3, float, flPageScale ) //
|
||||
STEAM_CALLBACK_MEMBER( 4, bool, bVisible ) //
|
||||
STEAM_CALLBACK_MEMBER( 5, uint32, unPageSize ) //
|
||||
STEAM_CALLBACK_END(6)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: response to GetLinkAtPosition call
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_LinkAtPosition_t, k_iSteamHTMLSurfaceCallbacks + 13 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, uint32, x ) // NOTE - Not currently set
|
||||
STEAM_CALLBACK_MEMBER( 2, uint32, y ) // NOTE - Not currently set
|
||||
STEAM_CALLBACK_MEMBER( 3, const char *, pchURL ) //
|
||||
STEAM_CALLBACK_MEMBER( 4, bool, bInput ) //
|
||||
STEAM_CALLBACK_MEMBER( 5, bool, bLiveLink ) //
|
||||
STEAM_CALLBACK_END(6)
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: show a Javascript alert dialog, call JSDialogResponse
|
||||
// when the user dismisses this dialog (or right away to ignore it)
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_JSAlert_t, k_iSteamHTMLSurfaceCallbacks + 14 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchMessage ) //
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: show a Javascript confirmation dialog, call JSDialogResponse
|
||||
// when the user dismisses this dialog (or right away to ignore it)
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_JSConfirm_t, k_iSteamHTMLSurfaceCallbacks + 15 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchMessage ) //
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: when received show a file open dialog
|
||||
// then call FileLoadDialogResponse with the file(s) the user selected.
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_FileOpenDialog_t, k_iSteamHTMLSurfaceCallbacks + 16 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchTitle ) //
|
||||
STEAM_CALLBACK_MEMBER( 2, const char *, pchInitialFile ) //
|
||||
STEAM_CALLBACK_END(3)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a new html window is being created.
|
||||
//
|
||||
// IMPORTANT NOTE: at this time, the API does not allow you to acknowledge or
|
||||
// render the contents of this new window, so the new window is always destroyed
|
||||
// immediately. The URL and other parameters of the new window are passed here
|
||||
// to give your application the opportunity to call CreateBrowser and set up
|
||||
// a new browser in response to the attempted popup, if you wish to do so.
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_NewWindow_t, k_iSteamHTMLSurfaceCallbacks + 21 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the current surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchURL ) // the page to load
|
||||
STEAM_CALLBACK_MEMBER( 2, uint32, unX ) // the x pos into the page to display the popup
|
||||
STEAM_CALLBACK_MEMBER( 3, uint32, unY ) // the y pos into the page to display the popup
|
||||
STEAM_CALLBACK_MEMBER( 4, uint32, unWide ) // the total width of the pBGRA texture
|
||||
STEAM_CALLBACK_MEMBER( 5, uint32, unTall ) // the total height of the pBGRA texture
|
||||
STEAM_CALLBACK_MEMBER( 6, HHTMLBrowser, unNewWindow_BrowserHandle_IGNORE )
|
||||
STEAM_CALLBACK_END(7)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: change the cursor to display
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_SetCursor_t, k_iSteamHTMLSurfaceCallbacks + 22 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, uint32, eMouseCursor ) // the EMouseCursor to display
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: informational message from the browser
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_StatusText_t, k_iSteamHTMLSurfaceCallbacks + 23 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchMsg ) // the EMouseCursor to display
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: show a tooltip
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_ShowToolTip_t, k_iSteamHTMLSurfaceCallbacks + 24 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchMsg ) // the EMouseCursor to display
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: update the text of an existing tooltip
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_UpdateToolTip_t, k_iSteamHTMLSurfaceCallbacks + 25 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_MEMBER( 1, const char *, pchMsg ) // the EMouseCursor to display
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: hide the tooltip you are showing
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_HideToolTip_t, k_iSteamHTMLSurfaceCallbacks + 26 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The browser has restarted due to an internal failure, use this new handle value
|
||||
//-----------------------------------------------------------------------------
|
||||
STEAM_CALLBACK_BEGIN( HTML_BrowserRestarted_t, k_iSteamHTMLSurfaceCallbacks + 27 )
|
||||
STEAM_CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // this is the new browser handle after the restart
|
||||
STEAM_CALLBACK_MEMBER( 1, HHTMLBrowser, unOldBrowserHandle ) // the handle for the browser before the restart, if your handle was this then switch to using unBrowserHandle for API calls
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
|
||||
#endif // ISTEAMHTMLSURFACE_H
|
||||
|
@ -1,211 +1,219 @@
|
||||
//====== Copyright © 1996-2009, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to http client
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMHTTP_H
|
||||
#define ISTEAMHTTP_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
#include "steamhttpenums.h"
|
||||
|
||||
// Handle to a HTTP Request handle
|
||||
typedef uint32 HTTPRequestHandle;
|
||||
#define INVALID_HTTPREQUEST_HANDLE 0
|
||||
|
||||
typedef uint32 HTTPCookieContainerHandle;
|
||||
#define INVALID_HTTPCOOKIE_HANDLE 0
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to http client
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamHTTP {
|
||||
public:
|
||||
// Initializes a new HTTP request, returning a handle to use in further operations on it. Requires
|
||||
// the method (GET or POST) and the absolute URL for the request. Both http and https are supported,
|
||||
// so this string must start with http:// or https:// and should look like http://store.steampowered.com/app/250/
|
||||
// or such.
|
||||
virtual HTTPRequestHandle CreateHTTPRequest(EHTTPMethod eHTTPRequestMethod, const char* pchAbsoluteURL) = 0;
|
||||
|
||||
// Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after
|
||||
// sending the request. This is just so the caller can easily keep track of which callbacks go with which request data.
|
||||
virtual bool SetHTTPRequestContextValue(HTTPRequestHandle hRequest, uint64 ulContextValue) = 0;
|
||||
|
||||
// Set a timeout in seconds for the HTTP request, must be called prior to sending the request. Default
|
||||
// timeout is 60 seconds if you don't call this. Returns false if the handle is invalid, or the request
|
||||
// has already been sent.
|
||||
virtual bool SetHTTPRequestNetworkActivityTimeout(HTTPRequestHandle hRequest, uint32 unTimeoutSeconds) = 0;
|
||||
|
||||
// Set a request header value for the request, must be called prior to sending the request. Will
|
||||
// return false if the handle is invalid or the request is already sent.
|
||||
virtual bool SetHTTPRequestHeaderValue(HTTPRequestHandle hRequest, const char* pchHeaderName, const char* pchHeaderValue) = 0;
|
||||
|
||||
// Set a GET or POST parameter value on the request, which is set will depend on the EHTTPMethod specified
|
||||
// when creating the request. Must be called prior to sending the request. Will return false if the
|
||||
// handle is invalid or the request is already sent.
|
||||
virtual bool SetHTTPRequestGetOrPostParameter(HTTPRequestHandle hRequest, const char* pchParamName, const char* pchParamValue) = 0;
|
||||
|
||||
// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
|
||||
// asynchronous response via callback.
|
||||
//
|
||||
// Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control
|
||||
// header and only do a local cache lookup rather than sending any actual remote request.
|
||||
virtual bool SendHTTPRequest(HTTPRequestHandle hRequest, SteamAPICall_t* pCallHandle) = 0;
|
||||
|
||||
// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
|
||||
// asynchronous response via callback for completion, and listen for HTTPRequestHeadersReceived_t and
|
||||
// HTTPRequestDataReceived_t callbacks while streaming.
|
||||
virtual bool SendHTTPRequestAndStreamResponse(HTTPRequestHandle hRequest, SteamAPICall_t* pCallHandle) = 0;
|
||||
|
||||
// Defers a request you have sent, the actual HTTP client code may have many requests queued, and this will move
|
||||
// the specified request to the tail of the queue. Returns false on invalid handle, or if the request is not yet sent.
|
||||
virtual bool DeferHTTPRequest(HTTPRequestHandle hRequest) = 0;
|
||||
|
||||
// Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move
|
||||
// the specified request to the head of the queue. Returns false on invalid handle, or if the request is not yet sent.
|
||||
virtual bool PrioritizeHTTPRequest(HTTPRequestHandle hRequest) = 0;
|
||||
|
||||
// Checks if a response header is present in a HTTP response given a handle from HTTPRequestCompleted_t, also
|
||||
// returns the size of the header value if present so the caller and allocate a correctly sized buffer for
|
||||
// GetHTTPResponseHeaderValue.
|
||||
virtual bool GetHTTPResponseHeaderSize(HTTPRequestHandle hRequest, const char* pchHeaderName, uint32* unResponseHeaderSize) = 0;
|
||||
|
||||
// Gets header values from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
|
||||
// header is not present or if your buffer is too small to contain it's value. You should first call
|
||||
// BGetHTTPResponseHeaderSize to check for the presence of the header and to find out the size buffer needed.
|
||||
virtual bool GetHTTPResponseHeaderValue(HTTPRequestHandle hRequest, const char* pchHeaderName, uint8* pHeaderValueBuffer, uint32 unBufferSize) = 0;
|
||||
|
||||
// Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
|
||||
// handle is invalid.
|
||||
virtual bool GetHTTPResponseBodySize(HTTPRequestHandle hRequest, uint32* unBodySize) = 0;
|
||||
|
||||
// Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
|
||||
// handle is invalid or is to a streaming response, or if the provided buffer is not the correct size. Use BGetHTTPResponseBodySize first to find out
|
||||
// the correct buffer size to use.
|
||||
virtual bool GetHTTPResponseBodyData(HTTPRequestHandle hRequest, uint8* pBodyDataBuffer, uint32 unBufferSize) = 0;
|
||||
|
||||
// Gets the body data from a streaming HTTP response given a handle from HTTPRequestDataReceived_t. Will return false if the
|
||||
// handle is invalid or is to a non-streaming response (meaning it wasn't sent with SendHTTPRequestAndStreamResponse), or if the buffer size and offset
|
||||
// do not match the size and offset sent in HTTPRequestDataReceived_t.
|
||||
virtual bool GetHTTPStreamingResponseBodyData(HTTPRequestHandle hRequest, uint32 cOffset, uint8* pBodyDataBuffer, uint32 unBufferSize) = 0;
|
||||
|
||||
// Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t
|
||||
// callback and finishing using the response.
|
||||
virtual bool ReleaseHTTPRequest(HTTPRequestHandle hRequest) = 0;
|
||||
|
||||
// Gets progress on downloading the body for the request. This will be zero unless a response header has already been
|
||||
// received which included a content-length field. For responses that contain no content-length it will report
|
||||
// zero for the duration of the request as the size is unknown until the connection closes.
|
||||
virtual bool GetHTTPDownloadProgressPct(HTTPRequestHandle hRequest, float* pflPercentOut) = 0;
|
||||
|
||||
// Sets the body for an HTTP Post request. Will fail and return false on a GET request, and will fail if POST params
|
||||
// have already been set for the request. Setting this raw body makes it the only contents for the post, the pchContentType
|
||||
// parameter will set the content-type header for the request so the server may know how to interpret the body.
|
||||
virtual bool SetHTTPRequestRawPostBody(HTTPRequestHandle hRequest, const char* pchContentType, uint8* pubBody, uint32 unBodyLen) = 0;
|
||||
|
||||
// Creates a cookie container handle which you must later free with ReleaseCookieContainer(). If bAllowResponsesToModify=true
|
||||
// than any response to your requests using this cookie container may add new cookies which may be transmitted with
|
||||
// future requests. If bAllowResponsesToModify=false than only cookies you explicitly set will be sent. This API is just for
|
||||
// during process lifetime, after steam restarts no cookies are persisted and you have no way to access the cookie container across
|
||||
// repeat executions of your process.
|
||||
virtual HTTPCookieContainerHandle CreateCookieContainer(bool bAllowResponsesToModify) = 0;
|
||||
|
||||
// Release a cookie container you are finished using, freeing it's memory
|
||||
virtual bool ReleaseCookieContainer(HTTPCookieContainerHandle hCookieContainer) = 0;
|
||||
|
||||
// Adds a cookie to the specified cookie container that will be used with future requests.
|
||||
virtual bool SetCookie(HTTPCookieContainerHandle hCookieContainer, const char* pchHost, const char* pchUrl, const char* pchCookie) = 0;
|
||||
|
||||
// Set the cookie container to use for a HTTP request
|
||||
virtual bool SetHTTPRequestCookieContainer(HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer) = 0;
|
||||
|
||||
// Set the extra user agent info for a request, this doesn't clobber the normal user agent, it just adds the extra info on the end
|
||||
virtual bool SetHTTPRequestUserAgentInfo(HTTPRequestHandle hRequest, const char* pchUserAgentInfo) = 0;
|
||||
|
||||
// Disable or re-enable verification of SSL/TLS certificates.
|
||||
// By default, certificates are checked for all HTTPS requests.
|
||||
virtual bool SetHTTPRequestRequiresVerifiedCertificate(HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate) = 0;
|
||||
|
||||
// Set an absolute timeout on the HTTP request, this is just a total time timeout different than the network activity timeout
|
||||
// which can bump everytime we get more data
|
||||
virtual bool SetHTTPRequestAbsoluteTimeoutMS(HTTPRequestHandle hRequest, uint32 unMilliseconds) = 0;
|
||||
|
||||
// Check if the reason the request failed was because we timed it out (rather than some harder failure)
|
||||
virtual bool GetHTTPRequestWasTimedOut(HTTPRequestHandle hRequest, bool* pbWasTimedOut) = 0;
|
||||
};
|
||||
|
||||
#define STEAMHTTP_INTERFACE_VERSION "STEAMHTTP_INTERFACE_VERSION003"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamHTTP* SteamHTTP();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamHTTP*, SteamHTTP, STEAMHTTP_INTERFACE_VERSION);
|
||||
|
||||
// Global accessor for the gameserver client
|
||||
inline ISteamHTTP* SteamGameServerHTTP();
|
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR(ISteamHTTP*, SteamGameServerHTTP, STEAMHTTP_INTERFACE_VERSION);
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
struct HTTPRequestCompleted_t {
|
||||
enum { k_iCallback = k_iClientHTTPCallbacks + 1 };
|
||||
|
||||
// Handle value for the request that has completed.
|
||||
HTTPRequestHandle m_hRequest;
|
||||
|
||||
// Context value that the user defined on the request that this callback is associated with, 0 if
|
||||
// no context value was set.
|
||||
uint64 m_ulContextValue;
|
||||
|
||||
// This will be true if we actually got any sort of response from the server (even an error).
|
||||
// It will be false if we failed due to an internal error or client side network failure.
|
||||
bool m_bRequestSuccessful;
|
||||
|
||||
// Will be the HTTP status code value returned by the server, k_EHTTPStatusCode200OK is the normal
|
||||
// OK response, if you get something else you probably need to treat it as a failure.
|
||||
EHTTPStatusCode m_eStatusCode;
|
||||
|
||||
uint32 m_unBodySize; // Same as GetHTTPResponseBodySize()
|
||||
};
|
||||
|
||||
struct HTTPRequestHeadersReceived_t {
|
||||
enum { k_iCallback = k_iClientHTTPCallbacks + 2 };
|
||||
|
||||
// Handle value for the request that has received headers.
|
||||
HTTPRequestHandle m_hRequest;
|
||||
|
||||
// Context value that the user defined on the request that this callback is associated with, 0 if
|
||||
// no context value was set.
|
||||
uint64 m_ulContextValue;
|
||||
};
|
||||
|
||||
struct HTTPRequestDataReceived_t {
|
||||
enum { k_iCallback = k_iClientHTTPCallbacks + 3 };
|
||||
|
||||
// Handle value for the request that has received data.
|
||||
HTTPRequestHandle m_hRequest;
|
||||
|
||||
// Context value that the user defined on the request that this callback is associated with, 0 if
|
||||
// no context value was set.
|
||||
uint64 m_ulContextValue;
|
||||
|
||||
// Offset to provide to GetHTTPStreamingResponseBodyData to get this chunk of data
|
||||
uint32 m_cOffset;
|
||||
|
||||
// Size to provide to GetHTTPStreamingResponseBodyData to get this chunk of data
|
||||
uint32 m_cBytesReceived;
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
//====== Copyright © 1996-2009, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to http client
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMHTTP_H
|
||||
#define ISTEAMHTTP_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
#include "steamhttpenums.h"
|
||||
|
||||
// Handle to a HTTP Request handle
|
||||
typedef uint32 HTTPRequestHandle;
|
||||
#define INVALID_HTTPREQUEST_HANDLE 0
|
||||
|
||||
typedef uint32 HTTPCookieContainerHandle;
|
||||
#define INVALID_HTTPCOOKIE_HANDLE 0
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to http client
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamHTTP
|
||||
{
|
||||
public:
|
||||
|
||||
// Initializes a new HTTP request, returning a handle to use in further operations on it. Requires
|
||||
// the method (GET or POST) and the absolute URL for the request. Both http and https are supported,
|
||||
// so this string must start with http:// or https:// and should look like http://store.steampowered.com/app/250/
|
||||
// or such.
|
||||
virtual HTTPRequestHandle CreateHTTPRequest( EHTTPMethod eHTTPRequestMethod, const char *pchAbsoluteURL ) = 0;
|
||||
|
||||
// Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after
|
||||
// sending the request. This is just so the caller can easily keep track of which callbacks go with which request data.
|
||||
virtual bool SetHTTPRequestContextValue( HTTPRequestHandle hRequest, uint64 ulContextValue ) = 0;
|
||||
|
||||
// Set a timeout in seconds for the HTTP request, must be called prior to sending the request. Default
|
||||
// timeout is 60 seconds if you don't call this. Returns false if the handle is invalid, or the request
|
||||
// has already been sent.
|
||||
virtual bool SetHTTPRequestNetworkActivityTimeout( HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ) = 0;
|
||||
|
||||
// Set a request header value for the request, must be called prior to sending the request. Will
|
||||
// return false if the handle is invalid or the request is already sent.
|
||||
virtual bool SetHTTPRequestHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, const char *pchHeaderValue ) = 0;
|
||||
|
||||
// Set a GET or POST parameter value on the request, which is set will depend on the EHTTPMethod specified
|
||||
// when creating the request. Must be called prior to sending the request. Will return false if the
|
||||
// handle is invalid or the request is already sent.
|
||||
virtual bool SetHTTPRequestGetOrPostParameter( HTTPRequestHandle hRequest, const char *pchParamName, const char *pchParamValue ) = 0;
|
||||
|
||||
// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
|
||||
// asynchronous response via callback.
|
||||
//
|
||||
// Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control
|
||||
// header and only do a local cache lookup rather than sending any actual remote request.
|
||||
virtual bool SendHTTPRequest( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0;
|
||||
|
||||
// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
|
||||
// asynchronous response via callback for completion, and listen for HTTPRequestHeadersReceived_t and
|
||||
// HTTPRequestDataReceived_t callbacks while streaming.
|
||||
virtual bool SendHTTPRequestAndStreamResponse( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0;
|
||||
|
||||
// Defers a request you have sent, the actual HTTP client code may have many requests queued, and this will move
|
||||
// the specified request to the tail of the queue. Returns false on invalid handle, or if the request is not yet sent.
|
||||
virtual bool DeferHTTPRequest( HTTPRequestHandle hRequest ) = 0;
|
||||
|
||||
// Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move
|
||||
// the specified request to the head of the queue. Returns false on invalid handle, or if the request is not yet sent.
|
||||
virtual bool PrioritizeHTTPRequest( HTTPRequestHandle hRequest ) = 0;
|
||||
|
||||
// Checks if a response header is present in a HTTP response given a handle from HTTPRequestCompleted_t, also
|
||||
// returns the size of the header value if present so the caller and allocate a correctly sized buffer for
|
||||
// GetHTTPResponseHeaderValue.
|
||||
virtual bool GetHTTPResponseHeaderSize( HTTPRequestHandle hRequest, const char *pchHeaderName, uint32 *unResponseHeaderSize ) = 0;
|
||||
|
||||
// Gets header values from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
|
||||
// header is not present or if your buffer is too small to contain it's value. You should first call
|
||||
// BGetHTTPResponseHeaderSize to check for the presence of the header and to find out the size buffer needed.
|
||||
virtual bool GetHTTPResponseHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, uint8 *pHeaderValueBuffer, uint32 unBufferSize ) = 0;
|
||||
|
||||
// Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
|
||||
// handle is invalid.
|
||||
virtual bool GetHTTPResponseBodySize( HTTPRequestHandle hRequest, uint32 *unBodySize ) = 0;
|
||||
|
||||
// Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
|
||||
// handle is invalid or is to a streaming response, or if the provided buffer is not the correct size. Use BGetHTTPResponseBodySize first to find out
|
||||
// the correct buffer size to use.
|
||||
virtual bool GetHTTPResponseBodyData( HTTPRequestHandle hRequest, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0;
|
||||
|
||||
// Gets the body data from a streaming HTTP response given a handle from HTTPRequestDataReceived_t. Will return false if the
|
||||
// handle is invalid or is to a non-streaming response (meaning it wasn't sent with SendHTTPRequestAndStreamResponse), or if the buffer size and offset
|
||||
// do not match the size and offset sent in HTTPRequestDataReceived_t.
|
||||
virtual bool GetHTTPStreamingResponseBodyData( HTTPRequestHandle hRequest, uint32 cOffset, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0;
|
||||
|
||||
// Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t
|
||||
// callback and finishing using the response.
|
||||
virtual bool ReleaseHTTPRequest( HTTPRequestHandle hRequest ) = 0;
|
||||
|
||||
// Gets progress on downloading the body for the request. This will be zero unless a response header has already been
|
||||
// received which included a content-length field. For responses that contain no content-length it will report
|
||||
// zero for the duration of the request as the size is unknown until the connection closes.
|
||||
virtual bool GetHTTPDownloadProgressPct( HTTPRequestHandle hRequest, float *pflPercentOut ) = 0;
|
||||
|
||||
// Sets the body for an HTTP Post request. Will fail and return false on a GET request, and will fail if POST params
|
||||
// have already been set for the request. Setting this raw body makes it the only contents for the post, the pchContentType
|
||||
// parameter will set the content-type header for the request so the server may know how to interpret the body.
|
||||
virtual bool SetHTTPRequestRawPostBody( HTTPRequestHandle hRequest, const char *pchContentType, uint8 *pubBody, uint32 unBodyLen ) = 0;
|
||||
|
||||
// Creates a cookie container handle which you must later free with ReleaseCookieContainer(). If bAllowResponsesToModify=true
|
||||
// than any response to your requests using this cookie container may add new cookies which may be transmitted with
|
||||
// future requests. If bAllowResponsesToModify=false than only cookies you explicitly set will be sent. This API is just for
|
||||
// during process lifetime, after steam restarts no cookies are persisted and you have no way to access the cookie container across
|
||||
// repeat executions of your process.
|
||||
virtual HTTPCookieContainerHandle CreateCookieContainer( bool bAllowResponsesToModify ) = 0;
|
||||
|
||||
// Release a cookie container you are finished using, freeing it's memory
|
||||
virtual bool ReleaseCookieContainer( HTTPCookieContainerHandle hCookieContainer ) = 0;
|
||||
|
||||
// Adds a cookie to the specified cookie container that will be used with future requests.
|
||||
virtual bool SetCookie( HTTPCookieContainerHandle hCookieContainer, const char *pchHost, const char *pchUrl, const char *pchCookie ) = 0;
|
||||
|
||||
// Set the cookie container to use for a HTTP request
|
||||
virtual bool SetHTTPRequestCookieContainer( HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer ) = 0;
|
||||
|
||||
// Set the extra user agent info for a request, this doesn't clobber the normal user agent, it just adds the extra info on the end
|
||||
virtual bool SetHTTPRequestUserAgentInfo( HTTPRequestHandle hRequest, const char *pchUserAgentInfo ) = 0;
|
||||
|
||||
// Disable or re-enable verification of SSL/TLS certificates.
|
||||
// By default, certificates are checked for all HTTPS requests.
|
||||
virtual bool SetHTTPRequestRequiresVerifiedCertificate( HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate ) = 0;
|
||||
|
||||
// Set an absolute timeout on the HTTP request, this is just a total time timeout different than the network activity timeout
|
||||
// which can bump everytime we get more data
|
||||
virtual bool SetHTTPRequestAbsoluteTimeoutMS( HTTPRequestHandle hRequest, uint32 unMilliseconds ) = 0;
|
||||
|
||||
// Check if the reason the request failed was because we timed it out (rather than some harder failure)
|
||||
virtual bool GetHTTPRequestWasTimedOut( HTTPRequestHandle hRequest, bool *pbWasTimedOut ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMHTTP_INTERFACE_VERSION "STEAMHTTP_INTERFACE_VERSION003"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamHTTP *SteamHTTP();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamHTTP *, SteamHTTP, STEAMHTTP_INTERFACE_VERSION );
|
||||
|
||||
// Global accessor for the gameserver client
|
||||
inline ISteamHTTP *SteamGameServerHTTP();
|
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamHTTP *, SteamGameServerHTTP, STEAMHTTP_INTERFACE_VERSION );
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
struct HTTPRequestCompleted_t
|
||||
{
|
||||
enum { k_iCallback = k_iClientHTTPCallbacks + 1 };
|
||||
|
||||
// Handle value for the request that has completed.
|
||||
HTTPRequestHandle m_hRequest;
|
||||
|
||||
// Context value that the user defined on the request that this callback is associated with, 0 if
|
||||
// no context value was set.
|
||||
uint64 m_ulContextValue;
|
||||
|
||||
// This will be true if we actually got any sort of response from the server (even an error).
|
||||
// It will be false if we failed due to an internal error or client side network failure.
|
||||
bool m_bRequestSuccessful;
|
||||
|
||||
// Will be the HTTP status code value returned by the server, k_EHTTPStatusCode200OK is the normal
|
||||
// OK response, if you get something else you probably need to treat it as a failure.
|
||||
EHTTPStatusCode m_eStatusCode;
|
||||
|
||||
uint32 m_unBodySize; // Same as GetHTTPResponseBodySize()
|
||||
};
|
||||
|
||||
|
||||
struct HTTPRequestHeadersReceived_t
|
||||
{
|
||||
enum { k_iCallback = k_iClientHTTPCallbacks + 2 };
|
||||
|
||||
// Handle value for the request that has received headers.
|
||||
HTTPRequestHandle m_hRequest;
|
||||
|
||||
// Context value that the user defined on the request that this callback is associated with, 0 if
|
||||
// no context value was set.
|
||||
uint64 m_ulContextValue;
|
||||
};
|
||||
|
||||
struct HTTPRequestDataReceived_t
|
||||
{
|
||||
enum { k_iCallback = k_iClientHTTPCallbacks + 3 };
|
||||
|
||||
// Handle value for the request that has received data.
|
||||
HTTPRequestHandle m_hRequest;
|
||||
|
||||
// Context value that the user defined on the request that this callback is associated with, 0 if
|
||||
// no context value was set.
|
||||
uint64 m_ulContextValue;
|
||||
|
||||
|
||||
// Offset to provide to GetHTTPStreamingResponseBodyData to get this chunk of data
|
||||
uint32 m_cOffset;
|
||||
|
||||
// Size to provide to GetHTTPStreamingResponseBodyData to get this chunk of data
|
||||
uint32 m_cBytesReceived;
|
||||
};
|
||||
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
#endif // ISTEAMHTTP_H
|
File diff suppressed because it is too large
Load Diff
@ -1,431 +1,435 @@
|
||||
//====== Copyright © 1996-2014 Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to Steam Inventory
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMINVENTORY_H
|
||||
#define ISTEAMINVENTORY_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
// Every individual instance of an item has a globally-unique ItemInstanceID.
|
||||
// This ID is unique to the combination of (player, specific item instance)
|
||||
// and will not be transferred to another player or re-used for another item.
|
||||
typedef uint64 SteamItemInstanceID_t;
|
||||
|
||||
static const SteamItemInstanceID_t k_SteamItemInstanceIDInvalid = (SteamItemInstanceID_t)~0;
|
||||
|
||||
// Types of items in your game are identified by a 32-bit "item definition number".
|
||||
// Valid definition numbers are between 1 and 999999999; numbers less than or equal to
|
||||
// zero are invalid, and numbers greater than or equal to one billion (1x10^9) are
|
||||
// reserved for internal Steam use.
|
||||
typedef int32 SteamItemDef_t;
|
||||
|
||||
enum ESteamItemFlags {
|
||||
// Item status flags - these flags are permanently attached to specific item instances
|
||||
k_ESteamItemNoTrade = 1 << 0, // This item is account-locked and cannot be traded or given away.
|
||||
|
||||
// Action confirmation flags - these flags are set one time only, as part of a result set
|
||||
k_ESteamItemRemoved = 1 << 8, // The item has been destroyed, traded away, expired, or otherwise invalidated
|
||||
k_ESteamItemConsumed = 1 << 9, // The item quantity has been decreased by 1 via ConsumeItem API.
|
||||
|
||||
// All other flag bits are currently reserved for internal Steam use at this time.
|
||||
// Do not assume anything about the state of other flags which are not defined here.
|
||||
};
|
||||
|
||||
struct SteamItemDetails_t {
|
||||
SteamItemInstanceID_t m_itemId;
|
||||
SteamItemDef_t m_iDefinition;
|
||||
uint16 m_unQuantity;
|
||||
uint16 m_unFlags; // see ESteamItemFlags
|
||||
};
|
||||
|
||||
typedef int32 SteamInventoryResult_t;
|
||||
|
||||
static const SteamInventoryResult_t k_SteamInventoryResultInvalid = -1;
|
||||
|
||||
typedef uint64 SteamInventoryUpdateHandle_t;
|
||||
const SteamInventoryUpdateHandle_t k_SteamInventoryUpdateHandleInvalid = 0xffffffffffffffffull;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Steam Inventory query and manipulation API
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamInventory {
|
||||
public:
|
||||
// INVENTORY ASYNC RESULT MANAGEMENT
|
||||
//
|
||||
// Asynchronous inventory queries always output a result handle which can be used with
|
||||
// GetResultStatus, GetResultItems, etc. A SteamInventoryResultReady_t callback will
|
||||
// be triggered when the asynchronous result becomes ready (or fails).
|
||||
//
|
||||
|
||||
// Find out the status of an asynchronous inventory result handle. Possible values:
|
||||
// k_EResultPending - still in progress
|
||||
// k_EResultOK - done, result ready
|
||||
// k_EResultExpired - done, result ready, maybe out of date (see DeserializeResult)
|
||||
// k_EResultInvalidParam - ERROR: invalid API call parameters
|
||||
// k_EResultServiceUnavailable - ERROR: service temporarily down, you may retry later
|
||||
// k_EResultLimitExceeded - ERROR: operation would exceed per-user inventory limits
|
||||
// k_EResultFail - ERROR: unknown / generic error
|
||||
STEAM_METHOD_DESC(Find out the status of an asynchronous inventory result handle.)
|
||||
virtual EResult GetResultStatus(SteamInventoryResult_t resultHandle) = 0;
|
||||
|
||||
// Copies the contents of a result set into a flat array. The specific
|
||||
// contents of the result set depend on which query which was used.
|
||||
STEAM_METHOD_DESC(Copies the contents of a result set into a flat array.The specific contents of the result set depend on which query which was used.)
|
||||
virtual bool GetResultItems(SteamInventoryResult_t resultHandle,
|
||||
STEAM_OUT_ARRAY_COUNT(punOutItemsArraySize, Output array) SteamItemDetails_t* pOutItemsArray,
|
||||
uint32* punOutItemsArraySize)
|
||||
= 0;
|
||||
|
||||
// In combination with GetResultItems, you can use GetResultItemProperty to retrieve
|
||||
// dynamic string properties for a given item returned in the result set.
|
||||
//
|
||||
// Property names are always composed of ASCII letters, numbers, and/or underscores.
|
||||
//
|
||||
// Pass a NULL pointer for pchPropertyName to get a comma - separated list of available
|
||||
// property names.
|
||||
//
|
||||
// If pchValueBuffer is NULL, *punValueBufferSize will contain the
|
||||
// suggested buffer size. Otherwise it will be the number of bytes actually copied
|
||||
// to pchValueBuffer. If the results do not fit in the given buffer, partial
|
||||
// results may be copied.
|
||||
virtual bool GetResultItemProperty(SteamInventoryResult_t resultHandle,
|
||||
uint32 unItemIndex,
|
||||
const char* pchPropertyName,
|
||||
STEAM_OUT_STRING_COUNT(punValueBufferSizeOut) char* pchValueBuffer, uint32* punValueBufferSizeOut)
|
||||
= 0;
|
||||
|
||||
// Returns the server time at which the result was generated. Compare against
|
||||
// the value of IClientUtils::GetServerRealTime() to determine age.
|
||||
STEAM_METHOD_DESC(Returns the server time at which the result was generated.Compare against the value of IClientUtils::GetServerRealTime() to determine age.)
|
||||
virtual uint32 GetResultTimestamp(SteamInventoryResult_t resultHandle) = 0;
|
||||
|
||||
// Returns true if the result belongs to the target steam ID, false if the
|
||||
// result does not. This is important when using DeserializeResult, to verify
|
||||
// that a remote player is not pretending to have a different user's inventory.
|
||||
STEAM_METHOD_DESC(Returns true if the result belongs to the target steam ID or false if the result does not .This is important when using DeserializeResult to verify that a remote player is not pretending to have a different users inventory.)
|
||||
virtual bool CheckResultSteamID(SteamInventoryResult_t resultHandle, CSteamID steamIDExpected) = 0;
|
||||
|
||||
// Destroys a result handle and frees all associated memory.
|
||||
STEAM_METHOD_DESC(Destroys a result handle and frees all associated memory.)
|
||||
virtual void DestroyResult(SteamInventoryResult_t resultHandle) = 0;
|
||||
|
||||
// INVENTORY ASYNC QUERY
|
||||
//
|
||||
|
||||
// Captures the entire state of the current user's Steam inventory.
|
||||
// You must call DestroyResult on this handle when you are done with it.
|
||||
// Returns false and sets *pResultHandle to zero if inventory is unavailable.
|
||||
// Note: calls to this function are subject to rate limits and may return
|
||||
// cached results if called too frequently. It is suggested that you call
|
||||
// this function only when you are about to display the user's full inventory,
|
||||
// or if you expect that the inventory may have changed.
|
||||
STEAM_METHOD_DESC(Captures the entire state of the current users Steam inventory.)
|
||||
virtual bool GetAllItems(SteamInventoryResult_t* pResultHandle) = 0;
|
||||
|
||||
// Captures the state of a subset of the current user's Steam inventory,
|
||||
// identified by an array of item instance IDs. The results from this call
|
||||
// can be serialized and passed to other players to "prove" that the current
|
||||
// user owns specific items, without exposing the user's entire inventory.
|
||||
// For example, you could call GetItemsByID with the IDs of the user's
|
||||
// currently equipped cosmetic items and serialize this to a buffer, and
|
||||
// then transmit this buffer to other players upon joining a game.
|
||||
STEAM_METHOD_DESC(Captures the state of a subset of the current users Steam inventory identified by an array of item instance IDs.)
|
||||
virtual bool GetItemsByID(SteamInventoryResult_t* pResultHandle, STEAM_ARRAY_COUNT(unCountInstanceIDs) const SteamItemInstanceID_t* pInstanceIDs, uint32 unCountInstanceIDs) = 0;
|
||||
|
||||
// RESULT SERIALIZATION AND AUTHENTICATION
|
||||
//
|
||||
// Serialized result sets contain a short signature which can't be forged
|
||||
// or replayed across different game sessions. A result set can be serialized
|
||||
// on the local client, transmitted to other players via your game networking,
|
||||
// and deserialized by the remote players. This is a secure way of preventing
|
||||
// hackers from lying about posessing rare/high-value items.
|
||||
|
||||
// Serializes a result set with signature bytes to an output buffer. Pass
|
||||
// NULL as an output buffer to get the required size via punOutBufferSize.
|
||||
// The size of a serialized result depends on the number items which are being
|
||||
// serialized. When securely transmitting items to other players, it is
|
||||
// recommended to use "GetItemsByID" first to create a minimal result set.
|
||||
// Results have a built-in timestamp which will be considered "expired" after
|
||||
// an hour has elapsed. See DeserializeResult for expiration handling.
|
||||
virtual bool SerializeResult(SteamInventoryResult_t resultHandle, STEAM_OUT_BUFFER_COUNT(punOutBufferSize) void* pOutBuffer, uint32* punOutBufferSize) = 0;
|
||||
|
||||
// Deserializes a result set and verifies the signature bytes. Returns false
|
||||
// if bRequireFullOnlineVerify is set but Steam is running in Offline mode.
|
||||
// Otherwise returns true and then delivers error codes via GetResultStatus.
|
||||
//
|
||||
// The bRESERVED_MUST_BE_FALSE flag is reserved for future use and should not
|
||||
// be set to true by your game at this time.
|
||||
//
|
||||
// DeserializeResult has a potential soft-failure mode where the handle status
|
||||
// is set to k_EResultExpired. GetResultItems() still succeeds in this mode.
|
||||
// The "expired" result could indicate that the data may be out of date - not
|
||||
// just due to timed expiration (one hour), but also because one of the items
|
||||
// in the result set may have been traded or consumed since the result set was
|
||||
// generated. You could compare the timestamp from GetResultTimestamp() to
|
||||
// ISteamUtils::GetServerRealTime() to determine how old the data is. You could
|
||||
// simply ignore the "expired" result code and continue as normal, or you
|
||||
// could challenge the player with expired data to send an updated result set.
|
||||
virtual bool DeserializeResult(SteamInventoryResult_t* pOutResultHandle, STEAM_BUFFER_COUNT(punOutBufferSize) const void* pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE = false) = 0;
|
||||
|
||||
// INVENTORY ASYNC MODIFICATION
|
||||
//
|
||||
|
||||
// GenerateItems() creates one or more items and then generates a SteamInventoryCallback_t
|
||||
// notification with a matching nCallbackContext parameter. This API is only intended
|
||||
// for prototyping - it is only usable by Steam accounts that belong to the publisher group
|
||||
// for your game.
|
||||
// If punArrayQuantity is not NULL, it should be the same length as pArrayItems and should
|
||||
// describe the quantity of each item to generate.
|
||||
virtual bool GenerateItems(SteamInventoryResult_t* pResultHandle, STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t* pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) const uint32* punArrayQuantity, uint32 unArrayLength) = 0;
|
||||
|
||||
// GrantPromoItems() checks the list of promotional items for which the user may be eligible
|
||||
// and grants the items (one time only). On success, the result set will include items which
|
||||
// were granted, if any. If no items were granted because the user isn't eligible for any
|
||||
// promotions, this is still considered a success.
|
||||
STEAM_METHOD_DESC(GrantPromoItems() checks the list of promotional items for which the user may be eligible and grants the items (one time only).)
|
||||
virtual bool GrantPromoItems(SteamInventoryResult_t* pResultHandle) = 0;
|
||||
|
||||
// AddPromoItem() / AddPromoItems() are restricted versions of GrantPromoItems(). Instead of
|
||||
// scanning for all eligible promotional items, the check is restricted to a single item
|
||||
// definition or set of item definitions. This can be useful if your game has custom UI for
|
||||
// showing a specific promo item to the user.
|
||||
virtual bool AddPromoItem(SteamInventoryResult_t* pResultHandle, SteamItemDef_t itemDef) = 0;
|
||||
virtual bool AddPromoItems(SteamInventoryResult_t* pResultHandle, STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t* pArrayItemDefs, uint32 unArrayLength) = 0;
|
||||
|
||||
// ConsumeItem() removes items from the inventory, permanently. They cannot be recovered.
|
||||
// Not for the faint of heart - if your game implements item removal at all, a high-friction
|
||||
// UI confirmation process is highly recommended.
|
||||
STEAM_METHOD_DESC(ConsumeItem() removes items from the inventory permanently.)
|
||||
virtual bool ConsumeItem(SteamInventoryResult_t* pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity) = 0;
|
||||
|
||||
// ExchangeItems() is an atomic combination of item generation and consumption.
|
||||
// It can be used to implement crafting recipes or transmutations, or items which unpack
|
||||
// themselves into other items (e.g., a chest).
|
||||
// Exchange recipes are defined in the ItemDef, and explicitly list the required item
|
||||
// types and resulting generated type.
|
||||
// Exchange recipes are evaluated atomically by the Inventory Service; if the supplied
|
||||
// components do not match the recipe, or do not contain sufficient quantity, the
|
||||
// exchange will fail.
|
||||
virtual bool ExchangeItems(SteamInventoryResult_t* pResultHandle,
|
||||
STEAM_ARRAY_COUNT(unArrayGenerateLength) const SteamItemDef_t* pArrayGenerate, STEAM_ARRAY_COUNT(unArrayGenerateLength) const uint32* punArrayGenerateQuantity, uint32 unArrayGenerateLength,
|
||||
STEAM_ARRAY_COUNT(unArrayDestroyLength) const SteamItemInstanceID_t* pArrayDestroy, STEAM_ARRAY_COUNT(unArrayDestroyLength) const uint32* punArrayDestroyQuantity, uint32 unArrayDestroyLength)
|
||||
= 0;
|
||||
|
||||
// TransferItemQuantity() is intended for use with items which are "stackable" (can have
|
||||
// quantity greater than one). It can be used to split a stack into two, or to transfer
|
||||
// quantity from one stack into another stack of identical items. To split one stack into
|
||||
// two, pass k_SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.
|
||||
virtual bool TransferItemQuantity(SteamInventoryResult_t* pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest) = 0;
|
||||
|
||||
// TIMED DROPS AND PLAYTIME CREDIT
|
||||
//
|
||||
|
||||
// Deprecated. Calling this method is not required for proper playtime accounting.
|
||||
STEAM_METHOD_DESC(Deprecated method.Playtime accounting is performed on the Steam servers.)
|
||||
virtual void SendItemDropHeartbeat() = 0;
|
||||
|
||||
// Playtime credit must be consumed and turned into item drops by your game. Only item
|
||||
// definitions which are marked as "playtime item generators" can be spawned. The call
|
||||
// will return an empty result set if there is not enough playtime credit for a drop.
|
||||
// Your game should call TriggerItemDrop at an appropriate time for the user to receive
|
||||
// new items, such as between rounds or while the player is dead. Note that players who
|
||||
// hack their clients could modify the value of "dropListDefinition", so do not use it
|
||||
// to directly control rarity.
|
||||
// See your Steamworks configuration to set playtime drop rates for individual itemdefs.
|
||||
// The client library will suppress too-frequent calls to this method.
|
||||
STEAM_METHOD_DESC(Playtime credit must be consumed and turned into item drops by your game.)
|
||||
virtual bool TriggerItemDrop(SteamInventoryResult_t* pResultHandle, SteamItemDef_t dropListDefinition) = 0;
|
||||
|
||||
// Deprecated. This method is not supported.
|
||||
virtual bool TradeItems(SteamInventoryResult_t* pResultHandle, CSteamID steamIDTradePartner,
|
||||
STEAM_ARRAY_COUNT(nArrayGiveLength) const SteamItemInstanceID_t* pArrayGive, STEAM_ARRAY_COUNT(nArrayGiveLength) const uint32* pArrayGiveQuantity, uint32 nArrayGiveLength,
|
||||
STEAM_ARRAY_COUNT(nArrayGetLength) const SteamItemInstanceID_t* pArrayGet, STEAM_ARRAY_COUNT(nArrayGetLength) const uint32* pArrayGetQuantity, uint32 nArrayGetLength)
|
||||
= 0;
|
||||
|
||||
// ITEM DEFINITIONS
|
||||
//
|
||||
// Item definitions are a mapping of "definition IDs" (integers between 1 and 1000000)
|
||||
// to a set of string properties. Some of these properties are required to display items
|
||||
// on the Steam community web site. Other properties can be defined by applications.
|
||||
// Use of these functions is optional; there is no reason to call LoadItemDefinitions
|
||||
// if your game hardcodes the numeric definition IDs (eg, purple face mask = 20, blue
|
||||
// weapon mod = 55) and does not allow for adding new item types without a client patch.
|
||||
//
|
||||
|
||||
// LoadItemDefinitions triggers the automatic load and refresh of item definitions.
|
||||
// Every time new item definitions are available (eg, from the dynamic addition of new
|
||||
// item types while players are still in-game), a SteamInventoryDefinitionUpdate_t
|
||||
// callback will be fired.
|
||||
STEAM_METHOD_DESC(LoadItemDefinitions triggers the automatic load and refresh of item definitions.)
|
||||
virtual bool LoadItemDefinitions() = 0;
|
||||
|
||||
// GetItemDefinitionIDs returns the set of all defined item definition IDs (which are
|
||||
// defined via Steamworks configuration, and not necessarily contiguous integers).
|
||||
// If pItemDefIDs is null, the call will return true and *punItemDefIDsArraySize will
|
||||
// contain the total size necessary for a subsequent call. Otherwise, the call will
|
||||
// return false if and only if there is not enough space in the output array.
|
||||
virtual bool GetItemDefinitionIDs(
|
||||
STEAM_OUT_ARRAY_COUNT(punItemDefIDsArraySize, List of item definition IDs) SteamItemDef_t* pItemDefIDs,
|
||||
STEAM_DESC(Size of array is passed in and actual size used is returned in this param) uint32* punItemDefIDsArraySize)
|
||||
= 0;
|
||||
|
||||
// GetItemDefinitionProperty returns a string property from a given item definition.
|
||||
// Note that some properties (for example, "name") may be localized and will depend
|
||||
// on the current Steam language settings (see ISteamApps::GetCurrentGameLanguage).
|
||||
// Property names are always composed of ASCII letters, numbers, and/or underscores.
|
||||
// Pass a NULL pointer for pchPropertyName to get a comma - separated list of available
|
||||
// property names. If pchValueBuffer is NULL, *punValueBufferSize will contain the
|
||||
// suggested buffer size. Otherwise it will be the number of bytes actually copied
|
||||
// to pchValueBuffer. If the results do not fit in the given buffer, partial
|
||||
// results may be copied.
|
||||
virtual bool GetItemDefinitionProperty(SteamItemDef_t iDefinition, const char* pchPropertyName,
|
||||
STEAM_OUT_STRING_COUNT(punValueBufferSizeOut) char* pchValueBuffer, uint32* punValueBufferSizeOut)
|
||||
= 0;
|
||||
|
||||
// Request the list of "eligible" promo items that can be manually granted to the given
|
||||
// user. These are promo items of type "manual" that won't be granted automatically.
|
||||
// An example usage of this is an item that becomes available every week.
|
||||
STEAM_CALL_RESULT(SteamInventoryEligiblePromoItemDefIDs_t)
|
||||
virtual SteamAPICall_t RequestEligiblePromoItemDefinitionsIDs(CSteamID steamID) = 0;
|
||||
|
||||
// After handling a SteamInventoryEligiblePromoItemDefIDs_t call result, use this
|
||||
// function to pull out the list of item definition ids that the user can be
|
||||
// manually granted via the AddPromoItems() call.
|
||||
virtual bool GetEligiblePromoItemDefinitionIDs(
|
||||
CSteamID steamID,
|
||||
STEAM_OUT_ARRAY_COUNT(punItemDefIDsArraySize, List of item definition IDs) SteamItemDef_t* pItemDefIDs,
|
||||
STEAM_DESC(Size of array is passed in and actual size used is returned in this param) uint32* punItemDefIDsArraySize)
|
||||
= 0;
|
||||
|
||||
// Starts the purchase process for the given item definitions. The callback SteamInventoryStartPurchaseResult_t
|
||||
// will be posted if Steam was able to initialize the transaction.
|
||||
//
|
||||
// Once the purchase has been authorized and completed by the user, the callback SteamInventoryResultReady_t
|
||||
// will be posted.
|
||||
STEAM_CALL_RESULT(SteamInventoryStartPurchaseResult_t)
|
||||
virtual SteamAPICall_t StartPurchase(STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t* pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) const uint32* punArrayQuantity, uint32 unArrayLength) = 0;
|
||||
|
||||
// Request current prices for all applicable item definitions
|
||||
STEAM_CALL_RESULT(SteamInventoryRequestPricesResult_t)
|
||||
virtual SteamAPICall_t RequestPrices() = 0;
|
||||
|
||||
// Returns the number of items with prices. Need to call RequestPrices() first.
|
||||
virtual uint32 GetNumItemsWithPrices() = 0;
|
||||
|
||||
// Returns item definition ids and their prices in the user's local currency.
|
||||
// Need to call RequestPrices() first.
|
||||
virtual bool GetItemsWithPrices( STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pArrayItemDefs, Items with prices) SteamItemDef_t *pArrayItemDefs,
|
||||
STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pPrices, List of prices for the given item defs) uint64 *pCurrentPrices,
|
||||
STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pPrices, List of prices for the given item defs) uint64 *pBasePrices,
|
||||
uint32 unArrayLength ) = 0;
|
||||
|
||||
// Retrieves the price for the item definition id
|
||||
// Returns false if there is no price stored for the item definition.
|
||||
virtual bool GetItemPrice(SteamItemDef_t iDefinition, uint64* pCurrentPrice, uint64* pBasePrice) = 0;
|
||||
|
||||
// Create a request to update properties on items
|
||||
virtual SteamInventoryUpdateHandle_t StartUpdateProperties() = 0;
|
||||
// Remove the property on the item
|
||||
virtual bool RemoveProperty(SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char* pchPropertyName) = 0;
|
||||
// Accessor methods to set properties on items
|
||||
|
||||
STEAM_FLAT_NAME(SetPropertyString)
|
||||
virtual bool SetProperty(SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char* pchPropertyName, const char* pchPropertyValue) = 0;
|
||||
|
||||
STEAM_FLAT_NAME(SetPropertyBool)
|
||||
virtual bool SetProperty(SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char* pchPropertyName, bool bValue) = 0;
|
||||
|
||||
STEAM_FLAT_NAME(SetPropertyInt64)
|
||||
virtual bool SetProperty(SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char* pchPropertyName, int64 nValue) = 0;
|
||||
|
||||
STEAM_FLAT_NAME(SetPropertyFloat)
|
||||
virtual bool SetProperty(SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char* pchPropertyName, float flValue) = 0;
|
||||
|
||||
// Submit the update request by handle
|
||||
virtual bool SubmitUpdateProperties(SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t* pResultHandle) = 0;
|
||||
|
||||
STEAM_METHOD_DESC(Look up the given token and return a pseudo - Inventory item.)
|
||||
virtual bool InspectItem(SteamInventoryResult_t* pResultHandle, const char* pchItemToken) = 0;
|
||||
};
|
||||
|
||||
#define STEAMINVENTORY_INTERFACE_VERSION "STEAMINVENTORY_INTERFACE_V003"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamInventory* SteamInventory();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamInventory*, SteamInventory, STEAMINVENTORY_INTERFACE_VERSION);
|
||||
|
||||
// Global accessor for the gameserver client
|
||||
inline ISteamInventory* SteamGameServerInventory();
|
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR(ISteamInventory*, SteamGameServerInventory, STEAMINVENTORY_INTERFACE_VERSION);
|
||||
|
||||
// SteamInventoryResultReady_t callbacks are fired whenever asynchronous
|
||||
// results transition from "Pending" to "OK" or an error state. There will
|
||||
// always be exactly one callback per handle.
|
||||
struct SteamInventoryResultReady_t {
|
||||
enum { k_iCallback = k_iClientInventoryCallbacks + 0 };
|
||||
SteamInventoryResult_t m_handle;
|
||||
EResult m_result;
|
||||
};
|
||||
|
||||
// SteamInventoryFullUpdate_t callbacks are triggered when GetAllItems
|
||||
// successfully returns a result which is newer / fresher than the last
|
||||
// known result. (It will not trigger if the inventory hasn't changed,
|
||||
// or if results from two overlapping calls are reversed in flight and
|
||||
// the earlier result is already known to be stale/out-of-date.)
|
||||
// The normal ResultReady callback will still be triggered immediately
|
||||
// afterwards; this is an additional notification for your convenience.
|
||||
struct SteamInventoryFullUpdate_t {
|
||||
enum { k_iCallback = k_iClientInventoryCallbacks + 1 };
|
||||
SteamInventoryResult_t m_handle;
|
||||
};
|
||||
|
||||
// A SteamInventoryDefinitionUpdate_t callback is triggered whenever
|
||||
// item definitions have been updated, which could be in response to
|
||||
// LoadItemDefinitions() or any other async request which required
|
||||
// a definition update in order to process results from the server.
|
||||
struct SteamInventoryDefinitionUpdate_t {
|
||||
enum { k_iCallback = k_iClientInventoryCallbacks + 2 };
|
||||
};
|
||||
|
||||
// Returned
|
||||
struct SteamInventoryEligiblePromoItemDefIDs_t {
|
||||
enum { k_iCallback = k_iClientInventoryCallbacks + 3 };
|
||||
EResult m_result;
|
||||
CSteamID m_steamID;
|
||||
int m_numEligiblePromoItemDefs;
|
||||
bool m_bCachedData; // indicates that the data was retrieved from the cache and not the server
|
||||
};
|
||||
|
||||
// Triggered from StartPurchase call
|
||||
struct SteamInventoryStartPurchaseResult_t {
|
||||
enum { k_iCallback = k_iClientInventoryCallbacks + 4 };
|
||||
EResult m_result;
|
||||
uint64 m_ulOrderID;
|
||||
uint64 m_ulTransID;
|
||||
};
|
||||
|
||||
// Triggered from RequestPrices
|
||||
struct SteamInventoryRequestPricesResult_t {
|
||||
enum { k_iCallback = k_iClientInventoryCallbacks + 5 };
|
||||
EResult m_result;
|
||||
char m_rgchCurrency[4];
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // ISTEAMCONTROLLER_H
|
||||
//====== Copyright © 1996-2014 Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to Steam Inventory
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMINVENTORY_H
|
||||
#define ISTEAMINVENTORY_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
|
||||
// Every individual instance of an item has a globally-unique ItemInstanceID.
|
||||
// This ID is unique to the combination of (player, specific item instance)
|
||||
// and will not be transferred to another player or re-used for another item.
|
||||
typedef uint64 SteamItemInstanceID_t;
|
||||
|
||||
static const SteamItemInstanceID_t k_SteamItemInstanceIDInvalid = (SteamItemInstanceID_t)~0;
|
||||
|
||||
// Types of items in your game are identified by a 32-bit "item definition number".
|
||||
// Valid definition numbers are between 1 and 999999999; numbers less than or equal to
|
||||
// zero are invalid, and numbers greater than or equal to one billion (1x10^9) are
|
||||
// reserved for internal Steam use.
|
||||
typedef int32 SteamItemDef_t;
|
||||
|
||||
|
||||
enum ESteamItemFlags
|
||||
{
|
||||
// Item status flags - these flags are permanently attached to specific item instances
|
||||
k_ESteamItemNoTrade = 1 << 0, // This item is account-locked and cannot be traded or given away.
|
||||
|
||||
// Action confirmation flags - these flags are set one time only, as part of a result set
|
||||
k_ESteamItemRemoved = 1 << 8, // The item has been destroyed, traded away, expired, or otherwise invalidated
|
||||
k_ESteamItemConsumed = 1 << 9, // The item quantity has been decreased by 1 via ConsumeItem API.
|
||||
|
||||
// All other flag bits are currently reserved for internal Steam use at this time.
|
||||
// Do not assume anything about the state of other flags which are not defined here.
|
||||
};
|
||||
|
||||
struct SteamItemDetails_t
|
||||
{
|
||||
SteamItemInstanceID_t m_itemId;
|
||||
SteamItemDef_t m_iDefinition;
|
||||
uint16 m_unQuantity;
|
||||
uint16 m_unFlags; // see ESteamItemFlags
|
||||
};
|
||||
|
||||
typedef int32 SteamInventoryResult_t;
|
||||
|
||||
static const SteamInventoryResult_t k_SteamInventoryResultInvalid = -1;
|
||||
|
||||
typedef uint64 SteamInventoryUpdateHandle_t;
|
||||
const SteamInventoryUpdateHandle_t k_SteamInventoryUpdateHandleInvalid = 0xffffffffffffffffull;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Steam Inventory query and manipulation API
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamInventory
|
||||
{
|
||||
public:
|
||||
|
||||
// INVENTORY ASYNC RESULT MANAGEMENT
|
||||
//
|
||||
// Asynchronous inventory queries always output a result handle which can be used with
|
||||
// GetResultStatus, GetResultItems, etc. A SteamInventoryResultReady_t callback will
|
||||
// be triggered when the asynchronous result becomes ready (or fails).
|
||||
//
|
||||
|
||||
// Find out the status of an asynchronous inventory result handle. Possible values:
|
||||
// k_EResultPending - still in progress
|
||||
// k_EResultOK - done, result ready
|
||||
// k_EResultExpired - done, result ready, maybe out of date (see DeserializeResult)
|
||||
// k_EResultInvalidParam - ERROR: invalid API call parameters
|
||||
// k_EResultServiceUnavailable - ERROR: service temporarily down, you may retry later
|
||||
// k_EResultLimitExceeded - ERROR: operation would exceed per-user inventory limits
|
||||
// k_EResultFail - ERROR: unknown / generic error
|
||||
virtual EResult GetResultStatus( SteamInventoryResult_t resultHandle ) = 0;
|
||||
|
||||
// Copies the contents of a result set into a flat array. The specific
|
||||
// contents of the result set depend on which query which was used.
|
||||
virtual bool GetResultItems( SteamInventoryResult_t resultHandle,
|
||||
STEAM_OUT_ARRAY_COUNT( punOutItemsArraySize,Output array) SteamItemDetails_t *pOutItemsArray,
|
||||
uint32 *punOutItemsArraySize ) = 0;
|
||||
|
||||
// In combination with GetResultItems, you can use GetResultItemProperty to retrieve
|
||||
// dynamic string properties for a given item returned in the result set.
|
||||
//
|
||||
// Property names are always composed of ASCII letters, numbers, and/or underscores.
|
||||
//
|
||||
// Pass a NULL pointer for pchPropertyName to get a comma - separated list of available
|
||||
// property names.
|
||||
//
|
||||
// If pchValueBuffer is NULL, *punValueBufferSize will contain the
|
||||
// suggested buffer size. Otherwise it will be the number of bytes actually copied
|
||||
// to pchValueBuffer. If the results do not fit in the given buffer, partial
|
||||
// results may be copied.
|
||||
virtual bool GetResultItemProperty( SteamInventoryResult_t resultHandle,
|
||||
uint32 unItemIndex,
|
||||
const char *pchPropertyName,
|
||||
STEAM_OUT_STRING_COUNT( punValueBufferSizeOut ) char *pchValueBuffer, uint32 *punValueBufferSizeOut ) = 0;
|
||||
|
||||
// Returns the server time at which the result was generated. Compare against
|
||||
// the value of IClientUtils::GetServerRealTime() to determine age.
|
||||
virtual uint32 GetResultTimestamp( SteamInventoryResult_t resultHandle ) = 0;
|
||||
|
||||
// Returns true if the result belongs to the target steam ID, false if the
|
||||
// result does not. This is important when using DeserializeResult, to verify
|
||||
// that a remote player is not pretending to have a different user's inventory.
|
||||
virtual bool CheckResultSteamID( SteamInventoryResult_t resultHandle, CSteamID steamIDExpected ) = 0;
|
||||
|
||||
// Destroys a result handle and frees all associated memory.
|
||||
virtual void DestroyResult( SteamInventoryResult_t resultHandle ) = 0;
|
||||
|
||||
|
||||
// INVENTORY ASYNC QUERY
|
||||
//
|
||||
|
||||
// Captures the entire state of the current user's Steam inventory.
|
||||
// You must call DestroyResult on this handle when you are done with it.
|
||||
// Returns false and sets *pResultHandle to zero if inventory is unavailable.
|
||||
// Note: calls to this function are subject to rate limits and may return
|
||||
// cached results if called too frequently. It is suggested that you call
|
||||
// this function only when you are about to display the user's full inventory,
|
||||
// or if you expect that the inventory may have changed.
|
||||
virtual bool GetAllItems( SteamInventoryResult_t *pResultHandle ) = 0;
|
||||
|
||||
|
||||
// Captures the state of a subset of the current user's Steam inventory,
|
||||
// identified by an array of item instance IDs. The results from this call
|
||||
// can be serialized and passed to other players to "prove" that the current
|
||||
// user owns specific items, without exposing the user's entire inventory.
|
||||
// For example, you could call GetItemsByID with the IDs of the user's
|
||||
// currently equipped cosmetic items and serialize this to a buffer, and
|
||||
// then transmit this buffer to other players upon joining a game.
|
||||
virtual bool GetItemsByID( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT( unCountInstanceIDs ) const SteamItemInstanceID_t *pInstanceIDs, uint32 unCountInstanceIDs ) = 0;
|
||||
|
||||
|
||||
// RESULT SERIALIZATION AND AUTHENTICATION
|
||||
//
|
||||
// Serialized result sets contain a short signature which can't be forged
|
||||
// or replayed across different game sessions. A result set can be serialized
|
||||
// on the local client, transmitted to other players via your game networking,
|
||||
// and deserialized by the remote players. This is a secure way of preventing
|
||||
// hackers from lying about posessing rare/high-value items.
|
||||
|
||||
// Serializes a result set with signature bytes to an output buffer. Pass
|
||||
// NULL as an output buffer to get the required size via punOutBufferSize.
|
||||
// The size of a serialized result depends on the number items which are being
|
||||
// serialized. When securely transmitting items to other players, it is
|
||||
// recommended to use "GetItemsByID" first to create a minimal result set.
|
||||
// Results have a built-in timestamp which will be considered "expired" after
|
||||
// an hour has elapsed. See DeserializeResult for expiration handling.
|
||||
virtual bool SerializeResult( SteamInventoryResult_t resultHandle, STEAM_OUT_BUFFER_COUNT(punOutBufferSize) void *pOutBuffer, uint32 *punOutBufferSize ) = 0;
|
||||
|
||||
// Deserializes a result set and verifies the signature bytes. Returns false
|
||||
// if bRequireFullOnlineVerify is set but Steam is running in Offline mode.
|
||||
// Otherwise returns true and then delivers error codes via GetResultStatus.
|
||||
//
|
||||
// The bRESERVED_MUST_BE_FALSE flag is reserved for future use and should not
|
||||
// be set to true by your game at this time.
|
||||
//
|
||||
// DeserializeResult has a potential soft-failure mode where the handle status
|
||||
// is set to k_EResultExpired. GetResultItems() still succeeds in this mode.
|
||||
// The "expired" result could indicate that the data may be out of date - not
|
||||
// just due to timed expiration (one hour), but also because one of the items
|
||||
// in the result set may have been traded or consumed since the result set was
|
||||
// generated. You could compare the timestamp from GetResultTimestamp() to
|
||||
// ISteamUtils::GetServerRealTime() to determine how old the data is. You could
|
||||
// simply ignore the "expired" result code and continue as normal, or you
|
||||
// could challenge the player with expired data to send an updated result set.
|
||||
virtual bool DeserializeResult( SteamInventoryResult_t *pOutResultHandle, STEAM_BUFFER_COUNT(punOutBufferSize) const void *pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE = false ) = 0;
|
||||
|
||||
|
||||
// INVENTORY ASYNC MODIFICATION
|
||||
//
|
||||
|
||||
// GenerateItems() creates one or more items and then generates a SteamInventoryCallback_t
|
||||
// notification with a matching nCallbackContext parameter. This API is only intended
|
||||
// for prototyping - it is only usable by Steam accounts that belong to the publisher group
|
||||
// for your game.
|
||||
// If punArrayQuantity is not NULL, it should be the same length as pArrayItems and should
|
||||
// describe the quantity of each item to generate.
|
||||
virtual bool GenerateItems( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength ) = 0;
|
||||
|
||||
// GrantPromoItems() checks the list of promotional items for which the user may be eligible
|
||||
// and grants the items (one time only). On success, the result set will include items which
|
||||
// were granted, if any. If no items were granted because the user isn't eligible for any
|
||||
// promotions, this is still considered a success.
|
||||
virtual bool GrantPromoItems( SteamInventoryResult_t *pResultHandle ) = 0;
|
||||
|
||||
// AddPromoItem() / AddPromoItems() are restricted versions of GrantPromoItems(). Instead of
|
||||
// scanning for all eligible promotional items, the check is restricted to a single item
|
||||
// definition or set of item definitions. This can be useful if your game has custom UI for
|
||||
// showing a specific promo item to the user.
|
||||
virtual bool AddPromoItem( SteamInventoryResult_t *pResultHandle, SteamItemDef_t itemDef ) = 0;
|
||||
virtual bool AddPromoItems( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, uint32 unArrayLength ) = 0;
|
||||
|
||||
// ConsumeItem() removes items from the inventory, permanently. They cannot be recovered.
|
||||
// Not for the faint of heart - if your game implements item removal at all, a high-friction
|
||||
// UI confirmation process is highly recommended.
|
||||
virtual bool ConsumeItem( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity ) = 0;
|
||||
|
||||
// ExchangeItems() is an atomic combination of item generation and consumption.
|
||||
// It can be used to implement crafting recipes or transmutations, or items which unpack
|
||||
// themselves into other items (e.g., a chest).
|
||||
// Exchange recipes are defined in the ItemDef, and explicitly list the required item
|
||||
// types and resulting generated type.
|
||||
// Exchange recipes are evaluated atomically by the Inventory Service; if the supplied
|
||||
// components do not match the recipe, or do not contain sufficient quantity, the
|
||||
// exchange will fail.
|
||||
virtual bool ExchangeItems( SteamInventoryResult_t *pResultHandle,
|
||||
STEAM_ARRAY_COUNT(unArrayGenerateLength) const SteamItemDef_t *pArrayGenerate, STEAM_ARRAY_COUNT(unArrayGenerateLength) const uint32 *punArrayGenerateQuantity, uint32 unArrayGenerateLength,
|
||||
STEAM_ARRAY_COUNT(unArrayDestroyLength) const SteamItemInstanceID_t *pArrayDestroy, STEAM_ARRAY_COUNT(unArrayDestroyLength) const uint32 *punArrayDestroyQuantity, uint32 unArrayDestroyLength ) = 0;
|
||||
|
||||
|
||||
// TransferItemQuantity() is intended for use with items which are "stackable" (can have
|
||||
// quantity greater than one). It can be used to split a stack into two, or to transfer
|
||||
// quantity from one stack into another stack of identical items. To split one stack into
|
||||
// two, pass k_SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.
|
||||
virtual bool TransferItemQuantity( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest ) = 0;
|
||||
|
||||
|
||||
// TIMED DROPS AND PLAYTIME CREDIT
|
||||
//
|
||||
|
||||
// Deprecated. Calling this method is not required for proper playtime accounting.
|
||||
virtual void SendItemDropHeartbeat() = 0;
|
||||
|
||||
// Playtime credit must be consumed and turned into item drops by your game. Only item
|
||||
// definitions which are marked as "playtime item generators" can be spawned. The call
|
||||
// will return an empty result set if there is not enough playtime credit for a drop.
|
||||
// Your game should call TriggerItemDrop at an appropriate time for the user to receive
|
||||
// new items, such as between rounds or while the player is dead. Note that players who
|
||||
// hack their clients could modify the value of "dropListDefinition", so do not use it
|
||||
// to directly control rarity.
|
||||
// See your Steamworks configuration to set playtime drop rates for individual itemdefs.
|
||||
// The client library will suppress too-frequent calls to this method.
|
||||
virtual bool TriggerItemDrop( SteamInventoryResult_t *pResultHandle, SteamItemDef_t dropListDefinition ) = 0;
|
||||
|
||||
|
||||
// Deprecated. This method is not supported.
|
||||
virtual bool TradeItems( SteamInventoryResult_t *pResultHandle, CSteamID steamIDTradePartner,
|
||||
STEAM_ARRAY_COUNT(nArrayGiveLength) const SteamItemInstanceID_t *pArrayGive, STEAM_ARRAY_COUNT(nArrayGiveLength) const uint32 *pArrayGiveQuantity, uint32 nArrayGiveLength,
|
||||
STEAM_ARRAY_COUNT(nArrayGetLength) const SteamItemInstanceID_t *pArrayGet, STEAM_ARRAY_COUNT(nArrayGetLength) const uint32 *pArrayGetQuantity, uint32 nArrayGetLength ) = 0;
|
||||
|
||||
|
||||
// ITEM DEFINITIONS
|
||||
//
|
||||
// Item definitions are a mapping of "definition IDs" (integers between 1 and 1000000)
|
||||
// to a set of string properties. Some of these properties are required to display items
|
||||
// on the Steam community web site. Other properties can be defined by applications.
|
||||
// Use of these functions is optional; there is no reason to call LoadItemDefinitions
|
||||
// if your game hardcodes the numeric definition IDs (eg, purple face mask = 20, blue
|
||||
// weapon mod = 55) and does not allow for adding new item types without a client patch.
|
||||
//
|
||||
|
||||
// LoadItemDefinitions triggers the automatic load and refresh of item definitions.
|
||||
// Every time new item definitions are available (eg, from the dynamic addition of new
|
||||
// item types while players are still in-game), a SteamInventoryDefinitionUpdate_t
|
||||
// callback will be fired.
|
||||
virtual bool LoadItemDefinitions() = 0;
|
||||
|
||||
// GetItemDefinitionIDs returns the set of all defined item definition IDs (which are
|
||||
// defined via Steamworks configuration, and not necessarily contiguous integers).
|
||||
// If pItemDefIDs is null, the call will return true and *punItemDefIDsArraySize will
|
||||
// contain the total size necessary for a subsequent call. Otherwise, the call will
|
||||
// return false if and only if there is not enough space in the output array.
|
||||
virtual bool GetItemDefinitionIDs(
|
||||
STEAM_OUT_ARRAY_COUNT(punItemDefIDsArraySize,List of item definition IDs) SteamItemDef_t *pItemDefIDs,
|
||||
STEAM_DESC(Size of array is passed in and actual size used is returned in this param) uint32 *punItemDefIDsArraySize ) = 0;
|
||||
|
||||
// GetItemDefinitionProperty returns a string property from a given item definition.
|
||||
// Note that some properties (for example, "name") may be localized and will depend
|
||||
// on the current Steam language settings (see ISteamApps::GetCurrentGameLanguage).
|
||||
// Property names are always composed of ASCII letters, numbers, and/or underscores.
|
||||
// Pass a NULL pointer for pchPropertyName to get a comma - separated list of available
|
||||
// property names. If pchValueBuffer is NULL, *punValueBufferSize will contain the
|
||||
// suggested buffer size. Otherwise it will be the number of bytes actually copied
|
||||
// to pchValueBuffer. If the results do not fit in the given buffer, partial
|
||||
// results may be copied.
|
||||
virtual bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPropertyName,
|
||||
STEAM_OUT_STRING_COUNT(punValueBufferSizeOut) char *pchValueBuffer, uint32 *punValueBufferSizeOut ) = 0;
|
||||
|
||||
// Request the list of "eligible" promo items that can be manually granted to the given
|
||||
// user. These are promo items of type "manual" that won't be granted automatically.
|
||||
// An example usage of this is an item that becomes available every week.
|
||||
STEAM_CALL_RESULT( SteamInventoryEligiblePromoItemDefIDs_t )
|
||||
virtual SteamAPICall_t RequestEligiblePromoItemDefinitionsIDs( CSteamID steamID ) = 0;
|
||||
|
||||
// After handling a SteamInventoryEligiblePromoItemDefIDs_t call result, use this
|
||||
// function to pull out the list of item definition ids that the user can be
|
||||
// manually granted via the AddPromoItems() call.
|
||||
virtual bool GetEligiblePromoItemDefinitionIDs(
|
||||
CSteamID steamID,
|
||||
STEAM_OUT_ARRAY_COUNT(punItemDefIDsArraySize,List of item definition IDs) SteamItemDef_t *pItemDefIDs,
|
||||
STEAM_DESC(Size of array is passed in and actual size used is returned in this param) uint32 *punItemDefIDsArraySize ) = 0;
|
||||
|
||||
// Starts the purchase process for the given item definitions. The callback SteamInventoryStartPurchaseResult_t
|
||||
// will be posted if Steam was able to initialize the transaction.
|
||||
//
|
||||
// Once the purchase has been authorized and completed by the user, the callback SteamInventoryResultReady_t
|
||||
// will be posted.
|
||||
STEAM_CALL_RESULT( SteamInventoryStartPurchaseResult_t )
|
||||
virtual SteamAPICall_t StartPurchase( STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength ) = 0;
|
||||
|
||||
// Request current prices for all applicable item definitions
|
||||
STEAM_CALL_RESULT( SteamInventoryRequestPricesResult_t )
|
||||
virtual SteamAPICall_t RequestPrices() = 0;
|
||||
|
||||
// Returns the number of items with prices. Need to call RequestPrices() first.
|
||||
virtual uint32 GetNumItemsWithPrices() = 0;
|
||||
|
||||
// Returns item definition ids and their prices in the user's local currency.
|
||||
// Need to call RequestPrices() first.
|
||||
virtual bool GetItemsWithPrices( STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pArrayItemDefs, Items with prices) SteamItemDef_t *pArrayItemDefs,
|
||||
STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pPrices, List of prices for the given item defs) uint64 *pCurrentPrices,
|
||||
STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pPrices, List of prices for the given item defs) uint64 *pBasePrices,
|
||||
uint32 unArrayLength ) = 0;
|
||||
|
||||
// Retrieves the price for the item definition id
|
||||
// Returns false if there is no price stored for the item definition.
|
||||
virtual bool GetItemPrice( SteamItemDef_t iDefinition, uint64 *pCurrentPrice, uint64 *pBasePrice ) = 0;
|
||||
|
||||
// Create a request to update properties on items
|
||||
virtual SteamInventoryUpdateHandle_t StartUpdateProperties() = 0;
|
||||
// Remove the property on the item
|
||||
virtual bool RemoveProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName ) = 0;
|
||||
// Accessor methods to set properties on items
|
||||
|
||||
STEAM_FLAT_NAME( SetPropertyString )
|
||||
virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, const char *pchPropertyValue ) = 0;
|
||||
|
||||
STEAM_FLAT_NAME( SetPropertyBool )
|
||||
virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, bool bValue ) = 0;
|
||||
|
||||
STEAM_FLAT_NAME( SetPropertyInt64 )
|
||||
virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, int64 nValue ) = 0;
|
||||
|
||||
STEAM_FLAT_NAME( SetPropertyFloat )
|
||||
virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, float flValue ) = 0;
|
||||
|
||||
// Submit the update request by handle
|
||||
virtual bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle ) = 0;
|
||||
|
||||
virtual bool InspectItem( SteamInventoryResult_t *pResultHandle, const char *pchItemToken ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMINVENTORY_INTERFACE_VERSION "STEAMINVENTORY_INTERFACE_V003"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamInventory *SteamInventory();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamInventory *, SteamInventory, STEAMINVENTORY_INTERFACE_VERSION );
|
||||
|
||||
// Global accessor for the gameserver client
|
||||
inline ISteamInventory *SteamGameServerInventory();
|
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamInventory *, SteamGameServerInventory, STEAMINVENTORY_INTERFACE_VERSION );
|
||||
|
||||
// SteamInventoryResultReady_t callbacks are fired whenever asynchronous
|
||||
// results transition from "Pending" to "OK" or an error state. There will
|
||||
// always be exactly one callback per handle.
|
||||
struct SteamInventoryResultReady_t
|
||||
{
|
||||
enum { k_iCallback = k_iClientInventoryCallbacks + 0 };
|
||||
SteamInventoryResult_t m_handle;
|
||||
EResult m_result;
|
||||
};
|
||||
|
||||
|
||||
// SteamInventoryFullUpdate_t callbacks are triggered when GetAllItems
|
||||
// successfully returns a result which is newer / fresher than the last
|
||||
// known result. (It will not trigger if the inventory hasn't changed,
|
||||
// or if results from two overlapping calls are reversed in flight and
|
||||
// the earlier result is already known to be stale/out-of-date.)
|
||||
// The normal ResultReady callback will still be triggered immediately
|
||||
// afterwards; this is an additional notification for your convenience.
|
||||
struct SteamInventoryFullUpdate_t
|
||||
{
|
||||
enum { k_iCallback = k_iClientInventoryCallbacks + 1 };
|
||||
SteamInventoryResult_t m_handle;
|
||||
};
|
||||
|
||||
|
||||
// A SteamInventoryDefinitionUpdate_t callback is triggered whenever
|
||||
// item definitions have been updated, which could be in response to
|
||||
// LoadItemDefinitions() or any other async request which required
|
||||
// a definition update in order to process results from the server.
|
||||
struct SteamInventoryDefinitionUpdate_t
|
||||
{
|
||||
enum { k_iCallback = k_iClientInventoryCallbacks + 2 };
|
||||
};
|
||||
|
||||
// Returned
|
||||
struct SteamInventoryEligiblePromoItemDefIDs_t
|
||||
{
|
||||
enum { k_iCallback = k_iClientInventoryCallbacks + 3 };
|
||||
EResult m_result;
|
||||
CSteamID m_steamID;
|
||||
int m_numEligiblePromoItemDefs;
|
||||
bool m_bCachedData; // indicates that the data was retrieved from the cache and not the server
|
||||
};
|
||||
|
||||
// Triggered from StartPurchase call
|
||||
struct SteamInventoryStartPurchaseResult_t
|
||||
{
|
||||
enum { k_iCallback = k_iClientInventoryCallbacks + 4 };
|
||||
EResult m_result;
|
||||
uint64 m_ulOrderID;
|
||||
uint64 m_ulTransID;
|
||||
};
|
||||
|
||||
|
||||
// Triggered from RequestPrices
|
||||
struct SteamInventoryRequestPricesResult_t
|
||||
{
|
||||
enum { k_iCallback = k_iClientInventoryCallbacks + 5 };
|
||||
EResult m_result;
|
||||
char m_rgchCurrency[4];
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
|
||||
#endif // ISTEAMCONTROLLER_H
|
||||
|
@ -1 +0,0 @@
|
||||
#error "This file isn't used any more"
|
File diff suppressed because it is too large
Load Diff
@ -1,65 +1,71 @@
|
||||
//============ Copyright (c) Valve Corporation, All rights reserved. ============
|
||||
|
||||
#ifndef ISTEAMMUSIC_H
|
||||
#define ISTEAMMUSIC_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
enum AudioPlayback_Status {
|
||||
AudioPlayback_Undefined = 0,
|
||||
AudioPlayback_Playing = 1,
|
||||
AudioPlayback_Paused = 2,
|
||||
AudioPlayback_Idle = 3
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions to control music playback in the steam client
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMusic {
|
||||
public:
|
||||
virtual bool BIsEnabled() = 0;
|
||||
virtual bool BIsPlaying() = 0;
|
||||
|
||||
virtual AudioPlayback_Status GetPlaybackStatus() = 0;
|
||||
|
||||
virtual void Play() = 0;
|
||||
virtual void Pause() = 0;
|
||||
virtual void PlayPrevious() = 0;
|
||||
virtual void PlayNext() = 0;
|
||||
|
||||
// volume is between 0.0 and 1.0
|
||||
virtual void SetVolume(float flVolume) = 0;
|
||||
virtual float GetVolume() = 0;
|
||||
};
|
||||
|
||||
#define STEAMMUSIC_INTERFACE_VERSION "STEAMMUSIC_INTERFACE_VERSION001"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamMusic* SteamMusic();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamMusic*, SteamMusic, STEAMMUSIC_INTERFACE_VERSION);
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
STEAM_CALLBACK_BEGIN(PlaybackStatusHasChanged_t, k_iSteamMusicCallbacks + 1)
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(VolumeHasChanged_t, k_iSteamMusicCallbacks + 2)
|
||||
STEAM_CALLBACK_MEMBER(0, float, m_flNewVolume)
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // #define ISTEAMMUSIC_H
|
||||
//============ Copyright (c) Valve Corporation, All rights reserved. ============
|
||||
|
||||
#ifndef ISTEAMMUSIC_H
|
||||
#define ISTEAMMUSIC_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
enum AudioPlayback_Status
|
||||
{
|
||||
AudioPlayback_Undefined = 0,
|
||||
AudioPlayback_Playing = 1,
|
||||
AudioPlayback_Paused = 2,
|
||||
AudioPlayback_Idle = 3
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions to control music playback in the steam client
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMusic
|
||||
{
|
||||
public:
|
||||
virtual bool BIsEnabled() = 0;
|
||||
virtual bool BIsPlaying() = 0;
|
||||
|
||||
virtual AudioPlayback_Status GetPlaybackStatus() = 0;
|
||||
|
||||
virtual void Play() = 0;
|
||||
virtual void Pause() = 0;
|
||||
virtual void PlayPrevious() = 0;
|
||||
virtual void PlayNext() = 0;
|
||||
|
||||
// volume is between 0.0 and 1.0
|
||||
virtual void SetVolume( float flVolume ) = 0;
|
||||
virtual float GetVolume() = 0;
|
||||
|
||||
};
|
||||
|
||||
#define STEAMMUSIC_INTERFACE_VERSION "STEAMMUSIC_INTERFACE_VERSION001"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamMusic *SteamMusic();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamMusic *, SteamMusic, STEAMMUSIC_INTERFACE_VERSION );
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
|
||||
STEAM_CALLBACK_BEGIN( PlaybackStatusHasChanged_t, k_iSteamMusicCallbacks + 1 )
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN( VolumeHasChanged_t, k_iSteamMusicCallbacks + 2 )
|
||||
STEAM_CALLBACK_MEMBER( 0, float, m_flNewVolume )
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
|
||||
#endif // #define ISTEAMMUSIC_H
|
||||
|
@ -1,128 +1,133 @@
|
||||
//============ Copyright (c) Valve Corporation, All rights reserved. ============
|
||||
|
||||
#ifndef ISTEAMMUSICREMOTE_H
|
||||
#define ISTEAMMUSICREMOTE_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteammusic.h"
|
||||
#include "steam_api_common.h"
|
||||
|
||||
#define k_SteamMusicNameMaxLength 255
|
||||
#define k_SteamMusicPNGMaxLength 65535
|
||||
|
||||
class ISteamMusicRemote {
|
||||
public:
|
||||
// Service Definition
|
||||
virtual bool RegisterSteamMusicRemote(const char* pchName) = 0;
|
||||
virtual bool DeregisterSteamMusicRemote() = 0;
|
||||
virtual bool BIsCurrentMusicRemote() = 0;
|
||||
virtual bool BActivationSuccess(bool bValue) = 0;
|
||||
|
||||
virtual bool SetDisplayName(const char* pchDisplayName) = 0;
|
||||
virtual bool SetPNGIcon_64x64(void* pvBuffer, uint32 cbBufferLength) = 0;
|
||||
|
||||
// Abilities for the user interface
|
||||
virtual bool EnablePlayPrevious(bool bValue) = 0;
|
||||
virtual bool EnablePlayNext(bool bValue) = 0;
|
||||
virtual bool EnableShuffled(bool bValue) = 0;
|
||||
virtual bool EnableLooped(bool bValue) = 0;
|
||||
virtual bool EnableQueue(bool bValue) = 0;
|
||||
virtual bool EnablePlaylists(bool bValue) = 0;
|
||||
|
||||
// Status
|
||||
virtual bool UpdatePlaybackStatus(AudioPlayback_Status nStatus) = 0;
|
||||
virtual bool UpdateShuffled(bool bValue) = 0;
|
||||
virtual bool UpdateLooped(bool bValue) = 0;
|
||||
virtual bool UpdateVolume(float flValue) = 0; // volume is between 0.0 and 1.0
|
||||
|
||||
// Current Entry
|
||||
virtual bool CurrentEntryWillChange() = 0;
|
||||
virtual bool CurrentEntryIsAvailable(bool bAvailable) = 0;
|
||||
virtual bool UpdateCurrentEntryText(const char* pchText) = 0;
|
||||
virtual bool UpdateCurrentEntryElapsedSeconds(int nValue) = 0;
|
||||
virtual bool UpdateCurrentEntryCoverArt(void* pvBuffer, uint32 cbBufferLength) = 0;
|
||||
virtual bool CurrentEntryDidChange() = 0;
|
||||
|
||||
// Queue
|
||||
virtual bool QueueWillChange() = 0;
|
||||
virtual bool ResetQueueEntries() = 0;
|
||||
virtual bool SetQueueEntry(int nID, int nPosition, const char* pchEntryText) = 0;
|
||||
virtual bool SetCurrentQueueEntry(int nID) = 0;
|
||||
virtual bool QueueDidChange() = 0;
|
||||
|
||||
// Playlist
|
||||
virtual bool PlaylistWillChange() = 0;
|
||||
virtual bool ResetPlaylistEntries() = 0;
|
||||
virtual bool SetPlaylistEntry(int nID, int nPosition, const char* pchEntryText) = 0;
|
||||
virtual bool SetCurrentPlaylistEntry(int nID) = 0;
|
||||
virtual bool PlaylistDidChange() = 0;
|
||||
};
|
||||
|
||||
#define STEAMMUSICREMOTE_INTERFACE_VERSION "STEAMMUSICREMOTE_INTERFACE_VERSION001"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamMusicRemote* SteamMusicRemote();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamMusicRemote*, SteamMusicRemote, STEAMMUSICREMOTE_INTERFACE_VERSION);
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
STEAM_CALLBACK_BEGIN(MusicPlayerRemoteWillActivate_t, k_iSteamMusicRemoteCallbacks + 1)
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(MusicPlayerRemoteWillDeactivate_t, k_iSteamMusicRemoteCallbacks + 2)
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(MusicPlayerRemoteToFront_t, k_iSteamMusicRemoteCallbacks + 3)
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(MusicPlayerWillQuit_t, k_iSteamMusicRemoteCallbacks + 4)
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(MusicPlayerWantsPlay_t, k_iSteamMusicRemoteCallbacks + 5)
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(MusicPlayerWantsPause_t, k_iSteamMusicRemoteCallbacks + 6)
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(MusicPlayerWantsPlayPrevious_t, k_iSteamMusicRemoteCallbacks + 7)
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(MusicPlayerWantsPlayNext_t, k_iSteamMusicRemoteCallbacks + 8)
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(MusicPlayerWantsShuffled_t, k_iSteamMusicRemoteCallbacks + 9)
|
||||
STEAM_CALLBACK_MEMBER(0, bool, m_bShuffled)
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(MusicPlayerWantsLooped_t, k_iSteamMusicRemoteCallbacks + 10)
|
||||
STEAM_CALLBACK_MEMBER(0, bool, m_bLooped)
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(MusicPlayerWantsVolume_t, k_iSteamMusicCallbacks + 11)
|
||||
STEAM_CALLBACK_MEMBER(0, float, m_flNewVolume)
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(MusicPlayerSelectsQueueEntry_t, k_iSteamMusicCallbacks + 12)
|
||||
STEAM_CALLBACK_MEMBER(0, int, nID)
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(MusicPlayerSelectsPlaylistEntry_t, k_iSteamMusicCallbacks + 13)
|
||||
STEAM_CALLBACK_MEMBER(0, int, nID)
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(MusicPlayerWantsPlayingRepeatStatus_t, k_iSteamMusicRemoteCallbacks + 14)
|
||||
STEAM_CALLBACK_MEMBER(0, int, m_nPlayingRepeatStatus)
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // #define ISTEAMMUSICREMOTE_H
|
||||
//============ Copyright (c) Valve Corporation, All rights reserved. ============
|
||||
|
||||
#ifndef ISTEAMMUSICREMOTE_H
|
||||
#define ISTEAMMUSICREMOTE_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
#include "isteammusic.h"
|
||||
|
||||
#define k_SteamMusicNameMaxLength 255
|
||||
#define k_SteamMusicPNGMaxLength 65535
|
||||
|
||||
|
||||
class ISteamMusicRemote
|
||||
{
|
||||
public:
|
||||
// Service Definition
|
||||
virtual bool RegisterSteamMusicRemote( const char *pchName ) = 0;
|
||||
virtual bool DeregisterSteamMusicRemote() = 0;
|
||||
virtual bool BIsCurrentMusicRemote() = 0;
|
||||
virtual bool BActivationSuccess( bool bValue ) = 0;
|
||||
|
||||
virtual bool SetDisplayName( const char *pchDisplayName ) = 0;
|
||||
virtual bool SetPNGIcon_64x64( void *pvBuffer, uint32 cbBufferLength ) = 0;
|
||||
|
||||
// Abilities for the user interface
|
||||
virtual bool EnablePlayPrevious(bool bValue) = 0;
|
||||
virtual bool EnablePlayNext( bool bValue ) = 0;
|
||||
virtual bool EnableShuffled( bool bValue ) = 0;
|
||||
virtual bool EnableLooped( bool bValue ) = 0;
|
||||
virtual bool EnableQueue( bool bValue ) = 0;
|
||||
virtual bool EnablePlaylists( bool bValue ) = 0;
|
||||
|
||||
// Status
|
||||
virtual bool UpdatePlaybackStatus( AudioPlayback_Status nStatus ) = 0;
|
||||
virtual bool UpdateShuffled( bool bValue ) = 0;
|
||||
virtual bool UpdateLooped( bool bValue ) = 0;
|
||||
virtual bool UpdateVolume( float flValue ) = 0; // volume is between 0.0 and 1.0
|
||||
|
||||
// Current Entry
|
||||
virtual bool CurrentEntryWillChange() = 0;
|
||||
virtual bool CurrentEntryIsAvailable( bool bAvailable ) = 0;
|
||||
virtual bool UpdateCurrentEntryText( const char *pchText ) = 0;
|
||||
virtual bool UpdateCurrentEntryElapsedSeconds( int nValue ) = 0;
|
||||
virtual bool UpdateCurrentEntryCoverArt( void *pvBuffer, uint32 cbBufferLength ) = 0;
|
||||
virtual bool CurrentEntryDidChange() = 0;
|
||||
|
||||
// Queue
|
||||
virtual bool QueueWillChange() = 0;
|
||||
virtual bool ResetQueueEntries() = 0;
|
||||
virtual bool SetQueueEntry( int nID, int nPosition, const char *pchEntryText ) = 0;
|
||||
virtual bool SetCurrentQueueEntry( int nID ) = 0;
|
||||
virtual bool QueueDidChange() = 0;
|
||||
|
||||
// Playlist
|
||||
virtual bool PlaylistWillChange() = 0;
|
||||
virtual bool ResetPlaylistEntries() = 0;
|
||||
virtual bool SetPlaylistEntry( int nID, int nPosition, const char *pchEntryText ) = 0;
|
||||
virtual bool SetCurrentPlaylistEntry( int nID ) = 0;
|
||||
virtual bool PlaylistDidChange() = 0;
|
||||
};
|
||||
|
||||
#define STEAMMUSICREMOTE_INTERFACE_VERSION "STEAMMUSICREMOTE_INTERFACE_VERSION001"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamMusicRemote *SteamMusicRemote();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamMusicRemote *, SteamMusicRemote, STEAMMUSICREMOTE_INTERFACE_VERSION );
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerRemoteWillActivate_t, k_iSteamMusicRemoteCallbacks + 1)
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerRemoteWillDeactivate_t, k_iSteamMusicRemoteCallbacks + 2 )
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerRemoteToFront_t, k_iSteamMusicRemoteCallbacks + 3 )
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWillQuit_t, k_iSteamMusicRemoteCallbacks + 4 )
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsPlay_t, k_iSteamMusicRemoteCallbacks + 5 )
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsPause_t, k_iSteamMusicRemoteCallbacks + 6 )
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsPlayPrevious_t, k_iSteamMusicRemoteCallbacks + 7 )
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsPlayNext_t, k_iSteamMusicRemoteCallbacks + 8 )
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsShuffled_t, k_iSteamMusicRemoteCallbacks + 9 )
|
||||
STEAM_CALLBACK_MEMBER( 0, bool, m_bShuffled )
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsLooped_t, k_iSteamMusicRemoteCallbacks + 10 )
|
||||
STEAM_CALLBACK_MEMBER(0, bool, m_bLooped )
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsVolume_t, k_iSteamMusicCallbacks + 11 )
|
||||
STEAM_CALLBACK_MEMBER(0, float, m_flNewVolume)
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerSelectsQueueEntry_t, k_iSteamMusicCallbacks + 12 )
|
||||
STEAM_CALLBACK_MEMBER(0, int, nID )
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerSelectsPlaylistEntry_t, k_iSteamMusicCallbacks + 13 )
|
||||
STEAM_CALLBACK_MEMBER(0, int, nID )
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
STEAM_CALLBACK_BEGIN( MusicPlayerWantsPlayingRepeatStatus_t, k_iSteamMusicRemoteCallbacks + 14 )
|
||||
STEAM_CALLBACK_MEMBER(0, int, m_nPlayingRepeatStatus )
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
|
||||
|
||||
#endif // #define ISTEAMMUSICREMOTE_H
|
||||
|
@ -1,327 +1,343 @@
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam managing network connections between game clients & servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMNETWORKING
|
||||
#define ISTEAMNETWORKING
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
// list of possible errors returned by SendP2PPacket() API
|
||||
// these will be posted in the P2PSessionConnectFail_t callback
|
||||
enum EP2PSessionError {
|
||||
k_EP2PSessionErrorNone = 0,
|
||||
k_EP2PSessionErrorNoRightsToApp = 2, // local user doesn't own the app that is running
|
||||
k_EP2PSessionErrorTimeout = 4, // target isn't responding, perhaps not calling AcceptP2PSessionWithUser()
|
||||
// corporate firewalls can also block this (NAT traversal is not firewall traversal)
|
||||
// make sure that UDP ports 3478, 4379, and 4380 are open in an outbound direction
|
||||
|
||||
// The following error codes were removed and will never be sent.
|
||||
// For privacy reasons, there is no reply if the user is offline or playing another game.
|
||||
k_EP2PSessionErrorNotRunningApp_DELETED = 1,
|
||||
k_EP2PSessionErrorDestinationNotLoggedIn_DELETED = 3,
|
||||
|
||||
k_EP2PSessionErrorMax = 5
|
||||
};
|
||||
|
||||
// SendP2PPacket() send types
|
||||
// Typically k_EP2PSendUnreliable is what you want for UDP-like packets, k_EP2PSendReliable for TCP-like packets
|
||||
enum EP2PSend {
|
||||
// Basic UDP send. Packets can't be bigger than 1200 bytes (your typical MTU size). Can be lost, or arrive out of order (rare).
|
||||
// The sending API does have some knowledge of the underlying connection, so if there is no NAT-traversal accomplished or
|
||||
// there is a recognized adjustment happening on the connection, the packet will be batched until the connection is open again.
|
||||
k_EP2PSendUnreliable = 0,
|
||||
|
||||
// As above, but if the underlying p2p connection isn't yet established the packet will just be thrown away. Using this on the first
|
||||
// packet sent to a remote host almost guarantees the packet will be dropped.
|
||||
// This is only really useful for kinds of data that should never buffer up, i.e. voice payload packets
|
||||
k_EP2PSendUnreliableNoDelay = 1,
|
||||
|
||||
// Reliable message send. Can send up to 1MB of data in a single message.
|
||||
// Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for efficient sends of large chunks of data.
|
||||
k_EP2PSendReliable = 2,
|
||||
|
||||
// As above, but applies the Nagle algorithm to the send - sends will accumulate
|
||||
// until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm).
|
||||
// Useful if you want to send a set of smaller messages but have the coalesced into a single packet
|
||||
// Since the reliable stream is all ordered, you can do several small message sends with k_EP2PSendReliableWithBuffering and then
|
||||
// do a normal k_EP2PSendReliable to force all the buffered data to be sent.
|
||||
k_EP2PSendReliableWithBuffering = 3,
|
||||
|
||||
};
|
||||
|
||||
// connection state to a specified user, returned by GetP2PSessionState()
|
||||
// this is under-the-hood info about what's going on with a SendP2PPacket(), shouldn't be needed except for debuggin
|
||||
#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
|
||||
#endif
|
||||
struct P2PSessionState_t {
|
||||
uint8 m_bConnectionActive; // true if we've got an active open connection
|
||||
uint8 m_bConnecting; // true if we're currently trying to establish a connection
|
||||
uint8 m_eP2PSessionError; // last error recorded (see enum above)
|
||||
uint8 m_bUsingRelay; // true if it's going through a relay server (TURN)
|
||||
int32 m_nBytesQueuedForSend;
|
||||
int32 m_nPacketsQueuedForSend;
|
||||
uint32 m_nRemoteIP; // potential IP:Port of remote host. Could be TURN server.
|
||||
uint16 m_nRemotePort; // Only exists for compatibility with older authentication api's
|
||||
};
|
||||
#pragma pack(pop)
|
||||
|
||||
// handle to a socket
|
||||
typedef uint32 SNetSocket_t; // CreateP2PConnectionSocket()
|
||||
typedef uint32 SNetListenSocket_t; // CreateListenSocket()
|
||||
|
||||
// connection progress indicators, used by CreateP2PConnectionSocket()
|
||||
enum ESNetSocketState {
|
||||
k_ESNetSocketStateInvalid = 0,
|
||||
|
||||
// communication is valid
|
||||
k_ESNetSocketStateConnected = 1,
|
||||
|
||||
// states while establishing a connection
|
||||
k_ESNetSocketStateInitiated = 10, // the connection state machine has started
|
||||
|
||||
// p2p connections
|
||||
k_ESNetSocketStateLocalCandidatesFound = 11, // we've found our local IP info
|
||||
k_ESNetSocketStateReceivedRemoteCandidates = 12, // we've received information from the remote machine, via the Steam back-end, about their IP info
|
||||
|
||||
// direct connections
|
||||
k_ESNetSocketStateChallengeHandshake = 15, // we've received a challenge packet from the server
|
||||
|
||||
// failure states
|
||||
k_ESNetSocketStateDisconnecting = 21, // the API shut it down, and we're in the process of telling the other end
|
||||
k_ESNetSocketStateLocalDisconnect = 22, // the API shut it down, and we've completed shutdown
|
||||
k_ESNetSocketStateTimeoutDuringConnect = 23, // we timed out while trying to creating the connection
|
||||
k_ESNetSocketStateRemoteEndDisconnected = 24, // the remote end has disconnected from us
|
||||
k_ESNetSocketStateConnectionBroken = 25, // connection has been broken; either the other end has disappeared or our local network connection has broke
|
||||
|
||||
};
|
||||
|
||||
// describes how the socket is currently connected
|
||||
enum ESNetSocketConnectionType {
|
||||
k_ESNetSocketConnectionTypeNotConnected = 0,
|
||||
k_ESNetSocketConnectionTypeUDP = 1,
|
||||
k_ESNetSocketConnectionTypeUDPRelay = 2,
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for making connections and sending data between clients,
|
||||
// traversing NAT's where possible
|
||||
//
|
||||
// NOTE: This interface is deprecated and may be removed in a future release of
|
||||
/// the Steamworks SDK. Please see ISteamNetworkingSockets and
|
||||
/// ISteamNetworkingMessages
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamNetworking {
|
||||
public:
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// UDP-style (connectionless) networking interface. These functions send messages using
|
||||
// an API organized around the destination. Reliable and unreliable messages are supported.
|
||||
//
|
||||
// For a more TCP-style interface (meaning you have a connection handle), see the functions below.
|
||||
// Both interface styles can send both reliable and unreliable messages.
|
||||
//
|
||||
// Automatically establishes NAT-traversing or Relay server connections
|
||||
//
|
||||
// These APIs are deprecated, and may be removed in a future version of the Steamworks
|
||||
// SDK. See ISteamNetworkingMessages.
|
||||
|
||||
// Sends a P2P packet to the specified user
|
||||
// UDP-like, unreliable and a max packet size of 1200 bytes
|
||||
// the first packet send may be delayed as the NAT-traversal code runs
|
||||
// if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t
|
||||
// see EP2PSend enum above for the descriptions of the different ways of sending packets
|
||||
//
|
||||
// nChannel is a routing number you can use to help route message to different systems - you'll have to call ReadP2PPacket()
|
||||
// with the same channel number in order to retrieve the data on the other end
|
||||
// using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources
|
||||
virtual bool SendP2PPacket(CSteamID steamIDRemote, const void* pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel = 0) = 0;
|
||||
|
||||
// returns true if any data is available for read, and the amount of data that will need to be read
|
||||
virtual bool IsP2PPacketAvailable(uint32* pcubMsgSize, int nChannel = 0) = 0;
|
||||
|
||||
// reads in a packet that has been sent from another user via SendP2PPacket()
|
||||
// returns the size of the message and the steamID of the user who sent it in the last two parameters
|
||||
// if the buffer passed in is too small, the message will be truncated
|
||||
// this call is not blocking, and will return false if no data is available
|
||||
virtual bool ReadP2PPacket(void* pubDest, uint32 cubDest, uint32* pcubMsgSize, CSteamID* psteamIDRemote, int nChannel = 0) = 0;
|
||||
|
||||
// AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback
|
||||
// P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet
|
||||
// if you don't want to talk to the user, just ignore the request
|
||||
// if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically
|
||||
// this may be called multiple times for a single user
|
||||
// (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request)
|
||||
virtual bool AcceptP2PSessionWithUser(CSteamID steamIDRemote) = 0;
|
||||
|
||||
// call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood
|
||||
// if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted
|
||||
virtual bool CloseP2PSessionWithUser(CSteamID steamIDRemote) = 0;
|
||||
|
||||
// call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels
|
||||
// open channels to a user have been closed, the open session to the user will be closed and new data from this
|
||||
// user will trigger a P2PSessionRequest_t callback
|
||||
virtual bool CloseP2PChannelWithUser(CSteamID steamIDRemote, int nChannel) = 0;
|
||||
|
||||
// fills out P2PSessionState_t structure with details about the underlying connection to the user
|
||||
// should only needed for debugging purposes
|
||||
// returns false if no connection exists to the specified user
|
||||
virtual bool GetP2PSessionState(CSteamID steamIDRemote, P2PSessionState_t* pConnectionState) = 0;
|
||||
|
||||
// Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection
|
||||
// or NAT-traversal cannot be established. Only applies to connections created after setting this value,
|
||||
// or to existing connections that need to automatically reconnect after this value is set.
|
||||
//
|
||||
// P2P packet relay is allowed by default
|
||||
//
|
||||
// NOTE: This function is deprecated and may be removed in a future version of the SDK. For
|
||||
// security purposes, we may decide to relay the traffic to certain peers, even if you pass false
|
||||
// to this function, to prevent revealing the client's IP address top another peer.
|
||||
virtual bool AllowP2PPacketRelay(bool bAllow) = 0;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// LISTEN / CONNECT connection-oriented interface functions
|
||||
//
|
||||
// These functions are more like a client-server TCP API. One side is the "server"
|
||||
// and "listens" for incoming connections, which then must be "accepted." The "client"
|
||||
// initiates a connection by "connecting." Sending and receiving is done through a
|
||||
// connection handle.
|
||||
//
|
||||
// For a more UDP-style interface, where you do not track connection handles but
|
||||
// simply send messages to a SteamID, use the UDP-style functions above.
|
||||
//
|
||||
// Both methods can send both reliable and unreliable methods.
|
||||
//
|
||||
// These APIs are deprecated, and may be removed in a future version of the Steamworks
|
||||
// SDK. See ISteamNetworkingSockets.
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// creates a socket and listens others to connect
|
||||
// will trigger a SocketStatusCallback_t callback on another client connecting
|
||||
// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
|
||||
// this can usually just be 0 unless you want multiple sets of connections
|
||||
// unIP is the local IP address to bind to
|
||||
// pass in 0 if you just want the default local IP
|
||||
// unPort is the port to use
|
||||
// pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only
|
||||
virtual SNetListenSocket_t CreateListenSocket(int nVirtualP2PPort, SteamIPAddress_t nIP, uint16 nPort, bool bAllowUseOfPacketRelay) = 0;
|
||||
|
||||
// creates a socket and begin connection to a remote destination
|
||||
// can connect via a known steamID (client or game server), or directly to an IP
|
||||
// on success will trigger a SocketStatusCallback_t callback
|
||||
// on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
|
||||
virtual SNetSocket_t CreateP2PConnectionSocket(CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay) = 0;
|
||||
virtual SNetSocket_t CreateConnectionSocket(SteamIPAddress_t nIP, uint16 nPort, int nTimeoutSec) = 0;
|
||||
|
||||
// disconnects the connection to the socket, if any, and invalidates the handle
|
||||
// any unread data on the socket will be thrown away
|
||||
// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
|
||||
virtual bool DestroySocket(SNetSocket_t hSocket, bool bNotifyRemoteEnd) = 0;
|
||||
// destroying a listen socket will automatically kill all the regular sockets generated from it
|
||||
virtual bool DestroyListenSocket(SNetListenSocket_t hSocket, bool bNotifyRemoteEnd) = 0;
|
||||
|
||||
// sending data
|
||||
// must be a handle to a connected socket
|
||||
// data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
|
||||
// use the reliable flag with caution; although the resend rate is pretty aggressive,
|
||||
// it can still cause stalls in receiving data (like TCP)
|
||||
virtual bool SendDataOnSocket(SNetSocket_t hSocket, void* pubData, uint32 cubData, bool bReliable) = 0;
|
||||
|
||||
// receiving data
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
virtual bool IsDataAvailableOnSocket(SNetSocket_t hSocket, uint32* pcubMsgSize) = 0;
|
||||
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
virtual bool RetrieveDataFromSocket(SNetSocket_t hSocket, void* pubDest, uint32 cubDest, uint32* pcubMsgSize) = 0;
|
||||
|
||||
// checks for data from any socket that has been connected off this listen socket
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool IsDataAvailable(SNetListenSocket_t hListenSocket, uint32* pcubMsgSize, SNetSocket_t* phSocket) = 0;
|
||||
|
||||
// retrieves data from any socket that has been connected off this listen socket
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool RetrieveData(SNetListenSocket_t hListenSocket, void* pubDest, uint32 cubDest, uint32* pcubMsgSize, SNetSocket_t* phSocket) = 0;
|
||||
|
||||
// returns information about the specified socket, filling out the contents of the pointers
|
||||
virtual bool GetSocketInfo(SNetSocket_t hSocket, CSteamID* pSteamIDRemote, int* peSocketStatus, SteamIPAddress_t* punIPRemote, uint16* punPortRemote) = 0;
|
||||
|
||||
// returns which local port the listen socket is bound to
|
||||
// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
|
||||
virtual bool GetListenSocketInfo(SNetListenSocket_t hListenSocket, SteamIPAddress_t* pnIP, uint16* pnPort) = 0;
|
||||
|
||||
// returns true to describe how the socket ended up connecting
|
||||
virtual ESNetSocketConnectionType GetSocketConnectionType(SNetSocket_t hSocket) = 0;
|
||||
|
||||
// max packet size, in bytes
|
||||
virtual int GetMaxPacketSize(SNetSocket_t hSocket) = 0;
|
||||
};
|
||||
#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking006"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamNetworking* SteamNetworking();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamNetworking*, SteamNetworking, STEAMNETWORKING_INTERFACE_VERSION);
|
||||
|
||||
// Global accessor for the gameserver client
|
||||
inline ISteamNetworking* SteamGameServerNetworking();
|
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR(ISteamNetworking*, SteamGameServerNetworking, STEAMNETWORKING_INTERFACE_VERSION);
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
// callback notification - a user wants to talk to us over the P2P channel via the SendP2PPacket() API
|
||||
// in response, a call to AcceptP2PPacketsFromUser() needs to be made, if you want to talk with them
|
||||
struct P2PSessionRequest_t {
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 2 };
|
||||
CSteamID m_steamIDRemote; // user who wants to talk to us
|
||||
};
|
||||
|
||||
// callback notification - packets can't get through to the specified user via the SendP2PPacket() API
|
||||
// all packets queued packets unsent at this point will be dropped
|
||||
// further attempts to send will retry making the connection (but will be dropped if we fail again)
|
||||
struct P2PSessionConnectFail_t {
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 3 };
|
||||
CSteamID m_steamIDRemote; // user we were sending packets to
|
||||
uint8 m_eP2PSessionError; // EP2PSessionError indicating why we're having trouble
|
||||
};
|
||||
|
||||
// callback notification - status of a socket has changed
|
||||
// used as part of the CreateListenSocket() / CreateP2PConnectionSocket()
|
||||
struct SocketStatusCallback_t {
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 1 };
|
||||
SNetSocket_t m_hSocket; // the socket used to send/receive data to the remote host
|
||||
SNetListenSocket_t m_hListenSocket; // this is the server socket that we were listening on; NULL if this was an outgoing connection
|
||||
CSteamID m_steamIDRemote; // remote steamID we have connected to, if it has one
|
||||
int m_eSNetSocketState; // socket state, ESNetSocketState
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // ISTEAMNETWORKING
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam managing network connections between game clients & servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMNETWORKING
|
||||
#define ISTEAMNETWORKING
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
// list of possible errors returned by SendP2PPacket() API
|
||||
// these will be posted in the P2PSessionConnectFail_t callback
|
||||
enum EP2PSessionError
|
||||
{
|
||||
k_EP2PSessionErrorNone = 0,
|
||||
k_EP2PSessionErrorNoRightsToApp = 2, // local user doesn't own the app that is running
|
||||
k_EP2PSessionErrorTimeout = 4, // target isn't responding, perhaps not calling AcceptP2PSessionWithUser()
|
||||
// corporate firewalls can also block this (NAT traversal is not firewall traversal)
|
||||
// make sure that UDP ports 3478, 4379, and 4380 are open in an outbound direction
|
||||
|
||||
// The following error codes were removed and will never be sent.
|
||||
// For privacy reasons, there is no reply if the user is offline or playing another game.
|
||||
k_EP2PSessionErrorNotRunningApp_DELETED = 1,
|
||||
k_EP2PSessionErrorDestinationNotLoggedIn_DELETED = 3,
|
||||
|
||||
k_EP2PSessionErrorMax = 5
|
||||
};
|
||||
|
||||
// SendP2PPacket() send types
|
||||
// Typically k_EP2PSendUnreliable is what you want for UDP-like packets, k_EP2PSendReliable for TCP-like packets
|
||||
enum EP2PSend
|
||||
{
|
||||
// Basic UDP send. Packets can't be bigger than 1200 bytes (your typical MTU size). Can be lost, or arrive out of order (rare).
|
||||
// The sending API does have some knowledge of the underlying connection, so if there is no NAT-traversal accomplished or
|
||||
// there is a recognized adjustment happening on the connection, the packet will be batched until the connection is open again.
|
||||
k_EP2PSendUnreliable = 0,
|
||||
|
||||
// As above, but if the underlying p2p connection isn't yet established the packet will just be thrown away. Using this on the first
|
||||
// packet sent to a remote host almost guarantees the packet will be dropped.
|
||||
// This is only really useful for kinds of data that should never buffer up, i.e. voice payload packets
|
||||
k_EP2PSendUnreliableNoDelay = 1,
|
||||
|
||||
// Reliable message send. Can send up to 1MB of data in a single message.
|
||||
// Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for efficient sends of large chunks of data.
|
||||
k_EP2PSendReliable = 2,
|
||||
|
||||
// As above, but applies the Nagle algorithm to the send - sends will accumulate
|
||||
// until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm).
|
||||
// Useful if you want to send a set of smaller messages but have the coalesced into a single packet
|
||||
// Since the reliable stream is all ordered, you can do several small message sends with k_EP2PSendReliableWithBuffering and then
|
||||
// do a normal k_EP2PSendReliable to force all the buffered data to be sent.
|
||||
k_EP2PSendReliableWithBuffering = 3,
|
||||
|
||||
};
|
||||
|
||||
|
||||
// connection state to a specified user, returned by GetP2PSessionState()
|
||||
// this is under-the-hood info about what's going on with a SendP2PPacket(), shouldn't be needed except for debuggin
|
||||
#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
|
||||
#endif
|
||||
struct P2PSessionState_t
|
||||
{
|
||||
uint8 m_bConnectionActive; // true if we've got an active open connection
|
||||
uint8 m_bConnecting; // true if we're currently trying to establish a connection
|
||||
uint8 m_eP2PSessionError; // last error recorded (see enum above)
|
||||
uint8 m_bUsingRelay; // true if it's going through a relay server (TURN)
|
||||
int32 m_nBytesQueuedForSend;
|
||||
int32 m_nPacketsQueuedForSend;
|
||||
uint32 m_nRemoteIP; // potential IP:Port of remote host. Could be TURN server.
|
||||
uint16 m_nRemotePort; // Only exists for compatibility with older authentication api's
|
||||
};
|
||||
#pragma pack( pop )
|
||||
|
||||
|
||||
// handle to a socket
|
||||
typedef uint32 SNetSocket_t; // CreateP2PConnectionSocket()
|
||||
typedef uint32 SNetListenSocket_t; // CreateListenSocket()
|
||||
|
||||
// connection progress indicators, used by CreateP2PConnectionSocket()
|
||||
enum ESNetSocketState
|
||||
{
|
||||
k_ESNetSocketStateInvalid = 0,
|
||||
|
||||
// communication is valid
|
||||
k_ESNetSocketStateConnected = 1,
|
||||
|
||||
// states while establishing a connection
|
||||
k_ESNetSocketStateInitiated = 10, // the connection state machine has started
|
||||
|
||||
// p2p connections
|
||||
k_ESNetSocketStateLocalCandidatesFound = 11, // we've found our local IP info
|
||||
k_ESNetSocketStateReceivedRemoteCandidates = 12,// we've received information from the remote machine, via the Steam back-end, about their IP info
|
||||
|
||||
// direct connections
|
||||
k_ESNetSocketStateChallengeHandshake = 15, // we've received a challenge packet from the server
|
||||
|
||||
// failure states
|
||||
k_ESNetSocketStateDisconnecting = 21, // the API shut it down, and we're in the process of telling the other end
|
||||
k_ESNetSocketStateLocalDisconnect = 22, // the API shut it down, and we've completed shutdown
|
||||
k_ESNetSocketStateTimeoutDuringConnect = 23, // we timed out while trying to creating the connection
|
||||
k_ESNetSocketStateRemoteEndDisconnected = 24, // the remote end has disconnected from us
|
||||
k_ESNetSocketStateConnectionBroken = 25, // connection has been broken; either the other end has disappeared or our local network connection has broke
|
||||
|
||||
};
|
||||
|
||||
// describes how the socket is currently connected
|
||||
enum ESNetSocketConnectionType
|
||||
{
|
||||
k_ESNetSocketConnectionTypeNotConnected = 0,
|
||||
k_ESNetSocketConnectionTypeUDP = 1,
|
||||
k_ESNetSocketConnectionTypeUDPRelay = 2,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for making connections and sending data between clients,
|
||||
// traversing NAT's where possible
|
||||
//
|
||||
// NOTE: This interface is deprecated and may be removed in a future release of
|
||||
/// the Steamworks SDK. Please see ISteamNetworkingSockets and
|
||||
/// ISteamNetworkingMessages
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamNetworking
|
||||
{
|
||||
public:
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// UDP-style (connectionless) networking interface. These functions send messages using
|
||||
// an API organized around the destination. Reliable and unreliable messages are supported.
|
||||
//
|
||||
// For a more TCP-style interface (meaning you have a connection handle), see the functions below.
|
||||
// Both interface styles can send both reliable and unreliable messages.
|
||||
//
|
||||
// Automatically establishes NAT-traversing or Relay server connections
|
||||
//
|
||||
// These APIs are deprecated, and may be removed in a future version of the Steamworks
|
||||
// SDK. See ISteamNetworkingMessages.
|
||||
|
||||
// Sends a P2P packet to the specified user
|
||||
// UDP-like, unreliable and a max packet size of 1200 bytes
|
||||
// the first packet send may be delayed as the NAT-traversal code runs
|
||||
// if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t
|
||||
// see EP2PSend enum above for the descriptions of the different ways of sending packets
|
||||
//
|
||||
// nChannel is a routing number you can use to help route message to different systems - you'll have to call ReadP2PPacket()
|
||||
// with the same channel number in order to retrieve the data on the other end
|
||||
// using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources
|
||||
virtual bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel = 0 ) = 0;
|
||||
|
||||
// returns true if any data is available for read, and the amount of data that will need to be read
|
||||
virtual bool IsP2PPacketAvailable( uint32 *pcubMsgSize, int nChannel = 0 ) = 0;
|
||||
|
||||
// reads in a packet that has been sent from another user via SendP2PPacket()
|
||||
// returns the size of the message and the steamID of the user who sent it in the last two parameters
|
||||
// if the buffer passed in is too small, the message will be truncated
|
||||
// this call is not blocking, and will return false if no data is available
|
||||
virtual bool ReadP2PPacket( void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, CSteamID *psteamIDRemote, int nChannel = 0 ) = 0;
|
||||
|
||||
// AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback
|
||||
// P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet
|
||||
// if you don't want to talk to the user, just ignore the request
|
||||
// if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically
|
||||
// this may be called multiple times for a single user
|
||||
// (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request)
|
||||
virtual bool AcceptP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
|
||||
|
||||
// call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood
|
||||
// if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted
|
||||
virtual bool CloseP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
|
||||
|
||||
// call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels
|
||||
// open channels to a user have been closed, the open session to the user will be closed and new data from this
|
||||
// user will trigger a P2PSessionRequest_t callback
|
||||
virtual bool CloseP2PChannelWithUser( CSteamID steamIDRemote, int nChannel ) = 0;
|
||||
|
||||
// fills out P2PSessionState_t structure with details about the underlying connection to the user
|
||||
// should only needed for debugging purposes
|
||||
// returns false if no connection exists to the specified user
|
||||
virtual bool GetP2PSessionState( CSteamID steamIDRemote, P2PSessionState_t *pConnectionState ) = 0;
|
||||
|
||||
// Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection
|
||||
// or NAT-traversal cannot be established. Only applies to connections created after setting this value,
|
||||
// or to existing connections that need to automatically reconnect after this value is set.
|
||||
//
|
||||
// P2P packet relay is allowed by default
|
||||
//
|
||||
// NOTE: This function is deprecated and may be removed in a future version of the SDK. For
|
||||
// security purposes, we may decide to relay the traffic to certain peers, even if you pass false
|
||||
// to this function, to prevent revealing the client's IP address top another peer.
|
||||
virtual bool AllowP2PPacketRelay( bool bAllow ) = 0;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// LISTEN / CONNECT connection-oriented interface functions
|
||||
//
|
||||
// These functions are more like a client-server TCP API. One side is the "server"
|
||||
// and "listens" for incoming connections, which then must be "accepted." The "client"
|
||||
// initiates a connection by "connecting." Sending and receiving is done through a
|
||||
// connection handle.
|
||||
//
|
||||
// For a more UDP-style interface, where you do not track connection handles but
|
||||
// simply send messages to a SteamID, use the UDP-style functions above.
|
||||
//
|
||||
// Both methods can send both reliable and unreliable methods.
|
||||
//
|
||||
// These APIs are deprecated, and may be removed in a future version of the Steamworks
|
||||
// SDK. See ISteamNetworkingSockets.
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
// creates a socket and listens others to connect
|
||||
// will trigger a SocketStatusCallback_t callback on another client connecting
|
||||
// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
|
||||
// this can usually just be 0 unless you want multiple sets of connections
|
||||
// unIP is the local IP address to bind to
|
||||
// pass in 0 if you just want the default local IP
|
||||
// unPort is the port to use
|
||||
// pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only
|
||||
virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, SteamIPAddress_t nIP, uint16 nPort, bool bAllowUseOfPacketRelay ) = 0;
|
||||
|
||||
// creates a socket and begin connection to a remote destination
|
||||
// can connect via a known steamID (client or game server), or directly to an IP
|
||||
// on success will trigger a SocketStatusCallback_t callback
|
||||
// on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
|
||||
virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay ) = 0;
|
||||
virtual SNetSocket_t CreateConnectionSocket( SteamIPAddress_t nIP, uint16 nPort, int nTimeoutSec ) = 0;
|
||||
|
||||
// disconnects the connection to the socket, if any, and invalidates the handle
|
||||
// any unread data on the socket will be thrown away
|
||||
// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
|
||||
virtual bool DestroySocket( SNetSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
|
||||
// destroying a listen socket will automatically kill all the regular sockets generated from it
|
||||
virtual bool DestroyListenSocket( SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
|
||||
|
||||
// sending data
|
||||
// must be a handle to a connected socket
|
||||
// data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
|
||||
// use the reliable flag with caution; although the resend rate is pretty aggressive,
|
||||
// it can still cause stalls in receiving data (like TCP)
|
||||
virtual bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable ) = 0;
|
||||
|
||||
// receiving data
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
virtual bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
virtual bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// checks for data from any socket that has been connected off this listen socket
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
|
||||
|
||||
// retrieves data from any socket that has been connected off this listen socket
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
|
||||
|
||||
// returns information about the specified socket, filling out the contents of the pointers
|
||||
virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, SteamIPAddress_t *punIPRemote, uint16 *punPortRemote ) = 0;
|
||||
|
||||
// returns which local port the listen socket is bound to
|
||||
// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
|
||||
virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, SteamIPAddress_t *pnIP, uint16 *pnPort ) = 0;
|
||||
|
||||
// returns true to describe how the socket ended up connecting
|
||||
virtual ESNetSocketConnectionType GetSocketConnectionType( SNetSocket_t hSocket ) = 0;
|
||||
|
||||
// max packet size, in bytes
|
||||
virtual int GetMaxPacketSize( SNetSocket_t hSocket ) = 0;
|
||||
};
|
||||
#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking006"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamNetworking *SteamNetworking();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworking *, SteamNetworking, STEAMNETWORKING_INTERFACE_VERSION );
|
||||
|
||||
// Global accessor for the gameserver client
|
||||
inline ISteamNetworking *SteamGameServerNetworking();
|
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworking *, SteamGameServerNetworking, STEAMNETWORKING_INTERFACE_VERSION );
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
// callback notification - a user wants to talk to us over the P2P channel via the SendP2PPacket() API
|
||||
// in response, a call to AcceptP2PPacketsFromUser() needs to be made, if you want to talk with them
|
||||
struct P2PSessionRequest_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 2 };
|
||||
CSteamID m_steamIDRemote; // user who wants to talk to us
|
||||
};
|
||||
|
||||
|
||||
// callback notification - packets can't get through to the specified user via the SendP2PPacket() API
|
||||
// all packets queued packets unsent at this point will be dropped
|
||||
// further attempts to send will retry making the connection (but will be dropped if we fail again)
|
||||
struct P2PSessionConnectFail_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 3 };
|
||||
CSteamID m_steamIDRemote; // user we were sending packets to
|
||||
uint8 m_eP2PSessionError; // EP2PSessionError indicating why we're having trouble
|
||||
};
|
||||
|
||||
|
||||
// callback notification - status of a socket has changed
|
||||
// used as part of the CreateListenSocket() / CreateP2PConnectionSocket()
|
||||
struct SocketStatusCallback_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 1 };
|
||||
SNetSocket_t m_hSocket; // the socket used to send/receive data to the remote host
|
||||
SNetListenSocket_t m_hListenSocket; // this is the server socket that we were listening on; NULL if this was an outgoing connection
|
||||
CSteamID m_steamIDRemote; // remote steamID we have connected to, if it has one
|
||||
int m_eSNetSocketState; // socket state, ESNetSocketState
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
#endif // ISTEAMNETWORKING
|
||||
|
@ -1,205 +1,199 @@
|
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
|
||||
#ifndef ISTEAMNETWORKINGMESSAGES
|
||||
#define ISTEAMNETWORKINGMESSAGES
|
||||
#pragma once
|
||||
|
||||
#include "steam_api_common.h"
|
||||
#include "steamnetworkingtypes.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/// The non-connection-oriented interface to send and receive messages
|
||||
/// (whether they be "clients" or "servers").
|
||||
///
|
||||
/// ISteamNetworkingSockets is connection-oriented (like TCP), meaning you
|
||||
/// need to listen and connect, and then you send messages using a connection
|
||||
/// handle. ISteamNetworkingMessages is more like UDP, in that you can just send
|
||||
/// messages to arbitrary peers at any time. The underlying connections are
|
||||
/// established implicitly.
|
||||
///
|
||||
/// Under the hood ISteamNetworkingMessages works on top of the ISteamNetworkingSockets
|
||||
/// code, so you get the same routing and messaging efficiency. The difference is
|
||||
/// mainly in your responsibility to explicitly establish a connection and
|
||||
/// the type of feedback you get about the state of the connection. Both
|
||||
/// interfaces can do "P2P" communications, and both support both unreliable
|
||||
/// and reliable messages, fragmentation and reassembly.
|
||||
///
|
||||
/// The primary purpose of this interface is to be "like UDP", so that UDP-based code
|
||||
/// can be ported easily to take advantage of relayed connections. If you find
|
||||
/// yourself needing more low level information or control, or to be able to better
|
||||
/// handle failure, then you probably need to use ISteamNetworkingSockets directly.
|
||||
/// Also, note that if your main goal is to obtain a connection between two peers
|
||||
/// without concerning yourself with assigning roles of "client" and "server",
|
||||
/// you may find the symmetric connection mode of ISteamNetworkingSockets useful.
|
||||
/// (See k_ESteamNetworkingConfig_SymmetricConnect.)
|
||||
///
|
||||
class ISteamNetworkingMessages {
|
||||
public:
|
||||
/// Sends a message to the specified host. If we don't already have a session with that user,
|
||||
/// a session is implicitly created. There might be some handshaking that needs to happen
|
||||
/// before we can actually begin sending message data. If this handshaking fails and we can't
|
||||
/// get through, an error will be posted via the callback SteamNetworkingMessagesSessionFailed_t.
|
||||
/// There is no notification when the operation succeeds. (You should have the peer send a reply
|
||||
/// for this purpose.)
|
||||
///
|
||||
/// Sending a message to a host will also implicitly accept any incoming connection from that host.
|
||||
///
|
||||
/// nSendFlags is a bitmask of k_nSteamNetworkingSend_xxx options
|
||||
///
|
||||
/// nRemoteChannel is a routing number you can use to help route message to different systems.
|
||||
/// You'll have to call ReceiveMessagesOnChannel() with the same channel number in order to retrieve
|
||||
/// the data on the other end.
|
||||
///
|
||||
/// Using different channels to talk to the same user will still use the same underlying
|
||||
/// connection, saving on resources. If you don't need this feature, use 0.
|
||||
/// Otherwise, small integers are the most efficient.
|
||||
///
|
||||
/// It is guaranteed that reliable messages to the same host on the same channel
|
||||
/// will be be received by the remote host (if they are received at all) exactly once,
|
||||
/// and in the same order that they were sent.
|
||||
///
|
||||
/// NO other order guarantees exist! In particular, unreliable messages may be dropped,
|
||||
/// received out of order with respect to each other and with respect to reliable data,
|
||||
/// or may be received multiple times. Messages on different channels are *not* guaranteed
|
||||
/// to be received in the order they were sent.
|
||||
///
|
||||
/// A note for those familiar with TCP/IP ports, or converting an existing codebase that
|
||||
/// opened multiple sockets: You might notice that there is only one channel, and with
|
||||
/// TCP/IP each endpoint has a port number. You can think of the channel number as the
|
||||
/// *destination* port. If you need each message to also include a "source port" (so the
|
||||
/// recipient can route the reply), then just put that in your message. That is essentially
|
||||
/// how UDP works!
|
||||
///
|
||||
/// Returns:
|
||||
/// - k_EREsultOK on success.
|
||||
/// - k_EResultNoConnection will be returned if the session has failed or was closed by the peer,
|
||||
/// and k_nSteamNetworkingSend_AutoRestartBrokenSession is not used. (You can use
|
||||
/// GetSessionConnectionInfo to get the details.) In order to acknowledge the broken session
|
||||
/// and start a new one, you must call CloseSessionWithUser
|
||||
/// - See ISteamNetworkingSockets::SendMessageToConnection for more possible return values
|
||||
virtual EResult SendMessageToUser(const SteamNetworkingIdentity& identityRemote, const void* pubData, uint32 cubData, int nSendFlags, int nRemoteChannel) = 0;
|
||||
|
||||
/// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel.
|
||||
/// Returns number of messages returned into your list. (0 if no message are available on that channel.)
|
||||
///
|
||||
/// When you're done with the message object(s), make sure and call SteamNetworkingMessage_t::Release()!
|
||||
virtual int ReceiveMessagesOnChannel(int nLocalChannel, SteamNetworkingMessage_t** ppOutMessages, int nMaxMessages) = 0;
|
||||
|
||||
/// Call this in response to a SteamNetworkingMessagesSessionRequest_t callback.
|
||||
/// SteamNetworkingMessagesSessionRequest_t are posted when a user tries to send you a message,
|
||||
/// and you haven't tried to talk to them first. If you don't want to talk to them, just ignore
|
||||
/// the request. If the user continues to send you messages, SteamNetworkingMessagesSessionRequest_t
|
||||
/// callbacks will continue to be posted periodically.
|
||||
///
|
||||
/// Returns false if there is no session with the user pending or otherwise. If there is an
|
||||
/// existing active session, this function will return true, even if it is not pending.
|
||||
///
|
||||
/// Calling SendMessageToUser() will implicitly accepts any pending session request to that user.
|
||||
virtual bool AcceptSessionWithUser(const SteamNetworkingIdentity& identityRemote) = 0;
|
||||
|
||||
/// Call this when you're done talking to a user to immediately free up resources under-the-hood.
|
||||
/// If the remote user tries to send data to you again, another SteamNetworkingMessagesSessionRequest_t
|
||||
/// callback will be posted.
|
||||
///
|
||||
/// Note that sessions that go unused for a few minutes are automatically timed out.
|
||||
virtual bool CloseSessionWithUser(const SteamNetworkingIdentity& identityRemote) = 0;
|
||||
|
||||
/// Call this when you're done talking to a user on a specific channel. Once all
|
||||
/// open channels to a user have been closed, the open session to the user will be
|
||||
/// closed, and any new data from this user will trigger a
|
||||
/// SteamSteamNetworkingMessagesSessionRequest_t callback
|
||||
virtual bool CloseChannelWithUser(const SteamNetworkingIdentity& identityRemote, int nLocalChannel) = 0;
|
||||
|
||||
/// Returns information about the latest state of a connection, if any, with the given peer.
|
||||
/// Primarily intended for debugging purposes, but can also be used to get more detailed
|
||||
/// failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokenSession.)
|
||||
///
|
||||
/// Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None
|
||||
/// if no connection exists with specified peer. You may pass nullptr for either parameter if
|
||||
/// you do not need the corresponding details. Note that sessions time out after a while,
|
||||
/// so if a connection fails, or SendMessageToUser returns k_EResultNoConnection, you cannot wait
|
||||
/// indefinitely to obtain the reason for failure.
|
||||
virtual ESteamNetworkingConnectionState GetSessionConnectionInfo(const SteamNetworkingIdentity& identityRemote, SteamNetConnectionInfo_t* pConnectionInfo, SteamNetworkingQuickConnectionStatus* pQuickStatus) = 0;
|
||||
};
|
||||
#define STEAMNETWORKINGMESSAGES_INTERFACE_VERSION "SteamNetworkingMessages002"
|
||||
|
||||
//
|
||||
// Callbacks
|
||||
//
|
||||
|
||||
#pragma pack(push, 1)
|
||||
|
||||
/// Posted when a remote host is sending us a message, and we do not already have a session with them
|
||||
struct SteamNetworkingMessagesSessionRequest_t {
|
||||
enum { k_iCallback = k_iSteamNetworkingMessagesCallbacks + 1 };
|
||||
SteamNetworkingIdentity m_identityRemote; // user who wants to talk to us
|
||||
};
|
||||
|
||||
/// Posted when we fail to establish a connection, or we detect that communications
|
||||
/// have been disrupted it an unusual way. There is no notification when a peer proactively
|
||||
/// closes the session. ("Closed by peer" is not a concept of UDP-style communications, and
|
||||
/// SteamNetworkingMessages is primarily intended to make porting UDP code easy.)
|
||||
///
|
||||
/// Remember: callbacks are asynchronous. See notes on SendMessageToUser,
|
||||
/// and k_nSteamNetworkingSend_AutoRestartBrokenSession in particular.
|
||||
///
|
||||
/// Also, if a session times out due to inactivity, no callbacks will be posted. The only
|
||||
/// way to detect that this is happening is that querying the session state may return
|
||||
/// none, connecting, and findingroute again.
|
||||
struct SteamNetworkingMessagesSessionFailed_t {
|
||||
enum { k_iCallback = k_iSteamNetworkingMessagesCallbacks + 2 };
|
||||
|
||||
/// Detailed info about the session that failed.
|
||||
/// SteamNetConnectionInfo_t::m_identityRemote indicates who this session
|
||||
/// was with.
|
||||
SteamNetConnectionInfo_t m_info;
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
// Global accessors
|
||||
// Using standalone lib
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB
|
||||
|
||||
// Standalone lib.
|
||||
static_assert(STEAMNETWORKINGMESSAGES_INTERFACE_VERSION[25] == '2', "Version mismatch");
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages* SteamNetworkingMessages_LibV2();
|
||||
inline ISteamNetworkingMessages* SteamNetworkingMessages_Lib() { return SteamNetworkingMessages_LibV2(); }
|
||||
|
||||
// If running in context of steam, we also define a gameserver instance.
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STEAM
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages* SteamGameServerNetworkingMessages_LibV2();
|
||||
inline ISteamNetworkingMessages* SteamGameServerNetworkingMessages_Lib() { return SteamGameServerNetworkingMessages_LibV2(); }
|
||||
#endif
|
||||
|
||||
#ifndef STEAMNETWORKINGSOCKETS_STEAMAPI
|
||||
inline ISteamNetworkingMessages* SteamNetworkingMessages()
|
||||
{
|
||||
return SteamNetworkingMessages_LibV2();
|
||||
}
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STEAM
|
||||
inline ISteamNetworkingMessages* SteamGameServerNetworkingMessages()
|
||||
{
|
||||
return SteamGameServerNetworkingMessages_LibV2();
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Using Steamworks SDK
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STEAMAPI
|
||||
|
||||
// Steamworks SDK
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamNetworkingMessages*, SteamNetworkingMessages_SteamAPI, STEAMNETWORKINGMESSAGES_INTERFACE_VERSION);
|
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR(ISteamNetworkingMessages*, SteamGameServerNetworkingMessages_SteamAPI, STEAMNETWORKINGMESSAGES_INTERFACE_VERSION);
|
||||
|
||||
#ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB
|
||||
inline ISteamNetworkingMessages* SteamNetworkingMessages()
|
||||
{
|
||||
return SteamNetworkingMessages_SteamAPI();
|
||||
}
|
||||
inline ISteamNetworkingMessages* SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_SteamAPI(); }
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#endif // ISTEAMNETWORKINGMESSAGES
|
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
|
||||
#ifndef ISTEAMNETWORKINGMESSAGES
|
||||
#define ISTEAMNETWORKINGMESSAGES
|
||||
#pragma once
|
||||
|
||||
#include "steamnetworkingtypes.h"
|
||||
#include "steam_api_common.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/// The non-connection-oriented interface to send and receive messages
|
||||
/// (whether they be "clients" or "servers").
|
||||
///
|
||||
/// ISteamNetworkingSockets is connection-oriented (like TCP), meaning you
|
||||
/// need to listen and connect, and then you send messages using a connection
|
||||
/// handle. ISteamNetworkingMessages is more like UDP, in that you can just send
|
||||
/// messages to arbitrary peers at any time. The underlying connections are
|
||||
/// established implicitly.
|
||||
///
|
||||
/// Under the hood ISteamNetworkingMessages works on top of the ISteamNetworkingSockets
|
||||
/// code, so you get the same routing and messaging efficiency. The difference is
|
||||
/// mainly in your responsibility to explicitly establish a connection and
|
||||
/// the type of feedback you get about the state of the connection. Both
|
||||
/// interfaces can do "P2P" communications, and both support both unreliable
|
||||
/// and reliable messages, fragmentation and reassembly.
|
||||
///
|
||||
/// The primary purpose of this interface is to be "like UDP", so that UDP-based code
|
||||
/// can be ported easily to take advantage of relayed connections. If you find
|
||||
/// yourself needing more low level information or control, or to be able to better
|
||||
/// handle failure, then you probably need to use ISteamNetworkingSockets directly.
|
||||
/// Also, note that if your main goal is to obtain a connection between two peers
|
||||
/// without concerning yourself with assigning roles of "client" and "server",
|
||||
/// you may find the symmetric connection mode of ISteamNetworkingSockets useful.
|
||||
/// (See k_ESteamNetworkingConfig_SymmetricConnect.)
|
||||
///
|
||||
class ISteamNetworkingMessages
|
||||
{
|
||||
public:
|
||||
/// Sends a message to the specified host. If we don't already have a session with that user,
|
||||
/// a session is implicitly created. There might be some handshaking that needs to happen
|
||||
/// before we can actually begin sending message data. If this handshaking fails and we can't
|
||||
/// get through, an error will be posted via the callback SteamNetworkingMessagesSessionFailed_t.
|
||||
/// There is no notification when the operation succeeds. (You should have the peer send a reply
|
||||
/// for this purpose.)
|
||||
///
|
||||
/// Sending a message to a host will also implicitly accept any incoming connection from that host.
|
||||
///
|
||||
/// nSendFlags is a bitmask of k_nSteamNetworkingSend_xxx options
|
||||
///
|
||||
/// nRemoteChannel is a routing number you can use to help route message to different systems.
|
||||
/// You'll have to call ReceiveMessagesOnChannel() with the same channel number in order to retrieve
|
||||
/// the data on the other end.
|
||||
///
|
||||
/// Using different channels to talk to the same user will still use the same underlying
|
||||
/// connection, saving on resources. If you don't need this feature, use 0.
|
||||
/// Otherwise, small integers are the most efficient.
|
||||
///
|
||||
/// It is guaranteed that reliable messages to the same host on the same channel
|
||||
/// will be be received by the remote host (if they are received at all) exactly once,
|
||||
/// and in the same order that they were sent.
|
||||
///
|
||||
/// NO other order guarantees exist! In particular, unreliable messages may be dropped,
|
||||
/// received out of order with respect to each other and with respect to reliable data,
|
||||
/// or may be received multiple times. Messages on different channels are *not* guaranteed
|
||||
/// to be received in the order they were sent.
|
||||
///
|
||||
/// A note for those familiar with TCP/IP ports, or converting an existing codebase that
|
||||
/// opened multiple sockets: You might notice that there is only one channel, and with
|
||||
/// TCP/IP each endpoint has a port number. You can think of the channel number as the
|
||||
/// *destination* port. If you need each message to also include a "source port" (so the
|
||||
/// recipient can route the reply), then just put that in your message. That is essentially
|
||||
/// how UDP works!
|
||||
///
|
||||
/// Returns:
|
||||
/// - k_EREsultOK on success.
|
||||
/// - k_EResultNoConnection will be returned if the session has failed or was closed by the peer,
|
||||
/// and k_nSteamNetworkingSend_AutoRestartBrokenSession is not used. (You can use
|
||||
/// GetSessionConnectionInfo to get the details.) In order to acknowledge the broken session
|
||||
/// and start a new one, you must call CloseSessionWithUser
|
||||
/// - See ISteamNetworkingSockets::SendMessageToConnection for more possible return values
|
||||
virtual EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) = 0;
|
||||
|
||||
/// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel.
|
||||
/// Returns number of messages returned into your list. (0 if no message are available on that channel.)
|
||||
///
|
||||
/// When you're done with the message object(s), make sure and call SteamNetworkingMessage_t::Release()!
|
||||
virtual int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
|
||||
|
||||
/// Call this in response to a SteamNetworkingMessagesSessionRequest_t callback.
|
||||
/// SteamNetworkingMessagesSessionRequest_t are posted when a user tries to send you a message,
|
||||
/// and you haven't tried to talk to them first. If you don't want to talk to them, just ignore
|
||||
/// the request. If the user continues to send you messages, SteamNetworkingMessagesSessionRequest_t
|
||||
/// callbacks will continue to be posted periodically.
|
||||
///
|
||||
/// Returns false if there is no session with the user pending or otherwise. If there is an
|
||||
/// existing active session, this function will return true, even if it is not pending.
|
||||
///
|
||||
/// Calling SendMessageToUser() will implicitly accepts any pending session request to that user.
|
||||
virtual bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0;
|
||||
|
||||
/// Call this when you're done talking to a user to immediately free up resources under-the-hood.
|
||||
/// If the remote user tries to send data to you again, another SteamNetworkingMessagesSessionRequest_t
|
||||
/// callback will be posted.
|
||||
///
|
||||
/// Note that sessions that go unused for a few minutes are automatically timed out.
|
||||
virtual bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0;
|
||||
|
||||
/// Call this when you're done talking to a user on a specific channel. Once all
|
||||
/// open channels to a user have been closed, the open session to the user will be
|
||||
/// closed, and any new data from this user will trigger a
|
||||
/// SteamSteamNetworkingMessagesSessionRequest_t callback
|
||||
virtual bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel ) = 0;
|
||||
|
||||
/// Returns information about the latest state of a connection, if any, with the given peer.
|
||||
/// Primarily intended for debugging purposes, but can also be used to get more detailed
|
||||
/// failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokenSession.)
|
||||
///
|
||||
/// Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None
|
||||
/// if no connection exists with specified peer. You may pass nullptr for either parameter if
|
||||
/// you do not need the corresponding details. Note that sessions time out after a while,
|
||||
/// so if a connection fails, or SendMessageToUser returns k_EResultNoConnection, you cannot wait
|
||||
/// indefinitely to obtain the reason for failure.
|
||||
virtual ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus ) = 0;
|
||||
};
|
||||
#define STEAMNETWORKINGMESSAGES_INTERFACE_VERSION "SteamNetworkingMessages002"
|
||||
|
||||
//
|
||||
// Callbacks
|
||||
//
|
||||
|
||||
#pragma pack( push, 1 )
|
||||
|
||||
/// Posted when a remote host is sending us a message, and we do not already have a session with them
|
||||
struct SteamNetworkingMessagesSessionRequest_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingMessagesCallbacks + 1 };
|
||||
SteamNetworkingIdentity m_identityRemote; // user who wants to talk to us
|
||||
};
|
||||
|
||||
/// Posted when we fail to establish a connection, or we detect that communications
|
||||
/// have been disrupted it an unusual way. There is no notification when a peer proactively
|
||||
/// closes the session. ("Closed by peer" is not a concept of UDP-style communications, and
|
||||
/// SteamNetworkingMessages is primarily intended to make porting UDP code easy.)
|
||||
///
|
||||
/// Remember: callbacks are asynchronous. See notes on SendMessageToUser,
|
||||
/// and k_nSteamNetworkingSend_AutoRestartBrokenSession in particular.
|
||||
///
|
||||
/// Also, if a session times out due to inactivity, no callbacks will be posted. The only
|
||||
/// way to detect that this is happening is that querying the session state may return
|
||||
/// none, connecting, and findingroute again.
|
||||
struct SteamNetworkingMessagesSessionFailed_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingMessagesCallbacks + 2 };
|
||||
|
||||
/// Detailed info about the session that failed.
|
||||
/// SteamNetConnectionInfo_t::m_identityRemote indicates who this session
|
||||
/// was with.
|
||||
SteamNetConnectionInfo_t m_info;
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
// Global accessors
|
||||
// Using standalone lib
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB
|
||||
|
||||
// Standalone lib.
|
||||
static_assert( STEAMNETWORKINGMESSAGES_INTERFACE_VERSION[25] == '2', "Version mismatch" );
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamNetworkingMessages_LibV2();
|
||||
inline ISteamNetworkingMessages *SteamNetworkingMessages_Lib() { return SteamNetworkingMessages_LibV2(); }
|
||||
|
||||
// If running in context of steam, we also define a gameserver instance.
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STEAM
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamGameServerNetworkingMessages_LibV2();
|
||||
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages_Lib() { return SteamGameServerNetworkingMessages_LibV2(); }
|
||||
#endif
|
||||
|
||||
#ifndef STEAMNETWORKINGSOCKETS_STEAMAPI
|
||||
inline ISteamNetworkingMessages *SteamNetworkingMessages() { return SteamNetworkingMessages_LibV2(); }
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STEAM
|
||||
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_LibV2(); }
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Using Steamworks SDK
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STEAMAPI
|
||||
|
||||
// Steamworks SDK
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamNetworkingMessages_SteamAPI, STEAMNETWORKINGMESSAGES_INTERFACE_VERSION );
|
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamGameServerNetworkingMessages_SteamAPI, STEAMNETWORKINGMESSAGES_INTERFACE_VERSION );
|
||||
|
||||
#ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB
|
||||
inline ISteamNetworkingMessages *SteamNetworkingMessages() { return SteamNetworkingMessages_SteamAPI(); }
|
||||
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_SteamAPI(); }
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#endif // ISTEAMNETWORKINGMESSAGES
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,461 +1,458 @@
|
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// Purpose: misc networking utilities
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMNETWORKINGUTILS
|
||||
#define ISTEAMNETWORKINGUTILS
|
||||
#pragma once
|
||||
|
||||
#include "steam_api_common.h"
|
||||
#include "steamnetworkingtypes.h"
|
||||
|
||||
struct SteamDatagramRelayAuthTicket;
|
||||
struct SteamRelayNetworkStatus_t;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/// Misc networking utilities for checking the local networking environment
|
||||
/// and estimating pings.
|
||||
class ISteamNetworkingUtils {
|
||||
public:
|
||||
//
|
||||
// Efficient message sending
|
||||
//
|
||||
|
||||
/// Allocate and initialize a message object. Usually the reason
|
||||
/// you call this is to pass it to ISteamNetworkingSockets::SendMessages.
|
||||
/// The returned object will have all of the relevant fields cleared to zero.
|
||||
///
|
||||
/// Optionally you can also request that this system allocate space to
|
||||
/// hold the payload itself. If cbAllocateBuffer is nonzero, the system
|
||||
/// will allocate memory to hold a payload of at least cbAllocateBuffer bytes.
|
||||
/// m_pData will point to the allocated buffer, m_cbSize will be set to the
|
||||
/// size, and m_pfnFreeData will be set to the proper function to free up
|
||||
/// the buffer.
|
||||
///
|
||||
/// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL,
|
||||
/// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to
|
||||
/// set each of these.
|
||||
virtual SteamNetworkingMessage_t* AllocateMessage(int cbAllocateBuffer) = 0;
|
||||
|
||||
//
|
||||
// Access to Steam Datagram Relay (SDR) network
|
||||
//
|
||||
|
||||
//
|
||||
// Initialization and status check
|
||||
//
|
||||
|
||||
/// If you know that you are going to be using the relay network (for example,
|
||||
/// because you anticipate making P2P connections), call this to initialize the
|
||||
/// relay network. If you do not call this, the initialization will
|
||||
/// be delayed until the first time you use a feature that requires access
|
||||
/// to the relay network, which will delay that first access.
|
||||
///
|
||||
/// You can also call this to force a retry if the previous attempt has failed.
|
||||
/// Performing any action that requires access to the relay network will also
|
||||
/// trigger a retry, and so calling this function is never strictly necessary,
|
||||
/// but it can be useful to call it a program launch time, if access to the
|
||||
/// relay network is anticipated.
|
||||
///
|
||||
/// Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
|
||||
/// callbacks to know when initialization has completed.
|
||||
/// Typically initialization completes in a few seconds.
|
||||
///
|
||||
/// Note: dedicated servers hosted in known data centers do *not* need
|
||||
/// to call this, since they do not make routing decisions. However, if
|
||||
/// the dedicated server will be using P2P functionality, it will act as
|
||||
/// a "client" and this should be called.
|
||||
inline void InitRelayNetworkAccess();
|
||||
|
||||
/// Fetch current status of the relay network.
|
||||
///
|
||||
/// SteamRelayNetworkStatus_t is also a callback. It will be triggered on
|
||||
/// both the user and gameserver interfaces any time the status changes, or
|
||||
/// ping measurement starts or stops.
|
||||
///
|
||||
/// SteamRelayNetworkStatus_t::m_eAvail is returned. If you want
|
||||
/// more details, you can pass a non-NULL value.
|
||||
virtual ESteamNetworkingAvailability GetRelayNetworkStatus(SteamRelayNetworkStatus_t* pDetails) = 0;
|
||||
|
||||
//
|
||||
// "Ping location" functions
|
||||
//
|
||||
// We use the ping times to the valve relays deployed worldwide to
|
||||
// generate a "marker" that describes the location of an Internet host.
|
||||
// Given two such markers, we can estimate the network latency between
|
||||
// two hosts, without sending any packets. The estimate is based on the
|
||||
// optimal route that is found through the Valve network. If you are
|
||||
// using the Valve network to carry the traffic, then this is precisely
|
||||
// the ping you want. If you are not, then the ping time will probably
|
||||
// still be a reasonable estimate.
|
||||
//
|
||||
// This is extremely useful to select peers for matchmaking!
|
||||
//
|
||||
// The markers can also be converted to a string, so they can be transmitted.
|
||||
// We have a separate library you can use on your app's matchmaking/coordinating
|
||||
// server to manipulate these objects. (See steamdatagram_gamecoordinator.h)
|
||||
|
||||
/// Return location info for the current host. Returns the approximate
|
||||
/// age of the data, in seconds, or -1 if no data is available.
|
||||
///
|
||||
/// It takes a few seconds to initialize access to the relay network. If
|
||||
/// you call this very soon after calling InitRelayNetworkAccess,
|
||||
/// the data may not be available yet.
|
||||
///
|
||||
/// This always return the most up-to-date information we have available
|
||||
/// right now, even if we are in the middle of re-calculating ping times.
|
||||
virtual float GetLocalPingLocation(SteamNetworkPingLocation_t& result) = 0;
|
||||
|
||||
/// Estimate the round-trip latency between two arbitrary locations, in
|
||||
/// milliseconds. This is a conservative estimate, based on routing through
|
||||
/// the relay network. For most basic relayed connections, this ping time
|
||||
/// will be pretty accurate, since it will be based on the route likely to
|
||||
/// be actually used.
|
||||
///
|
||||
/// If a direct IP route is used (perhaps via NAT traversal), then the route
|
||||
/// will be different, and the ping time might be better. Or it might actually
|
||||
/// be a bit worse! Standard IP routing is frequently suboptimal!
|
||||
///
|
||||
/// But even in this case, the estimate obtained using this method is a
|
||||
/// reasonable upper bound on the ping time. (Also it has the advantage
|
||||
/// of returning immediately and not sending any packets.)
|
||||
///
|
||||
/// In a few cases we might not able to estimate the route. In this case
|
||||
/// a negative value is returned. k_nSteamNetworkingPing_Failed means
|
||||
/// the reason was because of some networking difficulty. (Failure to
|
||||
/// ping, etc) k_nSteamNetworkingPing_Unknown is returned if we cannot
|
||||
/// currently answer the question for some other reason.
|
||||
///
|
||||
/// Do you need to be able to do this from a backend/matchmaking server?
|
||||
/// You are looking for the "ticketgen" library.
|
||||
virtual int EstimatePingTimeBetweenTwoLocations(const SteamNetworkPingLocation_t& location1, const SteamNetworkPingLocation_t& location2) = 0;
|
||||
|
||||
/// Same as EstimatePingTime, but assumes that one location is the local host.
|
||||
/// This is a bit faster, especially if you need to calculate a bunch of
|
||||
/// these in a loop to find the fastest one.
|
||||
///
|
||||
/// In rare cases this might return a slightly different estimate than combining
|
||||
/// GetLocalPingLocation with EstimatePingTimeBetweenTwoLocations. That's because
|
||||
/// this function uses a slightly more complete set of information about what
|
||||
/// route would be taken.
|
||||
virtual int EstimatePingTimeFromLocalHost(const SteamNetworkPingLocation_t& remoteLocation) = 0;
|
||||
|
||||
/// Convert a ping location into a text format suitable for sending over the wire.
|
||||
/// The format is a compact and human readable. However, it is subject to change
|
||||
/// so please do not parse it yourself. Your buffer must be at least
|
||||
/// k_cchMaxSteamNetworkingPingLocationString bytes.
|
||||
virtual void ConvertPingLocationToString(const SteamNetworkPingLocation_t& location, char* pszBuf, int cchBufSize) = 0;
|
||||
|
||||
/// Parse back SteamNetworkPingLocation_t string. Returns false if we couldn't understand
|
||||
/// the string.
|
||||
virtual bool ParsePingLocationString(const char* pszString, SteamNetworkPingLocation_t& result) = 0;
|
||||
|
||||
/// Check if the ping data of sufficient recency is available, and if
|
||||
/// it's too old, start refreshing it.
|
||||
///
|
||||
/// Please only call this function when you *really* do need to force an
|
||||
/// immediate refresh of the data. (For example, in response to a specific
|
||||
/// user input to refresh this information.) Don't call it "just in case",
|
||||
/// before every connection, etc. That will cause extra traffic to be sent
|
||||
/// for no benefit. The library will automatically refresh the information
|
||||
/// as needed.
|
||||
///
|
||||
/// Returns true if sufficiently recent data is already available.
|
||||
///
|
||||
/// Returns false if sufficiently recent data is not available. In this
|
||||
/// case, ping measurement is initiated, if it is not already active.
|
||||
/// (You cannot restart a measurement already in progress.)
|
||||
///
|
||||
/// You can use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
|
||||
/// to know when ping measurement completes.
|
||||
virtual bool CheckPingDataUpToDate(float flMaxAgeSeconds) = 0;
|
||||
|
||||
//
|
||||
// List of Valve data centers, and ping times to them. This might
|
||||
// be useful to you if you are use our hosting, or just need to measure
|
||||
// latency to a cloud data center where we are running relays.
|
||||
//
|
||||
|
||||
/// Fetch ping time of best available relayed route from this host to
|
||||
/// the specified data center.
|
||||
virtual int GetPingToDataCenter(SteamNetworkingPOPID popID, SteamNetworkingPOPID* pViaRelayPoP) = 0;
|
||||
|
||||
/// Get *direct* ping time to the relays at the data center.
|
||||
virtual int GetDirectPingToPOP(SteamNetworkingPOPID popID) = 0;
|
||||
|
||||
/// Get number of network points of presence in the config
|
||||
virtual int GetPOPCount() = 0;
|
||||
|
||||
/// Get list of all POP IDs. Returns the number of entries that were filled into
|
||||
/// your list.
|
||||
virtual int GetPOPList(SteamNetworkingPOPID* list, int nListSz) = 0;
|
||||
|
||||
//
|
||||
// Misc
|
||||
//
|
||||
|
||||
/// Fetch current timestamp. This timer has the following properties:
|
||||
///
|
||||
/// - Monotonicity is guaranteed.
|
||||
/// - The initial value will be at least 24*3600*30*1e6, i.e. about
|
||||
/// 30 days worth of microseconds. In this way, the timestamp value of
|
||||
/// 0 will always be at least "30 days ago". Also, negative numbers
|
||||
/// will never be returned.
|
||||
/// - Wraparound / overflow is not a practical concern.
|
||||
///
|
||||
/// If you are running under the debugger and stop the process, the clock
|
||||
/// might not advance the full wall clock time that has elapsed between
|
||||
/// calls. If the process is not blocked from normal operation, the
|
||||
/// timestamp values will track wall clock time, even if you don't call
|
||||
/// the function frequently.
|
||||
///
|
||||
/// The value is only meaningful for this run of the process. Don't compare
|
||||
/// it to values obtained on another computer, or other runs of the same process.
|
||||
virtual SteamNetworkingMicroseconds GetLocalTimestamp() = 0;
|
||||
|
||||
/// Set a function to receive network-related information that is useful for debugging.
|
||||
/// This can be very useful during development, but it can also be useful for troubleshooting
|
||||
/// problems with tech savvy end users. If you have a console or other log that customers
|
||||
/// can examine, these log messages can often be helpful to troubleshoot network issues.
|
||||
/// (Especially any warning/error messages.)
|
||||
///
|
||||
/// The detail level indicates what message to invoke your callback on. Lower numeric
|
||||
/// value means more important, and the value you pass is the lowest priority (highest
|
||||
/// numeric value) you wish to receive callbacks for.
|
||||
///
|
||||
/// The value here controls the detail level for most messages. You can control the
|
||||
/// detail level for various subsystems (perhaps only for certain connections) by
|
||||
/// adjusting the configuration values k_ESteamNetworkingConfig_LogLevel_Xxxxx.
|
||||
///
|
||||
/// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg
|
||||
/// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT
|
||||
/// request a high detail level and then filter out messages in your callback. This incurs
|
||||
/// all of the expense of formatting the messages, which are then discarded. Setting a high
|
||||
/// priority value (low numeric value) here allows the library to avoid doing this work.
|
||||
///
|
||||
/// IMPORTANT: This may be called from a service thread, while we own a mutex, etc.
|
||||
/// Your output function must be threadsafe and fast! Do not make any other
|
||||
/// Steamworks calls from within the handler.
|
||||
virtual void SetDebugOutputFunction(ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc) = 0;
|
||||
|
||||
//
|
||||
// Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions.
|
||||
//
|
||||
|
||||
// Shortcuts for common cases. (Implemented as inline functions below)
|
||||
bool SetGlobalConfigValueInt32(ESteamNetworkingConfigValue eValue, int32 val);
|
||||
bool SetGlobalConfigValueFloat(ESteamNetworkingConfigValue eValue, float val);
|
||||
bool SetGlobalConfigValueString(ESteamNetworkingConfigValue eValue, const char* val);
|
||||
bool SetGlobalConfigValuePtr(ESteamNetworkingConfigValue eValue, void* val);
|
||||
bool SetConnectionConfigValueInt32(HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val);
|
||||
bool SetConnectionConfigValueFloat(HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val);
|
||||
bool SetConnectionConfigValueString(HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char* val);
|
||||
|
||||
//
|
||||
// Set global callbacks. If you do not want to use Steam's callback dispatch mechanism and you
|
||||
// want to use the same callback on all (or most) listen sockets and connections, then
|
||||
// simply install these callbacks first thing, and you are good to go.
|
||||
// See ISteamNetworkingSockets::RunCallbacks
|
||||
//
|
||||
bool SetGlobalCallback_SteamNetConnectionStatusChanged(FnSteamNetConnectionStatusChanged fnCallback);
|
||||
bool SetGlobalCallback_SteamNetAuthenticationStatusChanged(FnSteamNetAuthenticationStatusChanged fnCallback);
|
||||
bool SetGlobalCallback_SteamRelayNetworkStatusChanged(FnSteamRelayNetworkStatusChanged fnCallback);
|
||||
bool SetGlobalCallback_MessagesSessionRequest(FnSteamNetworkingMessagesSessionRequest fnCallback);
|
||||
bool SetGlobalCallback_MessagesSessionFailed(FnSteamNetworkingMessagesSessionFailed fnCallback);
|
||||
|
||||
/// Set a configuration value.
|
||||
/// - eValue: which value is being set
|
||||
/// - eScope: Onto what type of object are you applying the setting?
|
||||
/// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc.
|
||||
/// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly!
|
||||
/// - pArg: Value to set it to. You can pass NULL to remove a non-global setting at this scope,
|
||||
/// causing the value for that object to use global defaults. Or at global scope, passing NULL
|
||||
/// will reset any custom value and restore it to the system default.
|
||||
/// NOTE: When setting pointers (e.g. callback functions), do not pass the function pointer directly.
|
||||
/// Your argument should be a pointer to a function pointer.
|
||||
virtual bool SetConfigValue(ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
|
||||
ESteamNetworkingConfigDataType eDataType, const void* pArg)
|
||||
= 0;
|
||||
|
||||
/// Set a configuration value, using a struct to pass the value.
|
||||
/// (This is just a convenience shortcut; see below for the implementation and
|
||||
/// a little insight into how SteamNetworkingConfigValue_t is used when
|
||||
/// setting config options during listen socket and connection creation.)
|
||||
bool SetConfigValueStruct(const SteamNetworkingConfigValue_t& opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj);
|
||||
|
||||
/// Get a configuration value.
|
||||
/// - eValue: which value to fetch
|
||||
/// - eScopeType: query setting on what type of object
|
||||
/// - eScopeArg: the object to query the setting for
|
||||
/// - pOutDataType: If non-NULL, the data type of the value is returned.
|
||||
/// - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.)
|
||||
/// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required.
|
||||
virtual ESteamNetworkingGetConfigValueResult GetConfigValue(ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
|
||||
ESteamNetworkingConfigDataType* pOutDataType, void* pResult, size_t* cbResult)
|
||||
= 0;
|
||||
|
||||
/// Returns info about a configuration value. Returns false if the value does not exist.
|
||||
/// pOutNextValue can be used to iterate through all of the known configuration values.
|
||||
/// (Use GetFirstConfigValue() to begin the iteration, will be k_ESteamNetworkingConfig_Invalid on the last value)
|
||||
/// Any of the output parameters can be NULL if you do not need that information.
|
||||
///
|
||||
/// See k_ESteamNetworkingConfig_EnumerateDevVars for some more info about "dev" variables,
|
||||
/// which are usually excluded from the set of variables enumerated using this function.
|
||||
virtual bool GetConfigValueInfo(ESteamNetworkingConfigValue eValue, const char** pOutName, ESteamNetworkingConfigDataType* pOutDataType, ESteamNetworkingConfigScope* pOutScope, ESteamNetworkingConfigValue* pOutNextValue) = 0;
|
||||
|
||||
/// Return the lowest numbered configuration value available in the current environment.
|
||||
virtual ESteamNetworkingConfigValue GetFirstConfigValue() = 0;
|
||||
|
||||
// String conversions. You'll usually access these using the respective
|
||||
// inline methods.
|
||||
virtual void SteamNetworkingIPAddr_ToString(const SteamNetworkingIPAddr& addr, char* buf, size_t cbBuf, bool bWithPort) = 0;
|
||||
virtual bool SteamNetworkingIPAddr_ParseString(SteamNetworkingIPAddr* pAddr, const char* pszStr) = 0;
|
||||
virtual void SteamNetworkingIdentity_ToString(const SteamNetworkingIdentity& identity, char* buf, size_t cbBuf) = 0;
|
||||
virtual bool SteamNetworkingIdentity_ParseString(SteamNetworkingIdentity* pIdentity, const char* pszStr) = 0;
|
||||
|
||||
protected:
|
||||
~ISteamNetworkingUtils(); // Silence some warnings
|
||||
};
|
||||
#define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils003"
|
||||
|
||||
// Global accessors
|
||||
// Using standalone lib
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB
|
||||
|
||||
// Standalone lib
|
||||
static_assert(STEAMNETWORKINGUTILS_INTERFACE_VERSION[22] == '3', "Version mismatch");
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingUtils* SteamNetworkingUtils_LibV3();
|
||||
inline ISteamNetworkingUtils* SteamNetworkingUtils_Lib() { return SteamNetworkingUtils_LibV3(); }
|
||||
|
||||
#ifndef STEAMNETWORKINGSOCKETS_STEAMAPI
|
||||
inline ISteamNetworkingUtils* SteamNetworkingUtils()
|
||||
{
|
||||
return SteamNetworkingUtils_LibV3();
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Using Steamworks SDK
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STEAMAPI
|
||||
STEAM_DEFINE_INTERFACE_ACCESSOR(ISteamNetworkingUtils*, SteamNetworkingUtils_SteamAPI,
|
||||
/* Prefer user version of the interface. But if it isn't found, then use
|
||||
gameserver one. Yes, this is a completely terrible hack */
|
||||
SteamInternal_FindOrCreateUserInterface(0, STEAMNETWORKINGUTILS_INTERFACE_VERSION) ? SteamInternal_FindOrCreateUserInterface(0, STEAMNETWORKINGUTILS_INTERFACE_VERSION) : SteamInternal_FindOrCreateGameServerInterface(0, STEAMNETWORKINGUTILS_INTERFACE_VERSION),
|
||||
"global",
|
||||
STEAMNETWORKINGUTILS_INTERFACE_VERSION)
|
||||
|
||||
#ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB
|
||||
inline ISteamNetworkingUtils* SteamNetworkingUtils()
|
||||
{
|
||||
return SteamNetworkingUtils_SteamAPI();
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/// A struct used to describe our readiness to use the relay network.
|
||||
/// To do this we first need to fetch the network configuration,
|
||||
/// which describes what POPs are available.
|
||||
struct SteamRelayNetworkStatus_t {
|
||||
enum { k_iCallback = k_iSteamNetworkingUtilsCallbacks + 1 };
|
||||
|
||||
/// Summary status. When this is "current", initialization has
|
||||
/// completed. Anything else means you are not ready yet, or
|
||||
/// there is a significant problem.
|
||||
ESteamNetworkingAvailability m_eAvail;
|
||||
|
||||
/// Nonzero if latency measurement is in progress (or pending,
|
||||
/// awaiting a prerequisite).
|
||||
int m_bPingMeasurementInProgress;
|
||||
|
||||
/// Status obtaining the network config. This is a prerequisite
|
||||
/// for relay network access.
|
||||
///
|
||||
/// Failure to obtain the network config almost always indicates
|
||||
/// a problem with the local internet connection.
|
||||
ESteamNetworkingAvailability m_eAvailNetworkConfig;
|
||||
|
||||
/// Current ability to communicate with ANY relay. Note that
|
||||
/// the complete failure to communicate with any relays almost
|
||||
/// always indicates a problem with the local Internet connection.
|
||||
/// (However, just because you can reach a single relay doesn't
|
||||
/// mean that the local connection is in perfect health.)
|
||||
ESteamNetworkingAvailability m_eAvailAnyRelay;
|
||||
|
||||
/// Non-localized English language status. For diagnostic/debugging
|
||||
/// purposes only.
|
||||
char m_debugMsg[256];
|
||||
};
|
||||
|
||||
/// Utility class for printing a SteamNetworkingIdentity.
|
||||
/// E.g. printf( "Identity is '%s'\n", SteamNetworkingIdentityRender( identity ).c_str() );
|
||||
struct SteamNetworkingIdentityRender {
|
||||
SteamNetworkingIdentityRender(const SteamNetworkingIdentity& x) { x.ToString(buf, sizeof(buf)); }
|
||||
inline const char* c_str() const { return buf; }
|
||||
|
||||
private:
|
||||
char buf[SteamNetworkingIdentity::k_cchMaxString];
|
||||
};
|
||||
|
||||
/// Utility class for printing a SteamNetworkingIPAddrRender.
|
||||
struct SteamNetworkingIPAddrRender {
|
||||
SteamNetworkingIPAddrRender(const SteamNetworkingIPAddr& x, bool bWithPort = true) { x.ToString(buf, sizeof(buf), bWithPort); }
|
||||
inline const char* c_str() const { return buf; }
|
||||
|
||||
private:
|
||||
char buf[SteamNetworkingIPAddr::k_cchMaxString];
|
||||
};
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Internal stuff
|
||||
|
||||
inline void ISteamNetworkingUtils::InitRelayNetworkAccess() { CheckPingDataUpToDate(1e10f); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalConfigValueInt32(ESteamNetworkingConfigValue eValue, int32 val) { return SetConfigValue(eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Int32, &val); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalConfigValueFloat(ESteamNetworkingConfigValue eValue, float val) { return SetConfigValue(eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Float, &val); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalConfigValueString(ESteamNetworkingConfigValue eValue, const char* val) { return SetConfigValue(eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_String, val); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalConfigValuePtr(ESteamNetworkingConfigValue eValue, void* val) { return SetConfigValue(eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Ptr, &val); } // Note: passing pointer to pointer.
|
||||
inline bool ISteamNetworkingUtils::SetConnectionConfigValueInt32(HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val) { return SetConfigValue(eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Int32, &val); }
|
||||
inline bool ISteamNetworkingUtils::SetConnectionConfigValueFloat(HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val) { return SetConfigValue(eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Float, &val); }
|
||||
inline bool ISteamNetworkingUtils::SetConnectionConfigValueString(HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char* val) { return SetConfigValue(eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_String, val); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetConnectionStatusChanged(FnSteamNetConnectionStatusChanged fnCallback) { return SetGlobalConfigValuePtr(k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, (void*)fnCallback); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetAuthenticationStatusChanged(FnSteamNetAuthenticationStatusChanged fnCallback) { return SetGlobalConfigValuePtr(k_ESteamNetworkingConfig_Callback_AuthStatusChanged, (void*)fnCallback); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamRelayNetworkStatusChanged(FnSteamRelayNetworkStatusChanged fnCallback) { return SetGlobalConfigValuePtr(k_ESteamNetworkingConfig_Callback_RelayNetworkStatusChanged, (void*)fnCallback); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionRequest(FnSteamNetworkingMessagesSessionRequest fnCallback) { return SetGlobalConfigValuePtr(k_ESteamNetworkingConfig_Callback_MessagesSessionRequest, (void*)fnCallback); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionFailed(FnSteamNetworkingMessagesSessionFailed fnCallback) { return SetGlobalConfigValuePtr(k_ESteamNetworkingConfig_Callback_MessagesSessionFailed, (void*)fnCallback); }
|
||||
|
||||
inline bool ISteamNetworkingUtils::SetConfigValueStruct(const SteamNetworkingConfigValue_t& opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj)
|
||||
{
|
||||
// Locate the argument. Strings are a special case, since the
|
||||
// "value" (the whole string buffer) doesn't fit in the struct
|
||||
// NOTE: for pointer values, we pass a pointer to the pointer,
|
||||
// we do not pass the pointer directly.
|
||||
const void* pVal = (opt.m_eDataType == k_ESteamNetworkingConfig_String) ? (const void*)opt.m_val.m_string : (const void*)&opt.m_val;
|
||||
return SetConfigValue(opt.m_eValue, eScopeType, scopeObj, opt.m_eDataType, pVal);
|
||||
}
|
||||
|
||||
// How to get helper functions.
|
||||
#if defined(STEAMNETWORKINGSOCKETS_STATIC_LINK) || defined(STEAMNETWORKINGSOCKETS_STANDALONELIB)
|
||||
|
||||
// Call direct to static functions
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIPAddr_ToString(const SteamNetworkingIPAddr* pAddr, char* buf, size_t cbBuf, bool bWithPort);
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIPAddr_ParseString(SteamNetworkingIPAddr* pAddr, const char* pszStr);
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIdentity_ToString(const SteamNetworkingIdentity* pIdentity, char* buf, size_t cbBuf);
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIdentity_ParseString(SteamNetworkingIdentity* pIdentity, size_t sizeofIdentity, const char* pszStr);
|
||||
inline void SteamNetworkingIPAddr::ToString(char* buf, size_t cbBuf, bool bWithPort) const { SteamNetworkingIPAddr_ToString(this, buf, cbBuf, bWithPort); }
|
||||
inline bool SteamNetworkingIPAddr::ParseString(const char* pszStr) { return SteamNetworkingIPAddr_ParseString(this, pszStr); }
|
||||
inline void SteamNetworkingIdentity::ToString(char* buf, size_t cbBuf) const { SteamNetworkingIdentity_ToString(this, buf, cbBuf); }
|
||||
inline bool SteamNetworkingIdentity::ParseString(const char* pszStr) { return SteamNetworkingIdentity_ParseString(this, sizeof(*this), pszStr); }
|
||||
|
||||
#elif defined(STEAMNETWORKINGSOCKETS_STEAMAPI)
|
||||
// Using steamworks SDK - go through SteamNetworkingUtils()
|
||||
inline void SteamNetworkingIPAddr::ToString(char* buf, size_t cbBuf, bool bWithPort) const { SteamNetworkingUtils()->SteamNetworkingIPAddr_ToString(*this, buf, cbBuf, bWithPort); }
|
||||
inline bool SteamNetworkingIPAddr::ParseString(const char* pszStr) { return SteamNetworkingUtils()->SteamNetworkingIPAddr_ParseString(this, pszStr); }
|
||||
inline void SteamNetworkingIdentity::ToString(char* buf, size_t cbBuf) const { SteamNetworkingUtils()->SteamNetworkingIdentity_ToString(*this, buf, cbBuf); }
|
||||
inline bool SteamNetworkingIdentity::ParseString(const char* pszStr) { return SteamNetworkingUtils()->SteamNetworkingIdentity_ParseString(this, pszStr); }
|
||||
#else
|
||||
#error "Invalid config"
|
||||
#endif
|
||||
|
||||
#endif // ISTEAMNETWORKINGUTILS
|
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// Purpose: misc networking utilities
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMNETWORKINGUTILS
|
||||
#define ISTEAMNETWORKINGUTILS
|
||||
#pragma once
|
||||
|
||||
#include "steamnetworkingtypes.h"
|
||||
#include "steam_api_common.h"
|
||||
|
||||
struct SteamDatagramRelayAuthTicket;
|
||||
struct SteamRelayNetworkStatus_t;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/// Misc networking utilities for checking the local networking environment
|
||||
/// and estimating pings.
|
||||
class ISteamNetworkingUtils
|
||||
{
|
||||
public:
|
||||
//
|
||||
// Efficient message sending
|
||||
//
|
||||
|
||||
/// Allocate and initialize a message object. Usually the reason
|
||||
/// you call this is to pass it to ISteamNetworkingSockets::SendMessages.
|
||||
/// The returned object will have all of the relevant fields cleared to zero.
|
||||
///
|
||||
/// Optionally you can also request that this system allocate space to
|
||||
/// hold the payload itself. If cbAllocateBuffer is nonzero, the system
|
||||
/// will allocate memory to hold a payload of at least cbAllocateBuffer bytes.
|
||||
/// m_pData will point to the allocated buffer, m_cbSize will be set to the
|
||||
/// size, and m_pfnFreeData will be set to the proper function to free up
|
||||
/// the buffer.
|
||||
///
|
||||
/// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL,
|
||||
/// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to
|
||||
/// set each of these.
|
||||
virtual SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer ) = 0;
|
||||
|
||||
//
|
||||
// Access to Steam Datagram Relay (SDR) network
|
||||
//
|
||||
|
||||
//
|
||||
// Initialization and status check
|
||||
//
|
||||
|
||||
/// If you know that you are going to be using the relay network (for example,
|
||||
/// because you anticipate making P2P connections), call this to initialize the
|
||||
/// relay network. If you do not call this, the initialization will
|
||||
/// be delayed until the first time you use a feature that requires access
|
||||
/// to the relay network, which will delay that first access.
|
||||
///
|
||||
/// You can also call this to force a retry if the previous attempt has failed.
|
||||
/// Performing any action that requires access to the relay network will also
|
||||
/// trigger a retry, and so calling this function is never strictly necessary,
|
||||
/// but it can be useful to call it a program launch time, if access to the
|
||||
/// relay network is anticipated.
|
||||
///
|
||||
/// Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
|
||||
/// callbacks to know when initialization has completed.
|
||||
/// Typically initialization completes in a few seconds.
|
||||
///
|
||||
/// Note: dedicated servers hosted in known data centers do *not* need
|
||||
/// to call this, since they do not make routing decisions. However, if
|
||||
/// the dedicated server will be using P2P functionality, it will act as
|
||||
/// a "client" and this should be called.
|
||||
inline void InitRelayNetworkAccess();
|
||||
|
||||
/// Fetch current status of the relay network.
|
||||
///
|
||||
/// SteamRelayNetworkStatus_t is also a callback. It will be triggered on
|
||||
/// both the user and gameserver interfaces any time the status changes, or
|
||||
/// ping measurement starts or stops.
|
||||
///
|
||||
/// SteamRelayNetworkStatus_t::m_eAvail is returned. If you want
|
||||
/// more details, you can pass a non-NULL value.
|
||||
virtual ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails ) = 0;
|
||||
|
||||
//
|
||||
// "Ping location" functions
|
||||
//
|
||||
// We use the ping times to the valve relays deployed worldwide to
|
||||
// generate a "marker" that describes the location of an Internet host.
|
||||
// Given two such markers, we can estimate the network latency between
|
||||
// two hosts, without sending any packets. The estimate is based on the
|
||||
// optimal route that is found through the Valve network. If you are
|
||||
// using the Valve network to carry the traffic, then this is precisely
|
||||
// the ping you want. If you are not, then the ping time will probably
|
||||
// still be a reasonable estimate.
|
||||
//
|
||||
// This is extremely useful to select peers for matchmaking!
|
||||
//
|
||||
// The markers can also be converted to a string, so they can be transmitted.
|
||||
// We have a separate library you can use on your app's matchmaking/coordinating
|
||||
// server to manipulate these objects. (See steamdatagram_gamecoordinator.h)
|
||||
|
||||
/// Return location info for the current host. Returns the approximate
|
||||
/// age of the data, in seconds, or -1 if no data is available.
|
||||
///
|
||||
/// It takes a few seconds to initialize access to the relay network. If
|
||||
/// you call this very soon after calling InitRelayNetworkAccess,
|
||||
/// the data may not be available yet.
|
||||
///
|
||||
/// This always return the most up-to-date information we have available
|
||||
/// right now, even if we are in the middle of re-calculating ping times.
|
||||
virtual float GetLocalPingLocation( SteamNetworkPingLocation_t &result ) = 0;
|
||||
|
||||
/// Estimate the round-trip latency between two arbitrary locations, in
|
||||
/// milliseconds. This is a conservative estimate, based on routing through
|
||||
/// the relay network. For most basic relayed connections, this ping time
|
||||
/// will be pretty accurate, since it will be based on the route likely to
|
||||
/// be actually used.
|
||||
///
|
||||
/// If a direct IP route is used (perhaps via NAT traversal), then the route
|
||||
/// will be different, and the ping time might be better. Or it might actually
|
||||
/// be a bit worse! Standard IP routing is frequently suboptimal!
|
||||
///
|
||||
/// But even in this case, the estimate obtained using this method is a
|
||||
/// reasonable upper bound on the ping time. (Also it has the advantage
|
||||
/// of returning immediately and not sending any packets.)
|
||||
///
|
||||
/// In a few cases we might not able to estimate the route. In this case
|
||||
/// a negative value is returned. k_nSteamNetworkingPing_Failed means
|
||||
/// the reason was because of some networking difficulty. (Failure to
|
||||
/// ping, etc) k_nSteamNetworkingPing_Unknown is returned if we cannot
|
||||
/// currently answer the question for some other reason.
|
||||
///
|
||||
/// Do you need to be able to do this from a backend/matchmaking server?
|
||||
/// You are looking for the "game coordinator" library.
|
||||
virtual int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 ) = 0;
|
||||
|
||||
/// Same as EstimatePingTime, but assumes that one location is the local host.
|
||||
/// This is a bit faster, especially if you need to calculate a bunch of
|
||||
/// these in a loop to find the fastest one.
|
||||
///
|
||||
/// In rare cases this might return a slightly different estimate than combining
|
||||
/// GetLocalPingLocation with EstimatePingTimeBetweenTwoLocations. That's because
|
||||
/// this function uses a slightly more complete set of information about what
|
||||
/// route would be taken.
|
||||
virtual int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation ) = 0;
|
||||
|
||||
/// Convert a ping location into a text format suitable for sending over the wire.
|
||||
/// The format is a compact and human readable. However, it is subject to change
|
||||
/// so please do not parse it yourself. Your buffer must be at least
|
||||
/// k_cchMaxSteamNetworkingPingLocationString bytes.
|
||||
virtual void ConvertPingLocationToString( const SteamNetworkPingLocation_t &location, char *pszBuf, int cchBufSize ) = 0;
|
||||
|
||||
/// Parse back SteamNetworkPingLocation_t string. Returns false if we couldn't understand
|
||||
/// the string.
|
||||
virtual bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t &result ) = 0;
|
||||
|
||||
/// Check if the ping data of sufficient recency is available, and if
|
||||
/// it's too old, start refreshing it.
|
||||
///
|
||||
/// Please only call this function when you *really* do need to force an
|
||||
/// immediate refresh of the data. (For example, in response to a specific
|
||||
/// user input to refresh this information.) Don't call it "just in case",
|
||||
/// before every connection, etc. That will cause extra traffic to be sent
|
||||
/// for no benefit. The library will automatically refresh the information
|
||||
/// as needed.
|
||||
///
|
||||
/// Returns true if sufficiently recent data is already available.
|
||||
///
|
||||
/// Returns false if sufficiently recent data is not available. In this
|
||||
/// case, ping measurement is initiated, if it is not already active.
|
||||
/// (You cannot restart a measurement already in progress.)
|
||||
///
|
||||
/// You can use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
|
||||
/// to know when ping measurement completes.
|
||||
virtual bool CheckPingDataUpToDate( float flMaxAgeSeconds ) = 0;
|
||||
|
||||
//
|
||||
// List of Valve data centers, and ping times to them. This might
|
||||
// be useful to you if you are use our hosting, or just need to measure
|
||||
// latency to a cloud data center where we are running relays.
|
||||
//
|
||||
|
||||
/// Fetch ping time of best available relayed route from this host to
|
||||
/// the specified data center.
|
||||
virtual int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP ) = 0;
|
||||
|
||||
/// Get *direct* ping time to the relays at the data center.
|
||||
virtual int GetDirectPingToPOP( SteamNetworkingPOPID popID ) = 0;
|
||||
|
||||
/// Get number of network points of presence in the config
|
||||
virtual int GetPOPCount() = 0;
|
||||
|
||||
/// Get list of all POP IDs. Returns the number of entries that were filled into
|
||||
/// your list.
|
||||
virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0;
|
||||
|
||||
//
|
||||
// Misc
|
||||
//
|
||||
|
||||
/// Fetch current timestamp. This timer has the following properties:
|
||||
///
|
||||
/// - Monotonicity is guaranteed.
|
||||
/// - The initial value will be at least 24*3600*30*1e6, i.e. about
|
||||
/// 30 days worth of microseconds. In this way, the timestamp value of
|
||||
/// 0 will always be at least "30 days ago". Also, negative numbers
|
||||
/// will never be returned.
|
||||
/// - Wraparound / overflow is not a practical concern.
|
||||
///
|
||||
/// If you are running under the debugger and stop the process, the clock
|
||||
/// might not advance the full wall clock time that has elapsed between
|
||||
/// calls. If the process is not blocked from normal operation, the
|
||||
/// timestamp values will track wall clock time, even if you don't call
|
||||
/// the function frequently.
|
||||
///
|
||||
/// The value is only meaningful for this run of the process. Don't compare
|
||||
/// it to values obtained on another computer, or other runs of the same process.
|
||||
virtual SteamNetworkingMicroseconds GetLocalTimestamp() = 0;
|
||||
|
||||
/// Set a function to receive network-related information that is useful for debugging.
|
||||
/// This can be very useful during development, but it can also be useful for troubleshooting
|
||||
/// problems with tech savvy end users. If you have a console or other log that customers
|
||||
/// can examine, these log messages can often be helpful to troubleshoot network issues.
|
||||
/// (Especially any warning/error messages.)
|
||||
///
|
||||
/// The detail level indicates what message to invoke your callback on. Lower numeric
|
||||
/// value means more important, and the value you pass is the lowest priority (highest
|
||||
/// numeric value) you wish to receive callbacks for.
|
||||
///
|
||||
/// The value here controls the detail level for most messages. You can control the
|
||||
/// detail level for various subsystems (perhaps only for certain connections) by
|
||||
/// adjusting the configuration values k_ESteamNetworkingConfig_LogLevel_Xxxxx.
|
||||
///
|
||||
/// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg
|
||||
/// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT
|
||||
/// request a high detail level and then filter out messages in your callback. This incurs
|
||||
/// all of the expense of formatting the messages, which are then discarded. Setting a high
|
||||
/// priority value (low numeric value) here allows the library to avoid doing this work.
|
||||
///
|
||||
/// IMPORTANT: This may be called from a service thread, while we own a mutex, etc.
|
||||
/// Your output function must be threadsafe and fast! Do not make any other
|
||||
/// Steamworks calls from within the handler.
|
||||
virtual void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc ) = 0;
|
||||
|
||||
//
|
||||
// Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions.
|
||||
//
|
||||
|
||||
// Shortcuts for common cases. (Implemented as inline functions below)
|
||||
bool SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val );
|
||||
bool SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val );
|
||||
bool SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val );
|
||||
bool SetGlobalConfigValuePtr( ESteamNetworkingConfigValue eValue, void *val );
|
||||
bool SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val );
|
||||
bool SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val );
|
||||
bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val );
|
||||
|
||||
//
|
||||
// Set global callbacks. If you do not want to use Steam's callback dispatch mechanism and you
|
||||
// want to use the same callback on all (or most) listen sockets and connections, then
|
||||
// simply install these callbacks first thing, and you are good to go.
|
||||
// See ISteamNetworkingSockets::RunCallbacks
|
||||
//
|
||||
bool SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback );
|
||||
bool SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback );
|
||||
bool SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback );
|
||||
bool SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback );
|
||||
bool SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback );
|
||||
|
||||
/// Set a configuration value.
|
||||
/// - eValue: which value is being set
|
||||
/// - eScope: Onto what type of object are you applying the setting?
|
||||
/// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc.
|
||||
/// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly!
|
||||
/// - pArg: Value to set it to. You can pass NULL to remove a non-global setting at this scope,
|
||||
/// causing the value for that object to use global defaults. Or at global scope, passing NULL
|
||||
/// will reset any custom value and restore it to the system default.
|
||||
/// NOTE: When setting pointers (e.g. callback functions), do not pass the function pointer directly.
|
||||
/// Your argument should be a pointer to a function pointer.
|
||||
virtual bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
|
||||
ESteamNetworkingConfigDataType eDataType, const void *pArg ) = 0;
|
||||
|
||||
/// Set a configuration value, using a struct to pass the value.
|
||||
/// (This is just a convenience shortcut; see below for the implementation and
|
||||
/// a little insight into how SteamNetworkingConfigValue_t is used when
|
||||
/// setting config options during listen socket and connection creation.)
|
||||
bool SetConfigValueStruct( const SteamNetworkingConfigValue_t &opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj );
|
||||
|
||||
/// Get a configuration value.
|
||||
/// - eValue: which value to fetch
|
||||
/// - eScopeType: query setting on what type of object
|
||||
/// - eScopeArg: the object to query the setting for
|
||||
/// - pOutDataType: If non-NULL, the data type of the value is returned.
|
||||
/// - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.)
|
||||
/// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required.
|
||||
virtual ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
|
||||
ESteamNetworkingConfigDataType *pOutDataType, void *pResult, size_t *cbResult ) = 0;
|
||||
|
||||
/// Returns info about a configuration value. Returns false if the value does not exist.
|
||||
/// pOutNextValue can be used to iterate through all of the known configuration values.
|
||||
/// (Use GetFirstConfigValue() to begin the iteration, will be k_ESteamNetworkingConfig_Invalid on the last value)
|
||||
/// Any of the output parameters can be NULL if you do not need that information.
|
||||
///
|
||||
/// See k_ESteamNetworkingConfig_EnumerateDevVars for some more info about "dev" variables,
|
||||
/// which are usually excluded from the set of variables enumerated using this function.
|
||||
virtual bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue ) = 0;
|
||||
|
||||
/// Return the lowest numbered configuration value available in the current environment.
|
||||
virtual ESteamNetworkingConfigValue GetFirstConfigValue() = 0;
|
||||
|
||||
// String conversions. You'll usually access these using the respective
|
||||
// inline methods.
|
||||
virtual void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr &addr, char *buf, size_t cbBuf, bool bWithPort ) = 0;
|
||||
virtual bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ) = 0;
|
||||
virtual void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf ) = 0;
|
||||
virtual bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr ) = 0;
|
||||
|
||||
protected:
|
||||
~ISteamNetworkingUtils(); // Silence some warnings
|
||||
};
|
||||
#define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils003"
|
||||
|
||||
// Global accessors
|
||||
// Using standalone lib
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB
|
||||
|
||||
// Standalone lib
|
||||
static_assert( STEAMNETWORKINGUTILS_INTERFACE_VERSION[22] == '3', "Version mismatch" );
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingUtils *SteamNetworkingUtils_LibV3();
|
||||
inline ISteamNetworkingUtils *SteamNetworkingUtils_Lib() { return SteamNetworkingUtils_LibV3(); }
|
||||
|
||||
#ifndef STEAMNETWORKINGSOCKETS_STEAMAPI
|
||||
inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_LibV3(); }
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Using Steamworks SDK
|
||||
#ifdef STEAMNETWORKINGSOCKETS_STEAMAPI
|
||||
STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamNetworkingUtils *, SteamNetworkingUtils_SteamAPI,
|
||||
/* Prefer user version of the interface. But if it isn't found, then use
|
||||
gameserver one. Yes, this is a completely terrible hack */
|
||||
SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) ?
|
||||
SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) :
|
||||
SteamInternal_FindOrCreateGameServerInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ),
|
||||
"global",
|
||||
STEAMNETWORKINGUTILS_INTERFACE_VERSION
|
||||
)
|
||||
|
||||
#ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB
|
||||
inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_SteamAPI(); }
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/// A struct used to describe our readiness to use the relay network.
|
||||
/// To do this we first need to fetch the network configuration,
|
||||
/// which describes what POPs are available.
|
||||
struct SteamRelayNetworkStatus_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingUtilsCallbacks + 1 };
|
||||
|
||||
/// Summary status. When this is "current", initialization has
|
||||
/// completed. Anything else means you are not ready yet, or
|
||||
/// there is a significant problem.
|
||||
ESteamNetworkingAvailability m_eAvail;
|
||||
|
||||
/// Nonzero if latency measurement is in progress (or pending,
|
||||
/// awaiting a prerequisite).
|
||||
int m_bPingMeasurementInProgress;
|
||||
|
||||
/// Status obtaining the network config. This is a prerequisite
|
||||
/// for relay network access.
|
||||
///
|
||||
/// Failure to obtain the network config almost always indicates
|
||||
/// a problem with the local internet connection.
|
||||
ESteamNetworkingAvailability m_eAvailNetworkConfig;
|
||||
|
||||
/// Current ability to communicate with ANY relay. Note that
|
||||
/// the complete failure to communicate with any relays almost
|
||||
/// always indicates a problem with the local Internet connection.
|
||||
/// (However, just because you can reach a single relay doesn't
|
||||
/// mean that the local connection is in perfect health.)
|
||||
ESteamNetworkingAvailability m_eAvailAnyRelay;
|
||||
|
||||
/// Non-localized English language status. For diagnostic/debugging
|
||||
/// purposes only.
|
||||
char m_debugMsg[ 256 ];
|
||||
};
|
||||
|
||||
/// Utility class for printing a SteamNetworkingIdentity.
|
||||
/// E.g. printf( "Identity is '%s'\n", SteamNetworkingIdentityRender( identity ).c_str() );
|
||||
struct SteamNetworkingIdentityRender
|
||||
{
|
||||
SteamNetworkingIdentityRender( const SteamNetworkingIdentity &x ) { x.ToString( buf, sizeof(buf) ); }
|
||||
inline const char *c_str() const { return buf; }
|
||||
private:
|
||||
char buf[ SteamNetworkingIdentity::k_cchMaxString ];
|
||||
};
|
||||
|
||||
/// Utility class for printing a SteamNetworkingIPAddrRender.
|
||||
struct SteamNetworkingIPAddrRender
|
||||
{
|
||||
SteamNetworkingIPAddrRender( const SteamNetworkingIPAddr &x, bool bWithPort = true ) { x.ToString( buf, sizeof(buf), bWithPort ); }
|
||||
inline const char *c_str() const { return buf; }
|
||||
private:
|
||||
char buf[ SteamNetworkingIPAddr::k_cchMaxString ];
|
||||
};
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Internal stuff
|
||||
|
||||
inline void ISteamNetworkingUtils::InitRelayNetworkAccess() { CheckPingDataUpToDate( 1e10f ); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Int32, &val ); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Float, &val ); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_String, val ); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalConfigValuePtr( ESteamNetworkingConfigValue eValue, void *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Ptr, &val ); } // Note: passing pointer to pointer.
|
||||
inline bool ISteamNetworkingUtils::SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Int32, &val ); }
|
||||
inline bool ISteamNetworkingUtils::SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Float, &val ); }
|
||||
inline bool ISteamNetworkingUtils::SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_String, val ); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, (void*)fnCallback ); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_AuthStatusChanged, (void*)fnCallback ); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_RelayNetworkStatusChanged, (void*)fnCallback ); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionRequest, (void*)fnCallback ); }
|
||||
inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionFailed, (void*)fnCallback ); }
|
||||
|
||||
inline bool ISteamNetworkingUtils::SetConfigValueStruct( const SteamNetworkingConfigValue_t &opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj )
|
||||
{
|
||||
// Locate the argument. Strings are a special case, since the
|
||||
// "value" (the whole string buffer) doesn't fit in the struct
|
||||
// NOTE: for pointer values, we pass a pointer to the pointer,
|
||||
// we do not pass the pointer directly.
|
||||
const void *pVal = ( opt.m_eDataType == k_ESteamNetworkingConfig_String ) ? (const void *)opt.m_val.m_string : (const void *)&opt.m_val;
|
||||
return SetConfigValue( opt.m_eValue, eScopeType, scopeObj, opt.m_eDataType, pVal );
|
||||
}
|
||||
|
||||
// How to get helper functions.
|
||||
#if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) || defined( STEAMNETWORKINGSOCKETS_STANDALONELIB )
|
||||
|
||||
// Call direct to static functions
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr *pAddr, char *buf, size_t cbBuf, bool bWithPort );
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr );
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity *pIdentity, char *buf, size_t cbBuf );
|
||||
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, size_t sizeofIdentity, const char *pszStr );
|
||||
inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingIPAddr_ToString( this, buf, cbBuf, bWithPort ); }
|
||||
inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingIPAddr_ParseString( this, pszStr ); }
|
||||
inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingIdentity_ToString( this, buf, cbBuf ); }
|
||||
inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingIdentity_ParseString( this, sizeof(*this), pszStr ); }
|
||||
|
||||
#elif defined( STEAMNETWORKINGSOCKETS_STEAMAPI )
|
||||
// Using steamworks SDK - go through SteamNetworkingUtils()
|
||||
inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingUtils()->SteamNetworkingIPAddr_ToString( *this, buf, cbBuf, bWithPort ); }
|
||||
inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIPAddr_ParseString( this, pszStr ); }
|
||||
inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingUtils()->SteamNetworkingIdentity_ToString( *this, buf, cbBuf ); }
|
||||
inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIdentity_ParseString( this, pszStr ); }
|
||||
#else
|
||||
#error "Invalid config"
|
||||
#endif
|
||||
|
||||
#endif // ISTEAMNETWORKINGUTILS
|
||||
|
@ -1,59 +1,63 @@
|
||||
//====== Copyright <20> 2013-, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: Interface to Steam parental settings (Family View)
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMPARENTALSETTINGS_H
|
||||
#define ISTEAMPARENTALSETTINGS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
// Feature types for parental settings
|
||||
enum EParentalFeature {
|
||||
k_EFeatureInvalid = 0,
|
||||
k_EFeatureStore = 1,
|
||||
k_EFeatureCommunity = 2,
|
||||
k_EFeatureProfile = 3,
|
||||
k_EFeatureFriends = 4,
|
||||
k_EFeatureNews = 5,
|
||||
k_EFeatureTrading = 6,
|
||||
k_EFeatureSettings = 7,
|
||||
k_EFeatureConsole = 8,
|
||||
k_EFeatureBrowser = 9,
|
||||
k_EFeatureParentalSetup = 10,
|
||||
k_EFeatureLibrary = 11,
|
||||
k_EFeatureTest = 12,
|
||||
k_EFeatureSiteLicense = 13,
|
||||
k_EFeatureMax
|
||||
};
|
||||
|
||||
class ISteamParentalSettings {
|
||||
public:
|
||||
virtual bool BIsParentalLockEnabled() = 0;
|
||||
virtual bool BIsParentalLockLocked() = 0;
|
||||
|
||||
virtual bool BIsAppBlocked(AppId_t nAppID) = 0;
|
||||
virtual bool BIsAppInBlockList(AppId_t nAppID) = 0;
|
||||
|
||||
virtual bool BIsFeatureBlocked(EParentalFeature eFeature) = 0;
|
||||
virtual bool BIsFeatureInBlockList(EParentalFeature eFeature) = 0;
|
||||
};
|
||||
|
||||
#define STEAMPARENTALSETTINGS_INTERFACE_VERSION "STEAMPARENTALSETTINGS_INTERFACE_VERSION001"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamParentalSettings* SteamParentalSettings();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamParentalSettings*, SteamParentalSettings, STEAMPARENTALSETTINGS_INTERFACE_VERSION);
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback for querying UGC
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamParentalSettingsChanged_t {
|
||||
enum { k_iCallback = k_ISteamParentalSettingsCallbacks + 1 };
|
||||
};
|
||||
|
||||
#endif // ISTEAMPARENTALSETTINGS_H
|
||||
//====== Copyright <20> 2013-, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: Interface to Steam parental settings (Family View)
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMPARENTALSETTINGS_H
|
||||
#define ISTEAMPARENTALSETTINGS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
// Feature types for parental settings
|
||||
enum EParentalFeature
|
||||
{
|
||||
k_EFeatureInvalid = 0,
|
||||
k_EFeatureStore = 1,
|
||||
k_EFeatureCommunity = 2,
|
||||
k_EFeatureProfile = 3,
|
||||
k_EFeatureFriends = 4,
|
||||
k_EFeatureNews = 5,
|
||||
k_EFeatureTrading = 6,
|
||||
k_EFeatureSettings = 7,
|
||||
k_EFeatureConsole = 8,
|
||||
k_EFeatureBrowser = 9,
|
||||
k_EFeatureParentalSetup = 10,
|
||||
k_EFeatureLibrary = 11,
|
||||
k_EFeatureTest = 12,
|
||||
k_EFeatureSiteLicense = 13,
|
||||
k_EFeatureMax
|
||||
};
|
||||
|
||||
class ISteamParentalSettings
|
||||
{
|
||||
public:
|
||||
virtual bool BIsParentalLockEnabled() = 0;
|
||||
virtual bool BIsParentalLockLocked() = 0;
|
||||
|
||||
virtual bool BIsAppBlocked( AppId_t nAppID ) = 0;
|
||||
virtual bool BIsAppInBlockList( AppId_t nAppID ) = 0;
|
||||
|
||||
virtual bool BIsFeatureBlocked( EParentalFeature eFeature ) = 0;
|
||||
virtual bool BIsFeatureInBlockList( EParentalFeature eFeature ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMPARENTALSETTINGS_INTERFACE_VERSION "STEAMPARENTALSETTINGS_INTERFACE_VERSION001"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamParentalSettings *SteamParentalSettings();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamParentalSettings *, SteamParentalSettings, STEAMPARENTALSETTINGS_INTERFACE_VERSION );
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback for querying UGC
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamParentalSettingsChanged_t
|
||||
{
|
||||
enum { k_iCallback = k_ISteamParentalSettingsCallbacks + 1 };
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMPARENTALSETTINGS_H
|
||||
|
@ -1,83 +1,91 @@
|
||||
//====== Copyright © 1996-2010, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface the game must provide Steam with on PS3 in order for the
|
||||
// Steam overlay to render.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMPS3OVERLAYRENDERER_H
|
||||
#define ISTEAMPS3OVERLAYRENDERER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "cell/pad.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Enum for supported gradient directions
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EOverlayGradientDirection {
|
||||
k_EOverlayGradientHorizontal = 1,
|
||||
k_EOverlayGradientVertical = 2,
|
||||
k_EOverlayGradientNone = 3,
|
||||
};
|
||||
|
||||
// Helpers for fetching individual color components from ARGB packed DWORD colors Steam PS3 overlay renderer uses.
|
||||
#define STEAM_COLOR_RED(color) \
|
||||
(int)(((color) >> 16) & 0xff)
|
||||
|
||||
#define STEAM_COLOR_GREEN(color) \
|
||||
(int)(((color) >> 8) & 0xff)
|
||||
|
||||
#define STEAM_COLOR_BLUE(color) \
|
||||
(int)((color)&0xff)
|
||||
|
||||
#define STEAM_COLOR_ALPHA(color) \
|
||||
(int)(((color) >> 24) & 0xff)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Interface the game must expose to Steam for rendering
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamPS3OverlayRenderHost {
|
||||
public:
|
||||
// Interface for game engine to implement which Steam requires to render.
|
||||
|
||||
// Draw a textured rect. This may use only part of the texture and will pass texture coords, it will also possibly request a gradient and will specify colors for vertexes.
|
||||
virtual void DrawTexturedRect(int x0, int y0, int x1, int y1, float u0, float v0, float u1, float v1, int32 iTextureID, DWORD colorStart, DWORD colorEnd, EOverlayGradientDirection eDirection) = 0;
|
||||
|
||||
// Load a RGBA texture for Steam, or update a previously loaded one. Updates may be partial. You must not evict or remove this texture once Steam has uploaded it.
|
||||
virtual void LoadOrUpdateTexture(int32 iTextureID, bool bIsFullTexture, int x0, int y0, uint32 uWidth, uint32 uHeight, int32 iBytes, char* pData) = 0;
|
||||
|
||||
// Delete a texture Steam previously uploaded
|
||||
virtual void DeleteTexture(int32 iTextureID) = 0;
|
||||
|
||||
// Delete all previously uploaded textures
|
||||
virtual void DeleteAllTextures() = 0;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Interface Steam exposes for the game to tell it when to render, etc.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamPS3OverlayRender {
|
||||
public:
|
||||
// Call once at startup to initialize the Steam overlay and pass it your host interface ptr
|
||||
virtual bool BHostInitialize(uint32 unScreenWidth, uint32 unScreenHeight, uint32 unRefreshRate, ISteamPS3OverlayRenderHost* pRenderHost, void* CellFontLib) = 0;
|
||||
|
||||
// Call this once a frame when you are ready for the Steam overlay to render (ie, right before flipping buffers, after all your rendering)
|
||||
virtual void Render() = 0;
|
||||
|
||||
// Call this everytime you read input on PS3.
|
||||
//
|
||||
// If this returns true, then the overlay is active and has consumed the input, your game
|
||||
// should then ignore all the input until BHandleCellPadData once again returns false, which
|
||||
// will mean the overlay is deactivated.
|
||||
virtual bool BHandleCellPadData(const CellPadData& padData) = 0;
|
||||
|
||||
// Call this if you detect no controllers connected or that the XMB is intercepting input
|
||||
//
|
||||
// This is important to clear input state for the overlay, so keys left down during XMB activation
|
||||
// are not continued to be processed.
|
||||
virtual bool BResetInputState() = 0;
|
||||
};
|
||||
|
||||
//====== Copyright © 1996-2010, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface the game must provide Steam with on PS3 in order for the
|
||||
// Steam overlay to render.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMPS3OVERLAYRENDERER_H
|
||||
#define ISTEAMPS3OVERLAYRENDERER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "cell/pad.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Enum for supported gradient directions
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EOverlayGradientDirection
|
||||
{
|
||||
k_EOverlayGradientHorizontal = 1,
|
||||
k_EOverlayGradientVertical = 2,
|
||||
k_EOverlayGradientNone = 3,
|
||||
};
|
||||
|
||||
// Helpers for fetching individual color components from ARGB packed DWORD colors Steam PS3 overlay renderer uses.
|
||||
#define STEAM_COLOR_RED( color ) \
|
||||
(int)(((color)>>16)&0xff)
|
||||
|
||||
#define STEAM_COLOR_GREEN( color ) \
|
||||
(int)(((color)>>8)&0xff)
|
||||
|
||||
#define STEAM_COLOR_BLUE( color ) \
|
||||
(int)((color)&0xff)
|
||||
|
||||
#define STEAM_COLOR_ALPHA( color ) \
|
||||
(int)(((color)>>24)&0xff)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Interface the game must expose to Steam for rendering
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamPS3OverlayRenderHost
|
||||
{
|
||||
public:
|
||||
|
||||
// Interface for game engine to implement which Steam requires to render.
|
||||
|
||||
// Draw a textured rect. This may use only part of the texture and will pass texture coords, it will also possibly request a gradient and will specify colors for vertexes.
|
||||
virtual void DrawTexturedRect( int x0, int y0, int x1, int y1, float u0, float v0, float u1, float v1, int32 iTextureID, DWORD colorStart, DWORD colorEnd, EOverlayGradientDirection eDirection ) = 0;
|
||||
|
||||
// Load a RGBA texture for Steam, or update a previously loaded one. Updates may be partial. You must not evict or remove this texture once Steam has uploaded it.
|
||||
virtual void LoadOrUpdateTexture( int32 iTextureID, bool bIsFullTexture, int x0, int y0, uint32 uWidth, uint32 uHeight, int32 iBytes, char *pData ) = 0;
|
||||
|
||||
// Delete a texture Steam previously uploaded
|
||||
virtual void DeleteTexture( int32 iTextureID ) = 0;
|
||||
|
||||
// Delete all previously uploaded textures
|
||||
virtual void DeleteAllTextures() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Interface Steam exposes for the game to tell it when to render, etc.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamPS3OverlayRender
|
||||
{
|
||||
public:
|
||||
|
||||
// Call once at startup to initialize the Steam overlay and pass it your host interface ptr
|
||||
virtual bool BHostInitialize( uint32 unScreenWidth, uint32 unScreenHeight, uint32 unRefreshRate, ISteamPS3OverlayRenderHost *pRenderHost, void *CellFontLib ) = 0;
|
||||
|
||||
// Call this once a frame when you are ready for the Steam overlay to render (ie, right before flipping buffers, after all your rendering)
|
||||
virtual void Render() = 0;
|
||||
|
||||
// Call this everytime you read input on PS3.
|
||||
//
|
||||
// If this returns true, then the overlay is active and has consumed the input, your game
|
||||
// should then ignore all the input until BHandleCellPadData once again returns false, which
|
||||
// will mean the overlay is deactivated.
|
||||
virtual bool BHandleCellPadData( const CellPadData &padData ) = 0;
|
||||
|
||||
// Call this if you detect no controllers connected or that the XMB is intercepting input
|
||||
//
|
||||
// This is important to clear input state for the overlay, so keys left down during XMB activation
|
||||
// are not continued to be processed.
|
||||
virtual bool BResetInputState() = 0;
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMPS3OVERLAYRENDERER_H
|
@ -1,80 +1,88 @@
|
||||
//============ Copyright (c) Valve Corporation, All rights reserved. ============
|
||||
|
||||
#ifndef ISTEAMREMOTEPLAY_H
|
||||
#define ISTEAMREMOTEPLAY_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The form factor of a device
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ESteamDeviceFormFactor {
|
||||
k_ESteamDeviceFormFactorUnknown = 0,
|
||||
k_ESteamDeviceFormFactorPhone = 1,
|
||||
k_ESteamDeviceFormFactorTablet = 2,
|
||||
k_ESteamDeviceFormFactorComputer = 3,
|
||||
k_ESteamDeviceFormFactorTV = 4,
|
||||
};
|
||||
|
||||
// Steam Remote Play session ID
|
||||
typedef uint32 RemotePlaySessionID_t;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions to provide information about Steam Remote Play sessions
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamRemotePlay {
|
||||
public:
|
||||
// Get the number of currently connected Steam Remote Play sessions
|
||||
virtual uint32 GetSessionCount() = 0;
|
||||
|
||||
// Get the currently connected Steam Remote Play session ID at the specified index. Returns zero if index is out of bounds.
|
||||
virtual RemotePlaySessionID_t GetSessionID(int iSessionIndex) = 0;
|
||||
|
||||
// Get the SteamID of the connected user
|
||||
virtual CSteamID GetSessionSteamID(RemotePlaySessionID_t unSessionID) = 0;
|
||||
|
||||
// Get the name of the session client device
|
||||
// This returns NULL if the sessionID is not valid
|
||||
virtual const char* GetSessionClientName(RemotePlaySessionID_t unSessionID) = 0;
|
||||
|
||||
// Get the form factor of the session client device
|
||||
virtual ESteamDeviceFormFactor GetSessionClientFormFactor(RemotePlaySessionID_t unSessionID) = 0;
|
||||
|
||||
// Get the resolution, in pixels, of the session client device
|
||||
// This is set to 0x0 if the resolution is not available
|
||||
virtual bool BGetSessionClientResolution(RemotePlaySessionID_t unSessionID, int* pnResolutionX, int* pnResolutionY) = 0;
|
||||
|
||||
// Invite a friend to Remote Play Together
|
||||
// This returns false if the invite can't be sent
|
||||
virtual bool BSendRemotePlayTogetherInvite(CSteamID steamIDFriend) = 0;
|
||||
};
|
||||
|
||||
#define STEAMREMOTEPLAY_INTERFACE_VERSION "STEAMREMOTEPLAY_INTERFACE_VERSION001"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamRemotePlay* SteamRemotePlay();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamRemotePlay*, SteamRemotePlay, STEAMREMOTEPLAY_INTERFACE_VERSION);
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
STEAM_CALLBACK_BEGIN(SteamRemotePlaySessionConnected_t, k_iSteamRemotePlayCallbacks + 1)
|
||||
STEAM_CALLBACK_MEMBER(0, RemotePlaySessionID_t, m_unSessionID)
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(SteamRemotePlaySessionDisconnected_t, k_iSteamRemotePlayCallbacks + 2)
|
||||
STEAM_CALLBACK_MEMBER(0, RemotePlaySessionID_t, m_unSessionID)
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // #define ISTEAMREMOTEPLAY_H
|
||||
//============ Copyright (c) Valve Corporation, All rights reserved. ============
|
||||
|
||||
#ifndef ISTEAMREMOTEPLAY_H
|
||||
#define ISTEAMREMOTEPLAY_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The form factor of a device
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ESteamDeviceFormFactor
|
||||
{
|
||||
k_ESteamDeviceFormFactorUnknown = 0,
|
||||
k_ESteamDeviceFormFactorPhone = 1,
|
||||
k_ESteamDeviceFormFactorTablet = 2,
|
||||
k_ESteamDeviceFormFactorComputer = 3,
|
||||
k_ESteamDeviceFormFactorTV = 4,
|
||||
};
|
||||
|
||||
// Steam Remote Play session ID
|
||||
typedef uint32 RemotePlaySessionID_t;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions to provide information about Steam Remote Play sessions
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamRemotePlay
|
||||
{
|
||||
public:
|
||||
// Get the number of currently connected Steam Remote Play sessions
|
||||
virtual uint32 GetSessionCount() = 0;
|
||||
|
||||
// Get the currently connected Steam Remote Play session ID at the specified index. Returns zero if index is out of bounds.
|
||||
virtual RemotePlaySessionID_t GetSessionID( int iSessionIndex ) = 0;
|
||||
|
||||
// Get the SteamID of the connected user
|
||||
virtual CSteamID GetSessionSteamID( RemotePlaySessionID_t unSessionID ) = 0;
|
||||
|
||||
// Get the name of the session client device
|
||||
// This returns NULL if the sessionID is not valid
|
||||
virtual const char *GetSessionClientName( RemotePlaySessionID_t unSessionID ) = 0;
|
||||
|
||||
// Get the form factor of the session client device
|
||||
virtual ESteamDeviceFormFactor GetSessionClientFormFactor( RemotePlaySessionID_t unSessionID ) = 0;
|
||||
|
||||
// Get the resolution, in pixels, of the session client device
|
||||
// This is set to 0x0 if the resolution is not available
|
||||
virtual bool BGetSessionClientResolution( RemotePlaySessionID_t unSessionID, int *pnResolutionX, int *pnResolutionY ) = 0;
|
||||
|
||||
// Invite a friend to Remote Play Together
|
||||
// This returns false if the invite can't be sent
|
||||
virtual bool BSendRemotePlayTogetherInvite( CSteamID steamIDFriend ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMREMOTEPLAY_INTERFACE_VERSION "STEAMREMOTEPLAY_INTERFACE_VERSION001"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamRemotePlay *SteamRemotePlay();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamRemotePlay *, SteamRemotePlay, STEAMREMOTEPLAY_INTERFACE_VERSION );
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
|
||||
STEAM_CALLBACK_BEGIN( SteamRemotePlaySessionConnected_t, k_iSteamRemotePlayCallbacks + 1 )
|
||||
STEAM_CALLBACK_MEMBER( 0, RemotePlaySessionID_t, m_unSessionID )
|
||||
STEAM_CALLBACK_END( 0 )
|
||||
|
||||
|
||||
STEAM_CALLBACK_BEGIN( SteamRemotePlaySessionDisconnected_t, k_iSteamRemotePlayCallbacks + 2 )
|
||||
STEAM_CALLBACK_MEMBER( 0, RemotePlaySessionID_t, m_unSessionID )
|
||||
STEAM_CALLBACK_END( 0 )
|
||||
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
|
||||
#endif // #define ISTEAMREMOTEPLAY_H
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,115 +1,120 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: public interface to user remote file storage in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMSCREENSHOTS_H
|
||||
#define ISTEAMSCREENSHOTS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
const uint32 k_nScreenshotMaxTaggedUsers = 32;
|
||||
const uint32 k_nScreenshotMaxTaggedPublishedFiles = 32;
|
||||
const int k_cubUFSTagTypeMax = 255;
|
||||
const int k_cubUFSTagValueMax = 255;
|
||||
|
||||
// Required with of a thumbnail provided to AddScreenshotToLibrary. If you do not provide a thumbnail
|
||||
// one will be generated.
|
||||
const int k_ScreenshotThumbWidth = 200;
|
||||
|
||||
// Handle is valid for the lifetime of your process and no longer
|
||||
typedef uint32 ScreenshotHandle;
|
||||
#define INVALID_SCREENSHOT_HANDLE 0
|
||||
|
||||
enum EVRScreenshotType {
|
||||
k_EVRScreenshotType_None = 0,
|
||||
k_EVRScreenshotType_Mono = 1,
|
||||
k_EVRScreenshotType_Stereo = 2,
|
||||
k_EVRScreenshotType_MonoCubemap = 3,
|
||||
k_EVRScreenshotType_MonoPanorama = 4,
|
||||
k_EVRScreenshotType_StereoPanorama = 5
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for adding screenshots to the user's screenshot library
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamScreenshots {
|
||||
public:
|
||||
// Writes a screenshot to the user's screenshot library given the raw image data, which must be in RGB format.
|
||||
// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
|
||||
virtual ScreenshotHandle WriteScreenshot(void* pubRGB, uint32 cubRGB, int nWidth, int nHeight) = 0;
|
||||
|
||||
// Adds a screenshot to the user's screenshot library from disk. If a thumbnail is provided, it must be 200 pixels wide and the same aspect ratio
|
||||
// as the screenshot, otherwise a thumbnail will be generated if the user uploads the screenshot. The screenshots must be in either JPEG or TGA format.
|
||||
// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
|
||||
// JPEG, TGA, and PNG formats are supported.
|
||||
virtual ScreenshotHandle AddScreenshotToLibrary(const char* pchFilename, const char* pchThumbnailFilename, int nWidth, int nHeight) = 0;
|
||||
|
||||
// Causes the Steam overlay to take a screenshot. If screenshots are being hooked by the game then a ScreenshotRequested_t callback is sent back to the game instead.
|
||||
virtual void TriggerScreenshot() = 0;
|
||||
|
||||
// Toggles whether the overlay handles screenshots when the user presses the screenshot hotkey, or the game handles them. If the game is hooking screenshots,
|
||||
// then the ScreenshotRequested_t callback will be sent if the user presses the hotkey, and the game is expected to call WriteScreenshot or AddScreenshotToLibrary
|
||||
// in response.
|
||||
virtual void HookScreenshots(bool bHook) = 0;
|
||||
|
||||
// Sets metadata about a screenshot's location (for example, the name of the map)
|
||||
virtual bool SetLocation(ScreenshotHandle hScreenshot, const char* pchLocation) = 0;
|
||||
|
||||
// Tags a user as being visible in the screenshot
|
||||
virtual bool TagUser(ScreenshotHandle hScreenshot, CSteamID steamID) = 0;
|
||||
|
||||
// Tags a published file as being visible in the screenshot
|
||||
virtual bool TagPublishedFile(ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID) = 0;
|
||||
|
||||
// Returns true if the app has hooked the screenshot
|
||||
virtual bool IsScreenshotsHooked() = 0;
|
||||
|
||||
// Adds a VR screenshot to the user's screenshot library from disk in the supported type.
|
||||
// pchFilename should be the normal 2D image used in the library view
|
||||
// pchVRFilename should contain the image that matches the correct type
|
||||
// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
|
||||
// JPEG, TGA, and PNG formats are supported.
|
||||
virtual ScreenshotHandle AddVRScreenshotToLibrary(EVRScreenshotType eType, const char* pchFilename, const char* pchVRFilename) = 0;
|
||||
};
|
||||
|
||||
#define STEAMSCREENSHOTS_INTERFACE_VERSION "STEAMSCREENSHOTS_INTERFACE_VERSION003"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamScreenshots* SteamScreenshots();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamScreenshots*, SteamScreenshots, STEAMSCREENSHOTS_INTERFACE_VERSION);
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Screenshot successfully written or otherwise added to the library
|
||||
// and can now be tagged
|
||||
//-----------------------------------------------------------------------------
|
||||
struct ScreenshotReady_t {
|
||||
enum { k_iCallback = k_iSteamScreenshotsCallbacks + 1 };
|
||||
ScreenshotHandle m_hLocal;
|
||||
EResult m_eResult;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Screenshot has been requested by the user. Only sent if
|
||||
// HookScreenshots() has been called, in which case Steam will not take
|
||||
// the screenshot itself.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct ScreenshotRequested_t {
|
||||
enum { k_iCallback = k_iSteamScreenshotsCallbacks + 2 };
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // ISTEAMSCREENSHOTS_H
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: public interface to user remote file storage in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMSCREENSHOTS_H
|
||||
#define ISTEAMSCREENSHOTS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
const uint32 k_nScreenshotMaxTaggedUsers = 32;
|
||||
const uint32 k_nScreenshotMaxTaggedPublishedFiles = 32;
|
||||
const int k_cubUFSTagTypeMax = 255;
|
||||
const int k_cubUFSTagValueMax = 255;
|
||||
|
||||
// Required with of a thumbnail provided to AddScreenshotToLibrary. If you do not provide a thumbnail
|
||||
// one will be generated.
|
||||
const int k_ScreenshotThumbWidth = 200;
|
||||
|
||||
// Handle is valid for the lifetime of your process and no longer
|
||||
typedef uint32 ScreenshotHandle;
|
||||
#define INVALID_SCREENSHOT_HANDLE 0
|
||||
|
||||
enum EVRScreenshotType
|
||||
{
|
||||
k_EVRScreenshotType_None = 0,
|
||||
k_EVRScreenshotType_Mono = 1,
|
||||
k_EVRScreenshotType_Stereo = 2,
|
||||
k_EVRScreenshotType_MonoCubemap = 3,
|
||||
k_EVRScreenshotType_MonoPanorama = 4,
|
||||
k_EVRScreenshotType_StereoPanorama = 5
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for adding screenshots to the user's screenshot library
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamScreenshots
|
||||
{
|
||||
public:
|
||||
// Writes a screenshot to the user's screenshot library given the raw image data, which must be in RGB format.
|
||||
// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
|
||||
virtual ScreenshotHandle WriteScreenshot( void *pubRGB, uint32 cubRGB, int nWidth, int nHeight ) = 0;
|
||||
|
||||
// Adds a screenshot to the user's screenshot library from disk. If a thumbnail is provided, it must be 200 pixels wide and the same aspect ratio
|
||||
// as the screenshot, otherwise a thumbnail will be generated if the user uploads the screenshot. The screenshots must be in either JPEG or TGA format.
|
||||
// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
|
||||
// JPEG, TGA, and PNG formats are supported.
|
||||
virtual ScreenshotHandle AddScreenshotToLibrary( const char *pchFilename, const char *pchThumbnailFilename, int nWidth, int nHeight ) = 0;
|
||||
|
||||
// Causes the Steam overlay to take a screenshot. If screenshots are being hooked by the game then a ScreenshotRequested_t callback is sent back to the game instead.
|
||||
virtual void TriggerScreenshot() = 0;
|
||||
|
||||
// Toggles whether the overlay handles screenshots when the user presses the screenshot hotkey, or the game handles them. If the game is hooking screenshots,
|
||||
// then the ScreenshotRequested_t callback will be sent if the user presses the hotkey, and the game is expected to call WriteScreenshot or AddScreenshotToLibrary
|
||||
// in response.
|
||||
virtual void HookScreenshots( bool bHook ) = 0;
|
||||
|
||||
// Sets metadata about a screenshot's location (for example, the name of the map)
|
||||
virtual bool SetLocation( ScreenshotHandle hScreenshot, const char *pchLocation ) = 0;
|
||||
|
||||
// Tags a user as being visible in the screenshot
|
||||
virtual bool TagUser( ScreenshotHandle hScreenshot, CSteamID steamID ) = 0;
|
||||
|
||||
// Tags a published file as being visible in the screenshot
|
||||
virtual bool TagPublishedFile( ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID ) = 0;
|
||||
|
||||
// Returns true if the app has hooked the screenshot
|
||||
virtual bool IsScreenshotsHooked() = 0;
|
||||
|
||||
// Adds a VR screenshot to the user's screenshot library from disk in the supported type.
|
||||
// pchFilename should be the normal 2D image used in the library view
|
||||
// pchVRFilename should contain the image that matches the correct type
|
||||
// The return value is a handle that is valid for the duration of the game process and can be used to apply tags.
|
||||
// JPEG, TGA, and PNG formats are supported.
|
||||
virtual ScreenshotHandle AddVRScreenshotToLibrary( EVRScreenshotType eType, const char *pchFilename, const char *pchVRFilename ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMSCREENSHOTS_INTERFACE_VERSION "STEAMSCREENSHOTS_INTERFACE_VERSION003"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamScreenshots *SteamScreenshots();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamScreenshots *, SteamScreenshots, STEAMSCREENSHOTS_INTERFACE_VERSION );
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Screenshot successfully written or otherwise added to the library
|
||||
// and can now be tagged
|
||||
//-----------------------------------------------------------------------------
|
||||
struct ScreenshotReady_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamScreenshotsCallbacks + 1 };
|
||||
ScreenshotHandle m_hLocal;
|
||||
EResult m_eResult;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Screenshot has been requested by the user. Only sent if
|
||||
// HookScreenshots() has been called, in which case Steam will not take
|
||||
// the screenshot itself.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct ScreenshotRequested_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamScreenshotsCallbacks + 2 };
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
#endif // ISTEAMSCREENSHOTS_H
|
||||
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,382 +1,416 @@
|
||||
//====== 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
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamUser {
|
||||
public:
|
||||
// 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.
|
||||
virtual int InitiateGameConnection(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
|
||||
virtual void TerminateGameConnection(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.
|
||||
virtual HAuthTicket GetAuthSessionTicket(void* pTicket, int cbMaxTicket, uint32* pcbTicket) = 0;
|
||||
|
||||
// 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;
|
||||
};
|
||||
|
||||
#define STEAMUSER_INTERFACE_VERSION "SteamUser021"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamUser* SteamUser();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamUser*, SteamUser, STEAMUSER_INTERFACE_VERSION);
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a connections 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
|
||||
// or a Steam server update
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamServersConnected_t {
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 1 };
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a connection attempt has failed
|
||||
// this will occur periodically if the Steam client is not connected,
|
||||
// and has failed in it's retry to establish a connection
|
||||
//-----------------------------------------------------------------------------
|
||||
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
|
||||
//-----------------------------------------------------------------------------
|
||||
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.
|
||||
//-----------------------------------------------------------------------------
|
||||
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.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct IPCFailure_t {
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 17 };
|
||||
enum EFailureType {
|
||||
k_EFailureFlushedCallbackQueue,
|
||||
k_EFailurePipeFail,
|
||||
};
|
||||
uint8 m_eFailureType;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Signaled whenever licenses change
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LicensesUpdated_t {
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 25 };
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// callback for BeginAuthSession
|
||||
//-----------------------------------------------------------------------------
|
||||
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
|
||||
//-----------------------------------------------------------------------------
|
||||
struct MicroTxnAuthorizationResponse_t {
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 52 };
|
||||
|
||||
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
|
||||
//-----------------------------------------------------------------------------
|
||||
struct EncryptedAppTicketResponse_t {
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 54 };
|
||||
|
||||
EResult m_eResult;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// callback for GetAuthSessionTicket
|
||||
//-----------------------------------------------------------------------------
|
||||
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
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameWebCallback_t {
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 64 };
|
||||
char m_szURL[256];
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: sent to your game in response to ISteamUser::RequestStoreAuthURL
|
||||
//-----------------------------------------------------------------------------
|
||||
struct StoreAuthURLResponse_t {
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 65 };
|
||||
char m_szURL[512];
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: sent in response to ISteamUser::GetMarketEligibility
|
||||
//-----------------------------------------------------------------------------
|
||||
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().
|
||||
//-----------------------------------------------------------------------------
|
||||
struct DurationControl_t {
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 67 };
|
||||
|
||||
EResult m_eResult; // result of call (always k_EResultOK for asynchronous timer-based notifications)
|
||||
AppId_t m_appid; // appid generating playtime
|
||||
|
||||
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
|
||||
|
||||
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)
|
||||
|
||||
int32 m_csecsToday; // playtime on current calendar day
|
||||
int32 m_csecsRemaining; // playtime remaining until the user hits a regulatory limit
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // ISTEAMUSER_H
|
||||
//====== 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
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamUser
|
||||
{
|
||||
public:
|
||||
// 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.
|
||||
virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
|
||||
|
||||
// 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;
|
||||
|
||||
};
|
||||
|
||||
#define STEAMUSER_INTERFACE_VERSION "SteamUser021"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamUser *SteamUser();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamUser *, SteamUser, STEAMUSER_INTERFACE_VERSION );
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a connections 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
|
||||
// or a Steam server update
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamServersConnected_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 1 };
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a connection attempt has failed
|
||||
// this will occur periodically if the Steam client is not connected,
|
||||
// and has failed in it's retry to establish a connection
|
||||
//-----------------------------------------------------------------------------
|
||||
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
|
||||
//-----------------------------------------------------------------------------
|
||||
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.
|
||||
//-----------------------------------------------------------------------------
|
||||
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.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct IPCFailure_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 17 };
|
||||
enum EFailureType
|
||||
{
|
||||
k_EFailureFlushedCallbackQueue,
|
||||
k_EFailurePipeFail,
|
||||
};
|
||||
uint8 m_eFailureType;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Signaled whenever licenses change
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LicensesUpdated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 25 };
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// callback for BeginAuthSession
|
||||
//-----------------------------------------------------------------------------
|
||||
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
|
||||
//-----------------------------------------------------------------------------
|
||||
struct MicroTxnAuthorizationResponse_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 52 };
|
||||
|
||||
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
|
||||
//-----------------------------------------------------------------------------
|
||||
struct EncryptedAppTicketResponse_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 54 };
|
||||
|
||||
EResult m_eResult;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// callback for GetAuthSessionTicket
|
||||
//-----------------------------------------------------------------------------
|
||||
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
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameWebCallback_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 64 };
|
||||
char m_szURL[256];
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: sent to your game in response to ISteamUser::RequestStoreAuthURL
|
||||
//-----------------------------------------------------------------------------
|
||||
struct StoreAuthURLResponse_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 65 };
|
||||
char m_szURL[512];
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: sent in response to ISteamUser::GetMarketEligibility
|
||||
//-----------------------------------------------------------------------------
|
||||
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().
|
||||
//-----------------------------------------------------------------------------
|
||||
struct DurationControl_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 67 };
|
||||
|
||||
EResult m_eResult; // result of call (always k_EResultOK for asynchronous timer-based notifications)
|
||||
AppId_t m_appid; // appid generating playtime
|
||||
|
||||
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
|
||||
|
||||
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)
|
||||
|
||||
int32 m_csecsToday; // playtime on current calendar day
|
||||
int32 m_csecsRemaining; // playtime remaining until the user hits a regulatory limit
|
||||
};
|
||||
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
#endif // ISTEAMUSER_H
|
||||
|
@ -1,453 +1,487 @@
|
||||
//====== Copyright <20> 1996-2009, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to stats, achievements, and leaderboards
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUSERSTATS_H
|
||||
#define ISTEAMUSERSTATS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamremotestorage.h"
|
||||
#include "steam_api_common.h"
|
||||
|
||||
// size limit on stat or achievement name (UTF-8 encoded)
|
||||
enum { k_cchStatNameMax = 128 };
|
||||
|
||||
// maximum number of bytes for a leaderboard name (UTF-8 encoded)
|
||||
enum { k_cchLeaderboardNameMax = 128 };
|
||||
|
||||
// maximum number of details int32's storable for a single leaderboard entry
|
||||
enum { k_cLeaderboardDetailsMax = 64 };
|
||||
|
||||
// handle to a single leaderboard
|
||||
typedef uint64 SteamLeaderboard_t;
|
||||
|
||||
// handle to a set of downloaded entries in a leaderboard
|
||||
typedef uint64 SteamLeaderboardEntries_t;
|
||||
|
||||
// type of data request, when downloading leaderboard entries
|
||||
enum ELeaderboardDataRequest {
|
||||
k_ELeaderboardDataRequestGlobal = 0,
|
||||
k_ELeaderboardDataRequestGlobalAroundUser = 1,
|
||||
k_ELeaderboardDataRequestFriends = 2,
|
||||
k_ELeaderboardDataRequestUsers = 3
|
||||
};
|
||||
|
||||
// the sort order of a leaderboard
|
||||
enum ELeaderboardSortMethod {
|
||||
k_ELeaderboardSortMethodNone = 0,
|
||||
k_ELeaderboardSortMethodAscending = 1, // top-score is lowest number
|
||||
k_ELeaderboardSortMethodDescending = 2, // top-score is highest number
|
||||
};
|
||||
|
||||
// the display type (used by the Steam Community web site) for a leaderboard
|
||||
enum ELeaderboardDisplayType {
|
||||
k_ELeaderboardDisplayTypeNone = 0,
|
||||
k_ELeaderboardDisplayTypeNumeric = 1, // simple numerical score
|
||||
k_ELeaderboardDisplayTypeTimeSeconds = 2, // the score represents a time, in seconds
|
||||
k_ELeaderboardDisplayTypeTimeMilliSeconds = 3, // the score represents a time, in milliseconds
|
||||
};
|
||||
|
||||
enum ELeaderboardUploadScoreMethod {
|
||||
k_ELeaderboardUploadScoreMethodNone = 0,
|
||||
k_ELeaderboardUploadScoreMethodKeepBest = 1, // Leaderboard will keep user's best score
|
||||
k_ELeaderboardUploadScoreMethodForceUpdate = 2, // Leaderboard will always replace score with specified
|
||||
};
|
||||
|
||||
// a single entry in a leaderboard, as returned by GetDownloadedLeaderboardEntry()
|
||||
#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
|
||||
#endif
|
||||
|
||||
struct LeaderboardEntry_t {
|
||||
CSteamID m_steamIDUser; // user with the entry - use SteamFriends()->GetFriendPersonaName() & SteamFriends()->GetFriendAvatar() to get more info
|
||||
int32 m_nGlobalRank; // [1..N], where N is the number of users with an entry in the leaderboard
|
||||
int32 m_nScore; // score as set in the leaderboard
|
||||
int32 m_cDetails; // number of int32 details available for this entry
|
||||
UGCHandle_t m_hUGC; // handle for UGC attached to the entry
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for accessing stats, achievements, and leaderboard information
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamUserStats {
|
||||
public:
|
||||
// Ask the server to send down this user's data and achievements for this game
|
||||
STEAM_CALL_BACK(UserStatsReceived_t)
|
||||
virtual bool RequestCurrentStats() = 0;
|
||||
|
||||
// Data accessors
|
||||
STEAM_FLAT_NAME(GetStatInt32)
|
||||
virtual bool GetStat(const char* pchName, int32* pData) = 0;
|
||||
|
||||
STEAM_FLAT_NAME(GetStatFloat)
|
||||
virtual bool GetStat(const char* pchName, float* pData) = 0;
|
||||
|
||||
// Set / update data
|
||||
STEAM_FLAT_NAME(SetStatInt32)
|
||||
virtual bool SetStat(const char* pchName, int32 nData) = 0;
|
||||
|
||||
STEAM_FLAT_NAME(SetStatFloat)
|
||||
virtual bool SetStat(const char* pchName, float fData) = 0;
|
||||
|
||||
virtual bool UpdateAvgRateStat(const char* pchName, float flCountThisSession, double dSessionLength) = 0;
|
||||
|
||||
// Achievement flag accessors
|
||||
virtual bool GetAchievement(const char* pchName, bool* pbAchieved) = 0;
|
||||
virtual bool SetAchievement(const char* pchName) = 0;
|
||||
virtual bool ClearAchievement(const char* pchName) = 0;
|
||||
|
||||
// Get the achievement status, and the time it was unlocked if unlocked.
|
||||
// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam
|
||||
// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
|
||||
virtual bool GetAchievementAndUnlockTime(const char* pchName, bool* pbAchieved, uint32* punUnlockTime) = 0;
|
||||
|
||||
// Store the current data on the server, will get a callback when set
|
||||
// And one callback for every new achievement
|
||||
//
|
||||
// If the callback has a result of k_EResultInvalidParam, one or more stats
|
||||
// uploaded has been rejected, either because they broke constraints
|
||||
// or were out of date. In this case the server sends back updated values.
|
||||
// The stats should be re-iterated to keep in sync.
|
||||
virtual bool StoreStats() = 0;
|
||||
|
||||
// Achievement / GroupAchievement metadata
|
||||
|
||||
// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set.
|
||||
// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback
|
||||
// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the
|
||||
// specified achievement.
|
||||
virtual int GetAchievementIcon(const char* pchName) = 0;
|
||||
|
||||
// Get general attributes for an achievement. Accepts the following keys:
|
||||
// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8)
|
||||
// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden)
|
||||
virtual const char* GetAchievementDisplayAttribute(const char* pchName, const char* pchKey) = 0;
|
||||
|
||||
// Achievement progress - triggers an AchievementProgress callback, that is all.
|
||||
// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
|
||||
virtual bool IndicateAchievementProgress(const char* pchName, uint32 nCurProgress, uint32 nMaxProgress) = 0;
|
||||
|
||||
// Used for iterating achievements. In general games should not need these functions because they should have a
|
||||
// list of existing achievements compiled into them
|
||||
virtual uint32 GetNumAchievements() = 0;
|
||||
// Get achievement name iAchievement in [0,GetNumAchievements)
|
||||
virtual const char* GetAchievementName(uint32 iAchievement) = 0;
|
||||
|
||||
// Friends stats & achievements
|
||||
|
||||
// downloads stats for the user
|
||||
// returns a UserStatsReceived_t received when completed
|
||||
// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail
|
||||
// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data
|
||||
STEAM_CALL_RESULT(UserStatsReceived_t)
|
||||
virtual SteamAPICall_t RequestUserStats(CSteamID steamIDUser) = 0;
|
||||
|
||||
// requests stat information for a user, usable after a successful call to RequestUserStats()
|
||||
STEAM_FLAT_NAME(GetUserStatInt32)
|
||||
virtual bool GetUserStat(CSteamID steamIDUser, const char* pchName, int32* pData) = 0;
|
||||
|
||||
STEAM_FLAT_NAME(GetUserStatFloat)
|
||||
virtual bool GetUserStat(CSteamID steamIDUser, const char* pchName, float* pData) = 0;
|
||||
|
||||
virtual bool GetUserAchievement(CSteamID steamIDUser, const char* pchName, bool* pbAchieved) = 0;
|
||||
// See notes for GetAchievementAndUnlockTime above
|
||||
virtual bool GetUserAchievementAndUnlockTime(CSteamID steamIDUser, const char* pchName, bool* pbAchieved, uint32* punUnlockTime) = 0;
|
||||
|
||||
// Reset stats
|
||||
virtual bool ResetAllStats(bool bAchievementsToo) = 0;
|
||||
|
||||
// Leaderboard functions
|
||||
|
||||
// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet
|
||||
// This call is asynchronous, with the result returned in LeaderboardFindResult_t
|
||||
STEAM_CALL_RESULT(LeaderboardFindResult_t)
|
||||
virtual SteamAPICall_t FindOrCreateLeaderboard(const char* pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType) = 0;
|
||||
|
||||
// as above, but won't create the leaderboard if it's not found
|
||||
// This call is asynchronous, with the result returned in LeaderboardFindResult_t
|
||||
STEAM_CALL_RESULT(LeaderboardFindResult_t)
|
||||
virtual SteamAPICall_t FindLeaderboard(const char* pchLeaderboardName) = 0;
|
||||
|
||||
// returns the name of a leaderboard
|
||||
virtual const char* GetLeaderboardName(SteamLeaderboard_t hSteamLeaderboard) = 0;
|
||||
|
||||
// returns the total number of entries in a leaderboard, as of the last request
|
||||
virtual int GetLeaderboardEntryCount(SteamLeaderboard_t hSteamLeaderboard) = 0;
|
||||
|
||||
// returns the sort method of the leaderboard
|
||||
virtual ELeaderboardSortMethod GetLeaderboardSortMethod(SteamLeaderboard_t hSteamLeaderboard) = 0;
|
||||
|
||||
// returns the display type of the leaderboard
|
||||
virtual ELeaderboardDisplayType GetLeaderboardDisplayType(SteamLeaderboard_t hSteamLeaderboard) = 0;
|
||||
|
||||
// Asks the Steam back-end for a set of rows in the leaderboard.
|
||||
// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t
|
||||
// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below)
|
||||
// You can ask for more entries than exist, and it will return as many as do exist.
|
||||
// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries]
|
||||
// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate
|
||||
// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after
|
||||
// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user
|
||||
STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t)
|
||||
virtual SteamAPICall_t DownloadLeaderboardEntries(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd) = 0;
|
||||
// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers
|
||||
// if a user doesn't have a leaderboard entry, they won't be included in the result
|
||||
// a max of 100 users can be downloaded at a time, with only one outstanding call at a time
|
||||
STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers)
|
||||
STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t)
|
||||
virtual SteamAPICall_t DownloadLeaderboardEntriesForUsers(SteamLeaderboard_t hSteamLeaderboard,
|
||||
STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID* prgUsers, int cUsers)
|
||||
= 0;
|
||||
|
||||
// Returns data about a single leaderboard entry
|
||||
// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries
|
||||
// e.g.
|
||||
// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded )
|
||||
// {
|
||||
// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ )
|
||||
// {
|
||||
// LeaderboardEntry_t leaderboardEntry;
|
||||
// int32 details[3]; // we know this is how many we've stored previously
|
||||
// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 );
|
||||
// assert( leaderboardEntry.m_cDetails == 3 );
|
||||
// ...
|
||||
// }
|
||||
// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid
|
||||
virtual bool GetDownloadedLeaderboardEntry(SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t* pLeaderboardEntry, int32* pDetails, int cDetailsMax) = 0;
|
||||
|
||||
// Uploads a user score to the Steam back-end.
|
||||
// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t
|
||||
// Details are extra game-defined information regarding how the user got that score
|
||||
// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list
|
||||
STEAM_CALL_RESULT(LeaderboardScoreUploaded_t)
|
||||
virtual SteamAPICall_t UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32* pScoreDetails, int cScoreDetailsCount) = 0;
|
||||
|
||||
// Attaches a piece of user generated content the user's entry on a leaderboard.
|
||||
// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().
|
||||
// This call is asynchronous, with the result returned in LeaderboardUGCSet_t.
|
||||
STEAM_CALL_RESULT(LeaderboardUGCSet_t)
|
||||
virtual SteamAPICall_t AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC) = 0;
|
||||
|
||||
// Retrieves the number of players currently playing your game (online + offline)
|
||||
// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t
|
||||
STEAM_CALL_RESULT(NumberOfCurrentPlayers_t)
|
||||
virtual SteamAPICall_t GetNumberOfCurrentPlayers() = 0;
|
||||
|
||||
// Requests that Steam fetch data on the percentage of players who have received each achievement
|
||||
// for the game globally.
|
||||
// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t.
|
||||
STEAM_CALL_RESULT(GlobalAchievementPercentagesReady_t)
|
||||
virtual SteamAPICall_t RequestGlobalAchievementPercentages() = 0;
|
||||
|
||||
// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch
|
||||
// the next most achieved afterwards. Will return -1 if there is no data on achievement
|
||||
// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback).
|
||||
virtual int GetMostAchievedAchievementInfo(char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved) = 0;
|
||||
|
||||
// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another
|
||||
// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last
|
||||
// achievement has been iterated.
|
||||
virtual int GetNextMostAchievedAchievementInfo(int iIteratorPrevious, char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved) = 0;
|
||||
|
||||
// Returns the percentage of users who have achieved the specified achievement.
|
||||
virtual bool GetAchievementAchievedPercent(const char* pchName, float* pflPercent) = 0;
|
||||
|
||||
// Requests global stats data, which is available for stats marked as "aggregated".
|
||||
// This call is asynchronous, with the results returned in GlobalStatsReceived_t.
|
||||
// nHistoryDays specifies how many days of day-by-day history to retrieve in addition
|
||||
// to the overall totals. The limit is 60.
|
||||
STEAM_CALL_RESULT(GlobalStatsReceived_t)
|
||||
virtual SteamAPICall_t RequestGlobalStats(int nHistoryDays) = 0;
|
||||
|
||||
// Gets the lifetime totals for an aggregated stat
|
||||
STEAM_FLAT_NAME(GetGlobalStatInt64)
|
||||
virtual bool GetGlobalStat(const char* pchStatName, int64* pData) = 0;
|
||||
|
||||
STEAM_FLAT_NAME(GetGlobalStatDouble)
|
||||
virtual bool GetGlobalStat(const char* pchStatName, double* pData) = 0;
|
||||
|
||||
// Gets history for an aggregated stat. pData will be filled with daily values, starting with today.
|
||||
// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago,
|
||||
// etc. cubData is the size in bytes of the pubData buffer. Returns the number of
|
||||
// elements actually set.
|
||||
|
||||
STEAM_FLAT_NAME(GetGlobalStatHistoryInt64)
|
||||
virtual int32 GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) int64* pData, uint32 cubData) = 0;
|
||||
|
||||
STEAM_FLAT_NAME(GetGlobalStatHistoryDouble)
|
||||
virtual int32 GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) double* pData, uint32 cubData) = 0;
|
||||
|
||||
// For achievements that have related Progress stats, use this to query what the bounds of that progress are.
|
||||
// You may want this info to selectively call IndicateAchievementProgress when appropriate milestones of progress
|
||||
// have been made, to show a progress notification to the user.
|
||||
STEAM_FLAT_NAME(GetAchievementProgressLimitsInt32)
|
||||
virtual bool GetAchievementProgressLimits(const char* pchName, int32* pnMinProgress, int32* pnMaxProgress) = 0;
|
||||
|
||||
STEAM_FLAT_NAME(GetAchievementProgressLimitsFloat)
|
||||
virtual bool GetAchievementProgressLimits(const char* pchName, float* pfMinProgress, float* pfMaxProgress) = 0;
|
||||
};
|
||||
|
||||
#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION012"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamUserStats* SteamUserStats();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamUserStats*, SteamUserStats, STEAMUSERSTATS_INTERFACE_VERSION);
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the latests stats and achievements have been received
|
||||
// from the server
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsReceived_t {
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 1 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // Success / error fetching the stats
|
||||
CSteamID m_steamIDUser; // The user for whom the stats are retrieved for
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the user stats for a game
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsStored_t {
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 2 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // success / error
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the achievements for a game, or an
|
||||
// "indicate progress" call. If both m_nCurProgress and m_nMaxProgress
|
||||
// are zero, that means the achievement has been fully unlocked.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserAchievementStored_t {
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 3 };
|
||||
|
||||
uint64 m_nGameID; // Game this is for
|
||||
bool m_bGroupAchievement; // if this is a "group" achievement
|
||||
char m_rgchAchievementName[k_cchStatNameMax]; // name of the achievement
|
||||
uint32 m_nCurProgress; // current progress towards the achievement
|
||||
uint32 m_nMaxProgress; // "out of" this many
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: call result for finding a leaderboard, returned as a result of FindOrCreateLeaderboard() or FindLeaderboard()
|
||||
// use CCallResult<> to map this async result to a member function
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LeaderboardFindResult_t {
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 4 };
|
||||
SteamLeaderboard_t m_hSteamLeaderboard; // handle to the leaderboard serarched for, 0 if no leaderboard found
|
||||
uint8 m_bLeaderboardFound; // 0 if no leaderboard found
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: call result indicating scores for a leaderboard have been downloaded and are ready to be retrieved, returned as a result of DownloadLeaderboardEntries()
|
||||
// use CCallResult<> to map this async result to a member function
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LeaderboardScoresDownloaded_t {
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 5 };
|
||||
SteamLeaderboard_t m_hSteamLeaderboard;
|
||||
SteamLeaderboardEntries_t m_hSteamLeaderboardEntries; // the handle to pass into GetDownloadedLeaderboardEntries()
|
||||
int m_cEntryCount; // the number of entries downloaded
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: call result indicating scores has been uploaded, returned as a result of UploadLeaderboardScore()
|
||||
// use CCallResult<> to map this async result to a member function
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LeaderboardScoreUploaded_t {
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 6 };
|
||||
uint8 m_bSuccess; // 1 if the call was successful
|
||||
SteamLeaderboard_t m_hSteamLeaderboard; // the leaderboard handle that was
|
||||
int32 m_nScore; // the score that was attempted to set
|
||||
uint8 m_bScoreChanged; // true if the score in the leaderboard change, false if the existing score was better
|
||||
int m_nGlobalRankNew; // the new global rank of the user in this leaderboard
|
||||
int m_nGlobalRankPrevious; // the previous global rank of the user in this leaderboard; 0 if the user had no existing entry in the leaderboard
|
||||
};
|
||||
|
||||
struct NumberOfCurrentPlayers_t {
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 7 };
|
||||
uint8 m_bSuccess; // 1 if the call was successful
|
||||
int32 m_cPlayers; // Number of players currently playing
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback indicating that a user's stats have been unloaded.
|
||||
// Call RequestUserStats again to access stats for this user
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsUnloaded_t {
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 8 };
|
||||
CSteamID m_steamIDUser; // User whose stats have been unloaded
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback indicating that an achievement icon has been fetched
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserAchievementIconFetched_t {
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 9 };
|
||||
|
||||
CGameID m_nGameID; // Game this is for
|
||||
char m_rgchAchievementName[k_cchStatNameMax]; // name of the achievement
|
||||
bool m_bAchieved; // Is the icon for the achieved or not achieved version?
|
||||
int m_nIconHandle; // Handle to the image, which can be used in SteamUtils()->GetImageRGBA(), 0 means no image is set for the achievement
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback indicating that global achievement percentages are fetched
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GlobalAchievementPercentagesReady_t {
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 10 };
|
||||
|
||||
uint64 m_nGameID; // Game this is for
|
||||
EResult m_eResult; // Result of the operation
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: call result indicating UGC has been uploaded, returned as a result of SetLeaderboardUGC()
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LeaderboardUGCSet_t {
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 11 };
|
||||
EResult m_eResult; // The result of the operation
|
||||
SteamLeaderboard_t m_hSteamLeaderboard; // the leaderboard handle that was
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: callback indicating that PS3 trophies have been installed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct PS3TrophiesInstalled_t {
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 12 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // The result of the operation
|
||||
uint64 m_ulRequiredDiskSpace; // If m_eResult is k_EResultDiskFull, will contain the amount of space needed to install trophies
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: callback indicating global stats have been received.
|
||||
// Returned as a result of RequestGlobalStats()
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GlobalStatsReceived_t {
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 12 };
|
||||
uint64 m_nGameID; // Game global stats were requested for
|
||||
EResult m_eResult; // The result of the request
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // ISTEAMUSER_H
|
||||
//====== Copyright <20> 1996-2009, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to stats, achievements, and leaderboards
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUSERSTATS_H
|
||||
#define ISTEAMUSERSTATS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
#include "isteamremotestorage.h"
|
||||
|
||||
// size limit on stat or achievement name (UTF-8 encoded)
|
||||
enum { k_cchStatNameMax = 128 };
|
||||
|
||||
// maximum number of bytes for a leaderboard name (UTF-8 encoded)
|
||||
enum { k_cchLeaderboardNameMax = 128 };
|
||||
|
||||
// maximum number of details int32's storable for a single leaderboard entry
|
||||
enum { k_cLeaderboardDetailsMax = 64 };
|
||||
|
||||
// handle to a single leaderboard
|
||||
typedef uint64 SteamLeaderboard_t;
|
||||
|
||||
// handle to a set of downloaded entries in a leaderboard
|
||||
typedef uint64 SteamLeaderboardEntries_t;
|
||||
|
||||
// type of data request, when downloading leaderboard entries
|
||||
enum ELeaderboardDataRequest
|
||||
{
|
||||
k_ELeaderboardDataRequestGlobal = 0,
|
||||
k_ELeaderboardDataRequestGlobalAroundUser = 1,
|
||||
k_ELeaderboardDataRequestFriends = 2,
|
||||
k_ELeaderboardDataRequestUsers = 3
|
||||
};
|
||||
|
||||
// the sort order of a leaderboard
|
||||
enum ELeaderboardSortMethod
|
||||
{
|
||||
k_ELeaderboardSortMethodNone = 0,
|
||||
k_ELeaderboardSortMethodAscending = 1, // top-score is lowest number
|
||||
k_ELeaderboardSortMethodDescending = 2, // top-score is highest number
|
||||
};
|
||||
|
||||
// the display type (used by the Steam Community web site) for a leaderboard
|
||||
enum ELeaderboardDisplayType
|
||||
{
|
||||
k_ELeaderboardDisplayTypeNone = 0,
|
||||
k_ELeaderboardDisplayTypeNumeric = 1, // simple numerical score
|
||||
k_ELeaderboardDisplayTypeTimeSeconds = 2, // the score represents a time, in seconds
|
||||
k_ELeaderboardDisplayTypeTimeMilliSeconds = 3, // the score represents a time, in milliseconds
|
||||
};
|
||||
|
||||
enum ELeaderboardUploadScoreMethod
|
||||
{
|
||||
k_ELeaderboardUploadScoreMethodNone = 0,
|
||||
k_ELeaderboardUploadScoreMethodKeepBest = 1, // Leaderboard will keep user's best score
|
||||
k_ELeaderboardUploadScoreMethodForceUpdate = 2, // Leaderboard will always replace score with specified
|
||||
};
|
||||
|
||||
// a single entry in a leaderboard, as returned by GetDownloadedLeaderboardEntry()
|
||||
#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
|
||||
#endif
|
||||
|
||||
struct LeaderboardEntry_t
|
||||
{
|
||||
CSteamID m_steamIDUser; // user with the entry - use SteamFriends()->GetFriendPersonaName() & SteamFriends()->GetFriendAvatar() to get more info
|
||||
int32 m_nGlobalRank; // [1..N], where N is the number of users with an entry in the leaderboard
|
||||
int32 m_nScore; // score as set in the leaderboard
|
||||
int32 m_cDetails; // number of int32 details available for this entry
|
||||
UGCHandle_t m_hUGC; // handle for UGC attached to the entry
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for accessing stats, achievements, and leaderboard information
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamUserStats
|
||||
{
|
||||
public:
|
||||
// Ask the server to send down this user's data and achievements for this game
|
||||
STEAM_CALL_BACK( UserStatsReceived_t )
|
||||
virtual bool RequestCurrentStats() = 0;
|
||||
|
||||
// Data accessors
|
||||
STEAM_FLAT_NAME( GetStatInt32 )
|
||||
virtual bool GetStat( const char *pchName, int32 *pData ) = 0;
|
||||
|
||||
STEAM_FLAT_NAME( GetStatFloat )
|
||||
virtual bool GetStat( const char *pchName, float *pData ) = 0;
|
||||
|
||||
// Set / update data
|
||||
STEAM_FLAT_NAME( SetStatInt32 )
|
||||
virtual bool SetStat( const char *pchName, int32 nData ) = 0;
|
||||
|
||||
STEAM_FLAT_NAME( SetStatFloat )
|
||||
virtual bool SetStat( const char *pchName, float fData ) = 0;
|
||||
|
||||
virtual bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) = 0;
|
||||
|
||||
// Achievement flag accessors
|
||||
virtual bool GetAchievement( const char *pchName, bool *pbAchieved ) = 0;
|
||||
virtual bool SetAchievement( const char *pchName ) = 0;
|
||||
virtual bool ClearAchievement( const char *pchName ) = 0;
|
||||
|
||||
// Get the achievement status, and the time it was unlocked if unlocked.
|
||||
// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam
|
||||
// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
|
||||
virtual bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) = 0;
|
||||
|
||||
// Store the current data on the server, will get a callback when set
|
||||
// And one callback for every new achievement
|
||||
//
|
||||
// If the callback has a result of k_EResultInvalidParam, one or more stats
|
||||
// uploaded has been rejected, either because they broke constraints
|
||||
// or were out of date. In this case the server sends back updated values.
|
||||
// The stats should be re-iterated to keep in sync.
|
||||
virtual bool StoreStats() = 0;
|
||||
|
||||
// Achievement / GroupAchievement metadata
|
||||
|
||||
// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set.
|
||||
// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback
|
||||
// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the
|
||||
// specified achievement.
|
||||
virtual int GetAchievementIcon( const char *pchName ) = 0;
|
||||
|
||||
// Get general attributes for an achievement. Accepts the following keys:
|
||||
// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8)
|
||||
// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden)
|
||||
virtual const char *GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) = 0;
|
||||
|
||||
// Achievement progress - triggers an AchievementProgress callback, that is all.
|
||||
// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
|
||||
virtual bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) = 0;
|
||||
|
||||
// Used for iterating achievements. In general games should not need these functions because they should have a
|
||||
// list of existing achievements compiled into them
|
||||
virtual uint32 GetNumAchievements() = 0;
|
||||
// Get achievement name iAchievement in [0,GetNumAchievements)
|
||||
virtual const char *GetAchievementName( uint32 iAchievement ) = 0;
|
||||
|
||||
// Friends stats & achievements
|
||||
|
||||
// downloads stats for the user
|
||||
// returns a UserStatsReceived_t received when completed
|
||||
// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail
|
||||
// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data
|
||||
STEAM_CALL_RESULT( UserStatsReceived_t )
|
||||
virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0;
|
||||
|
||||
// requests stat information for a user, usable after a successful call to RequestUserStats()
|
||||
STEAM_FLAT_NAME( GetUserStatInt32 )
|
||||
virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0;
|
||||
|
||||
STEAM_FLAT_NAME( GetUserStatFloat )
|
||||
virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) = 0;
|
||||
|
||||
virtual bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) = 0;
|
||||
// See notes for GetAchievementAndUnlockTime above
|
||||
virtual bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) = 0;
|
||||
|
||||
// Reset stats
|
||||
virtual bool ResetAllStats( bool bAchievementsToo ) = 0;
|
||||
|
||||
// Leaderboard functions
|
||||
|
||||
// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet
|
||||
// This call is asynchronous, with the result returned in LeaderboardFindResult_t
|
||||
STEAM_CALL_RESULT(LeaderboardFindResult_t)
|
||||
virtual SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ) = 0;
|
||||
|
||||
// as above, but won't create the leaderboard if it's not found
|
||||
// This call is asynchronous, with the result returned in LeaderboardFindResult_t
|
||||
STEAM_CALL_RESULT( LeaderboardFindResult_t )
|
||||
virtual SteamAPICall_t FindLeaderboard( const char *pchLeaderboardName ) = 0;
|
||||
|
||||
// returns the name of a leaderboard
|
||||
virtual const char *GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard ) = 0;
|
||||
|
||||
// returns the total number of entries in a leaderboard, as of the last request
|
||||
virtual int GetLeaderboardEntryCount( SteamLeaderboard_t hSteamLeaderboard ) = 0;
|
||||
|
||||
// returns the sort method of the leaderboard
|
||||
virtual ELeaderboardSortMethod GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard ) = 0;
|
||||
|
||||
// returns the display type of the leaderboard
|
||||
virtual ELeaderboardDisplayType GetLeaderboardDisplayType( SteamLeaderboard_t hSteamLeaderboard ) = 0;
|
||||
|
||||
// Asks the Steam back-end for a set of rows in the leaderboard.
|
||||
// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t
|
||||
// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below)
|
||||
// You can ask for more entries than exist, and it will return as many as do exist.
|
||||
// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries]
|
||||
// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate
|
||||
// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after
|
||||
// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user
|
||||
STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t )
|
||||
virtual SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ) = 0;
|
||||
// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers
|
||||
// if a user doesn't have a leaderboard entry, they won't be included in the result
|
||||
// a max of 100 users can be downloaded at a time, with only one outstanding call at a time
|
||||
STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t )
|
||||
virtual SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLeaderboard,
|
||||
STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID *prgUsers, int cUsers ) = 0;
|
||||
|
||||
// Returns data about a single leaderboard entry
|
||||
// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries
|
||||
// e.g.
|
||||
// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded )
|
||||
// {
|
||||
// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ )
|
||||
// {
|
||||
// LeaderboardEntry_t leaderboardEntry;
|
||||
// int32 details[3]; // we know this is how many we've stored previously
|
||||
// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 );
|
||||
// assert( leaderboardEntry.m_cDetails == 3 );
|
||||
// ...
|
||||
// }
|
||||
// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid
|
||||
virtual bool GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax ) = 0;
|
||||
|
||||
// Uploads a user score to the Steam back-end.
|
||||
// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t
|
||||
// Details are extra game-defined information regarding how the user got that score
|
||||
// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list
|
||||
STEAM_CALL_RESULT( LeaderboardScoreUploaded_t )
|
||||
virtual SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 *pScoreDetails, int cScoreDetailsCount ) = 0;
|
||||
|
||||
// Attaches a piece of user generated content the user's entry on a leaderboard.
|
||||
// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().
|
||||
// This call is asynchronous, with the result returned in LeaderboardUGCSet_t.
|
||||
STEAM_CALL_RESULT( LeaderboardUGCSet_t )
|
||||
virtual SteamAPICall_t AttachLeaderboardUGC( SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC ) = 0;
|
||||
|
||||
// Retrieves the number of players currently playing your game (online + offline)
|
||||
// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t
|
||||
STEAM_CALL_RESULT( NumberOfCurrentPlayers_t )
|
||||
virtual SteamAPICall_t GetNumberOfCurrentPlayers() = 0;
|
||||
|
||||
// Requests that Steam fetch data on the percentage of players who have received each achievement
|
||||
// for the game globally.
|
||||
// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t.
|
||||
STEAM_CALL_RESULT( GlobalAchievementPercentagesReady_t )
|
||||
virtual SteamAPICall_t RequestGlobalAchievementPercentages() = 0;
|
||||
|
||||
// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch
|
||||
// the next most achieved afterwards. Will return -1 if there is no data on achievement
|
||||
// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback).
|
||||
virtual int GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) = 0;
|
||||
|
||||
// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another
|
||||
// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last
|
||||
// achievement has been iterated.
|
||||
virtual int GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) = 0;
|
||||
|
||||
// Returns the percentage of users who have achieved the specified achievement.
|
||||
virtual bool GetAchievementAchievedPercent( const char *pchName, float *pflPercent ) = 0;
|
||||
|
||||
// Requests global stats data, which is available for stats marked as "aggregated".
|
||||
// This call is asynchronous, with the results returned in GlobalStatsReceived_t.
|
||||
// nHistoryDays specifies how many days of day-by-day history to retrieve in addition
|
||||
// to the overall totals. The limit is 60.
|
||||
STEAM_CALL_RESULT( GlobalStatsReceived_t )
|
||||
virtual SteamAPICall_t RequestGlobalStats( int nHistoryDays ) = 0;
|
||||
|
||||
// Gets the lifetime totals for an aggregated stat
|
||||
STEAM_FLAT_NAME( GetGlobalStatInt64 )
|
||||
virtual bool GetGlobalStat( const char *pchStatName, int64 *pData ) = 0;
|
||||
|
||||
STEAM_FLAT_NAME( GetGlobalStatDouble )
|
||||
virtual bool GetGlobalStat( const char *pchStatName, double *pData ) = 0;
|
||||
|
||||
// Gets history for an aggregated stat. pData will be filled with daily values, starting with today.
|
||||
// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago,
|
||||
// etc. cubData is the size in bytes of the pubData buffer. Returns the number of
|
||||
// elements actually set.
|
||||
|
||||
STEAM_FLAT_NAME( GetGlobalStatHistoryInt64 )
|
||||
virtual int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) int64 *pData, uint32 cubData ) = 0;
|
||||
|
||||
STEAM_FLAT_NAME( GetGlobalStatHistoryDouble )
|
||||
virtual int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) double *pData, uint32 cubData ) = 0;
|
||||
|
||||
// For achievements that have related Progress stats, use this to query what the bounds of that progress are.
|
||||
// You may want this info to selectively call IndicateAchievementProgress when appropriate milestones of progress
|
||||
// have been made, to show a progress notification to the user.
|
||||
STEAM_FLAT_NAME( GetAchievementProgressLimitsInt32 )
|
||||
virtual bool GetAchievementProgressLimits( const char *pchName, int32 *pnMinProgress, int32 *pnMaxProgress ) = 0;
|
||||
|
||||
STEAM_FLAT_NAME( GetAchievementProgressLimitsFloat )
|
||||
virtual bool GetAchievementProgressLimits( const char *pchName, float *pfMinProgress, float *pfMaxProgress ) = 0;
|
||||
|
||||
};
|
||||
|
||||
#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION012"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamUserStats *SteamUserStats();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamUserStats *, SteamUserStats, STEAMUSERSTATS_INTERFACE_VERSION );
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the latests stats and achievements have been received
|
||||
// from the server
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsReceived_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 1 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // Success / error fetching the stats
|
||||
CSteamID m_steamIDUser; // The user for whom the stats are retrieved for
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the user stats for a game
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsStored_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 2 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // success / error
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the achievements for a game, or an
|
||||
// "indicate progress" call. If both m_nCurProgress and m_nMaxProgress
|
||||
// are zero, that means the achievement has been fully unlocked.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserAchievementStored_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 3 };
|
||||
|
||||
uint64 m_nGameID; // Game this is for
|
||||
bool m_bGroupAchievement; // if this is a "group" achievement
|
||||
char m_rgchAchievementName[k_cchStatNameMax]; // name of the achievement
|
||||
uint32 m_nCurProgress; // current progress towards the achievement
|
||||
uint32 m_nMaxProgress; // "out of" this many
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: call result for finding a leaderboard, returned as a result of FindOrCreateLeaderboard() or FindLeaderboard()
|
||||
// use CCallResult<> to map this async result to a member function
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LeaderboardFindResult_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 4 };
|
||||
SteamLeaderboard_t m_hSteamLeaderboard; // handle to the leaderboard serarched for, 0 if no leaderboard found
|
||||
uint8 m_bLeaderboardFound; // 0 if no leaderboard found
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: call result indicating scores for a leaderboard have been downloaded and are ready to be retrieved, returned as a result of DownloadLeaderboardEntries()
|
||||
// use CCallResult<> to map this async result to a member function
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LeaderboardScoresDownloaded_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 5 };
|
||||
SteamLeaderboard_t m_hSteamLeaderboard;
|
||||
SteamLeaderboardEntries_t m_hSteamLeaderboardEntries; // the handle to pass into GetDownloadedLeaderboardEntries()
|
||||
int m_cEntryCount; // the number of entries downloaded
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: call result indicating scores has been uploaded, returned as a result of UploadLeaderboardScore()
|
||||
// use CCallResult<> to map this async result to a member function
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LeaderboardScoreUploaded_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 6 };
|
||||
uint8 m_bSuccess; // 1 if the call was successful
|
||||
SteamLeaderboard_t m_hSteamLeaderboard; // the leaderboard handle that was
|
||||
int32 m_nScore; // the score that was attempted to set
|
||||
uint8 m_bScoreChanged; // true if the score in the leaderboard change, false if the existing score was better
|
||||
int m_nGlobalRankNew; // the new global rank of the user in this leaderboard
|
||||
int m_nGlobalRankPrevious; // the previous global rank of the user in this leaderboard; 0 if the user had no existing entry in the leaderboard
|
||||
};
|
||||
|
||||
struct NumberOfCurrentPlayers_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 7 };
|
||||
uint8 m_bSuccess; // 1 if the call was successful
|
||||
int32 m_cPlayers; // Number of players currently playing
|
||||
};
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback indicating that a user's stats have been unloaded.
|
||||
// Call RequestUserStats again to access stats for this user
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsUnloaded_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 8 };
|
||||
CSteamID m_steamIDUser; // User whose stats have been unloaded
|
||||
};
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback indicating that an achievement icon has been fetched
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserAchievementIconFetched_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 9 };
|
||||
|
||||
CGameID m_nGameID; // Game this is for
|
||||
char m_rgchAchievementName[k_cchStatNameMax]; // name of the achievement
|
||||
bool m_bAchieved; // Is the icon for the achieved or not achieved version?
|
||||
int m_nIconHandle; // Handle to the image, which can be used in SteamUtils()->GetImageRGBA(), 0 means no image is set for the achievement
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback indicating that global achievement percentages are fetched
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GlobalAchievementPercentagesReady_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 10 };
|
||||
|
||||
uint64 m_nGameID; // Game this is for
|
||||
EResult m_eResult; // Result of the operation
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: call result indicating UGC has been uploaded, returned as a result of SetLeaderboardUGC()
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LeaderboardUGCSet_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 11 };
|
||||
EResult m_eResult; // The result of the operation
|
||||
SteamLeaderboard_t m_hSteamLeaderboard; // the leaderboard handle that was
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: callback indicating that PS3 trophies have been installed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct PS3TrophiesInstalled_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 12 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // The result of the operation
|
||||
uint64 m_ulRequiredDiskSpace; // If m_eResult is k_EResultDiskFull, will contain the amount of space needed to install trophies
|
||||
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: callback indicating global stats have been received.
|
||||
// Returned as a result of RequestGlobalStats()
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GlobalStatsReceived_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 12 };
|
||||
uint64 m_nGameID; // Game global stats were requested for
|
||||
EResult m_eResult; // The result of the request
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
|
||||
#endif // ISTEAMUSER_H
|
||||
|
@ -1,283 +1,336 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to utility functions in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUTILS_H
|
||||
#define ISTEAMUTILS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
// Steam API call failure results
|
||||
enum ESteamAPICallFailure {
|
||||
k_ESteamAPICallFailureNone = -1, // no failure
|
||||
k_ESteamAPICallFailureSteamGone = 0, // the local Steam process has gone away
|
||||
k_ESteamAPICallFailureNetworkFailure = 1, // the network connection to Steam has been broken, or was already broken
|
||||
// SteamServersDisconnected_t callback will be sent around the same time
|
||||
// SteamServersConnected_t will be sent when the client is able to talk to the Steam servers again
|
||||
k_ESteamAPICallFailureInvalidHandle = 2, // the SteamAPICall_t handle passed in no longer exists
|
||||
k_ESteamAPICallFailureMismatchedCallback = 3, // GetAPICallResult() was called with the wrong callback type for this API call
|
||||
};
|
||||
|
||||
// Input modes for the Big Picture gamepad text entry
|
||||
enum EGamepadTextInputMode {
|
||||
k_EGamepadTextInputModeNormal = 0,
|
||||
k_EGamepadTextInputModePassword = 1
|
||||
};
|
||||
|
||||
// Controls number of allowed lines for the Big Picture gamepad text entry
|
||||
enum EGamepadTextInputLineMode {
|
||||
k_EGamepadTextInputLineModeSingleLine = 0,
|
||||
k_EGamepadTextInputLineModeMultipleLines = 1
|
||||
};
|
||||
|
||||
// The context where text filtering is being done
|
||||
enum ETextFilteringContext {
|
||||
k_ETextFilteringContextUnknown = 0, // Unknown context
|
||||
k_ETextFilteringContextGameContent = 1, // Game content, only legally required filtering is performed
|
||||
k_ETextFilteringContextChat = 2, // Chat from another player
|
||||
k_ETextFilteringContextName = 3, // Character or item name
|
||||
};
|
||||
|
||||
// function prototype for warning message hook
|
||||
#if defined(POSIX)
|
||||
#define __cdecl
|
||||
#endif
|
||||
extern "C" typedef void(__cdecl* SteamAPIWarningMessageHook_t)(int, const char*);
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to user independent utility functions
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamUtils {
|
||||
public:
|
||||
// return the number of seconds since the user
|
||||
virtual uint32 GetSecondsSinceAppActive() = 0;
|
||||
virtual uint32 GetSecondsSinceComputerActive() = 0;
|
||||
|
||||
// the universe this client is connecting to
|
||||
virtual EUniverse GetConnectedUniverse() = 0;
|
||||
|
||||
// Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time)
|
||||
virtual uint32 GetServerRealTime() = 0;
|
||||
|
||||
// returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via an IP-to-location database)
|
||||
// e.g "US" or "UK".
|
||||
virtual const char* GetIPCountry() = 0;
|
||||
|
||||
// returns true if the image exists, and valid sizes were filled out
|
||||
virtual bool GetImageSize(int iImage, uint32* pnWidth, uint32* pnHeight) = 0;
|
||||
|
||||
// returns true if the image exists, and the buffer was successfully filled out
|
||||
// results are returned in RGBA format
|
||||
// the destination buffer size should be 4 * height * width * sizeof(char)
|
||||
virtual bool GetImageRGBA(int iImage, uint8* pubDest, int nDestBufferSize) = 0;
|
||||
|
||||
// Deprecated. Do not call this.
|
||||
STEAM_PRIVATE_API(virtual bool GetCSERIPPort(uint32* unIP, uint16* usPort) = 0;)
|
||||
|
||||
// return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
|
||||
virtual uint8 GetCurrentBatteryPower() = 0;
|
||||
|
||||
// returns the appID of the current process
|
||||
virtual uint32 GetAppID() = 0;
|
||||
|
||||
// Sets the position where the overlay instance for the currently calling game should show notifications.
|
||||
// This position is per-game and if this function is called from outside of a game context it will do nothing.
|
||||
virtual void SetOverlayNotificationPosition(ENotificationPosition eNotificationPosition) = 0;
|
||||
|
||||
// API asynchronous call results
|
||||
// can be used directly, but more commonly used via the callback dispatch API (see steam_api.h)
|
||||
virtual bool IsAPICallCompleted(SteamAPICall_t hSteamAPICall, bool* pbFailed) = 0;
|
||||
virtual ESteamAPICallFailure GetAPICallFailureReason(SteamAPICall_t hSteamAPICall) = 0;
|
||||
virtual bool GetAPICallResult(SteamAPICall_t hSteamAPICall, void* pCallback, int cubCallback, int iCallbackExpected, bool* pbFailed) = 0;
|
||||
|
||||
// Deprecated. Applications should use SteamAPI_RunCallbacks() instead. Game servers do not need to call this function.
|
||||
STEAM_PRIVATE_API(virtual void RunFrame() = 0;)
|
||||
|
||||
// returns the number of IPC calls made since the last time this function was called
|
||||
// Used for perf debugging so you can understand how many IPC calls your game makes per frame
|
||||
// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
|
||||
// control how often you do them.
|
||||
virtual uint32 GetIPCCallCount() = 0;
|
||||
|
||||
// API warning handling
|
||||
// 'int' is the severity; 0 for msg, 1 for warning
|
||||
// 'const char *' is the text of the message
|
||||
// callbacks will occur directly after the API function is called that generated the warning or message
|
||||
virtual void SetWarningMessageHook(SteamAPIWarningMessageHook_t pFunction) = 0;
|
||||
|
||||
// Returns true if the overlay is running & the user can access it. The overlay process could take a few seconds to
|
||||
// start & hook the game process, so this function will initially return false while the overlay is loading.
|
||||
virtual bool IsOverlayEnabled() = 0;
|
||||
|
||||
// Normally this call is unneeded if your game has a constantly running frame loop that calls the
|
||||
// D3D Present API, or OGL SwapBuffers API every frame.
|
||||
//
|
||||
// However, if you have a game that only refreshes the screen on an event driven basis then that can break
|
||||
// the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also
|
||||
// need to Present() to the screen any time an even needing a notification happens or when the overlay is
|
||||
// brought up over the game by a user. You can use this API to ask the overlay if it currently need a present
|
||||
// in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you
|
||||
// refresh the screen with Present or SwapBuffers to allow the overlay to do it's work.
|
||||
virtual bool BOverlayNeedsPresent() = 0;
|
||||
|
||||
// Asynchronous call to check if an executable file has been signed using the public key set on the signing tab
|
||||
// of the partner site, for example to refuse to load modified executable files.
|
||||
// The result is returned in CheckFileSignature_t.
|
||||
// k_ECheckFileSignatureNoSignaturesFoundForThisApp - This app has not been configured on the signing tab of the partner site to enable this function.
|
||||
// k_ECheckFileSignatureNoSignaturesFoundForThisFile - This file is not listed on the signing tab for the partner site.
|
||||
// k_ECheckFileSignatureFileNotFound - The file does not exist on disk.
|
||||
// k_ECheckFileSignatureInvalidSignature - The file exists, and the signing tab has been set for this file, but the file is either not signed or the signature does not match.
|
||||
// k_ECheckFileSignatureValidSignature - The file is signed and the signature is valid.
|
||||
STEAM_CALL_RESULT(CheckFileSignature_t)
|
||||
virtual SteamAPICall_t CheckFileSignature(const char* szFileName) = 0;
|
||||
|
||||
// Activates the Big Picture text input dialog which only supports gamepad input
|
||||
virtual bool ShowGamepadTextInput(EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char* pchDescription, uint32 unCharMax, const char* pchExistingText) = 0;
|
||||
|
||||
// Returns previously entered text & length
|
||||
virtual uint32 GetEnteredGamepadTextLength() = 0;
|
||||
virtual bool GetEnteredGamepadTextInput(char* pchText, uint32 cchText) = 0;
|
||||
|
||||
// returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases
|
||||
virtual const char* GetSteamUILanguage() = 0;
|
||||
|
||||
// returns true if Steam itself is running in VR mode
|
||||
virtual bool IsSteamRunningInVR() = 0;
|
||||
|
||||
// Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition.
|
||||
virtual void SetOverlayNotificationInset(int nHorizontalInset, int nVerticalInset) = 0;
|
||||
|
||||
// returns true if Steam & the Steam Overlay are running in Big Picture mode
|
||||
// Games much be launched through the Steam client to enable the Big Picture overlay. During development,
|
||||
// a game can be added as a non-steam game to the developers library to test this feature
|
||||
virtual bool IsSteamInBigPictureMode() = 0;
|
||||
|
||||
// ask SteamUI to create and render its OpenVR dashboard
|
||||
virtual void StartVRDashboard() = 0;
|
||||
|
||||
// Returns true if the HMD content will be streamed via Steam Remote Play
|
||||
virtual bool IsVRHeadsetStreamingEnabled() = 0;
|
||||
|
||||
// Set whether the HMD content will be streamed via Steam Remote Play
|
||||
// If this is set to true, then the scene in the HMD headset will be streamed, and remote input will not be allowed.
|
||||
// If this is set to false, then the application window will be streamed instead, and remote input will be allowed.
|
||||
// The default is true unless "VRHeadsetStreaming" "0" is in the extended appinfo for a game.
|
||||
// (this is useful for games that have asymmetric multiplayer gameplay)
|
||||
virtual void SetVRHeadsetStreamingEnabled(bool bEnabled) = 0;
|
||||
|
||||
// Returns whether this steam client is a Steam China specific client, vs the global client.
|
||||
virtual bool IsSteamChinaLauncher() = 0;
|
||||
|
||||
// Initializes text filtering, loading dictionaries for the language the game is running in.
|
||||
// unFilterOptions are reserved for future use and should be set to 0
|
||||
// Returns false if filtering is unavailable for the game's language, in which case FilterText() will act as a passthrough.
|
||||
//
|
||||
// Users can customize the text filter behavior in their Steam Account preferences:
|
||||
// https://store.steampowered.com/account/preferences#CommunityContentPreferences
|
||||
virtual bool InitFilterText(uint32 unFilterOptions = 0) = 0;
|
||||
|
||||
// Filters the provided input message and places the filtered result into pchOutFilteredText, using legally required filtering and additional filtering based on the context and user settings
|
||||
// eContext is the type of content in the input string
|
||||
// sourceSteamID is the Steam ID that is the source of the input string (e.g. the player with the name, or who said the chat text)
|
||||
// pchInputText is the input string that should be filtered, which can be ASCII or UTF-8
|
||||
// pchOutFilteredText is where the output will be placed, even if no filtering is performed
|
||||
// nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText, should be at least strlen(pchInputText)+1
|
||||
// Returns the number of characters (not bytes) filtered
|
||||
virtual int FilterText(ETextFilteringContext eContext, CSteamID sourceSteamID, const char* pchInputMessage, char* pchOutFilteredText, uint32 nByteSizeOutFilteredText) = 0;
|
||||
|
||||
// Return what we believe your current ipv6 connectivity to "the internet" is on the specified protocol.
|
||||
// This does NOT tell you if the Steam client is currently connected to Steam via ipv6.
|
||||
virtual ESteamIPv6ConnectivityState GetIPv6ConnectivityState(ESteamIPv6ConnectivityProtocol eProtocol) = 0;
|
||||
};
|
||||
|
||||
#define STEAMUTILS_INTERFACE_VERSION "SteamUtils010"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamUtils* SteamUtils();
|
||||
STEAM_DEFINE_INTERFACE_ACCESSOR(ISteamUtils*, SteamUtils, SteamInternal_FindOrCreateUserInterface(0, STEAMUTILS_INTERFACE_VERSION), "user", STEAMUTILS_INTERFACE_VERSION);
|
||||
|
||||
// Global accessor for the gameserver client
|
||||
inline ISteamUtils* SteamGameServerUtils();
|
||||
STEAM_DEFINE_INTERFACE_ACCESSOR(ISteamUtils*, SteamGameServerUtils, SteamInternal_FindOrCreateGameServerInterface(0, STEAMUTILS_INTERFACE_VERSION), "gameserver", STEAMUTILS_INTERFACE_VERSION);
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The country of the user changed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct IPCountry_t {
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 1 };
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Fired when running on a laptop and less than 10 minutes of battery is left, fires then every minute
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LowBatteryPower_t {
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 2 };
|
||||
uint8 m_nMinutesBatteryLeft;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a SteamAsyncCall_t has completed (or failed)
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamAPICallCompleted_t {
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 3 };
|
||||
SteamAPICall_t m_hAsyncCall;
|
||||
int m_iCallback;
|
||||
uint32 m_cubParam;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// called when Steam wants to shutdown
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamShutdown_t {
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 4 };
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// results for CheckFileSignature
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ECheckFileSignature {
|
||||
k_ECheckFileSignatureInvalidSignature = 0,
|
||||
k_ECheckFileSignatureValidSignature = 1,
|
||||
k_ECheckFileSignatureFileNotFound = 2,
|
||||
k_ECheckFileSignatureNoSignaturesFoundForThisApp = 3,
|
||||
k_ECheckFileSignatureNoSignaturesFoundForThisFile = 4,
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// callback for CheckFileSignature
|
||||
//-----------------------------------------------------------------------------
|
||||
struct CheckFileSignature_t {
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 5 };
|
||||
ECheckFileSignature m_eCheckFileSignature;
|
||||
};
|
||||
|
||||
// k_iSteamUtilsCallbacks + 13 is taken
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Big Picture gamepad text input has been closed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GamepadTextInputDismissed_t {
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 14 };
|
||||
bool m_bSubmitted; // true if user entered & accepted text (Call ISteamUtils::GetEnteredGamepadTextInput() for text), false if canceled input
|
||||
uint32 m_unSubmittedText;
|
||||
};
|
||||
|
||||
// k_iSteamUtilsCallbacks + 15 is taken
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // ISTEAMUTILS_H
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to utility functions in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUTILS_H
|
||||
#define ISTEAMUTILS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
|
||||
// Steam API call failure results
|
||||
enum ESteamAPICallFailure
|
||||
{
|
||||
k_ESteamAPICallFailureNone = -1, // no failure
|
||||
k_ESteamAPICallFailureSteamGone = 0, // the local Steam process has gone away
|
||||
k_ESteamAPICallFailureNetworkFailure = 1, // the network connection to Steam has been broken, or was already broken
|
||||
// SteamServersDisconnected_t callback will be sent around the same time
|
||||
// SteamServersConnected_t will be sent when the client is able to talk to the Steam servers again
|
||||
k_ESteamAPICallFailureInvalidHandle = 2, // the SteamAPICall_t handle passed in no longer exists
|
||||
k_ESteamAPICallFailureMismatchedCallback = 3,// GetAPICallResult() was called with the wrong callback type for this API call
|
||||
};
|
||||
|
||||
|
||||
// Input modes for the Big Picture gamepad text entry
|
||||
enum EGamepadTextInputMode
|
||||
{
|
||||
k_EGamepadTextInputModeNormal = 0,
|
||||
k_EGamepadTextInputModePassword = 1
|
||||
};
|
||||
|
||||
|
||||
// Controls number of allowed lines for the Big Picture gamepad text entry
|
||||
enum EGamepadTextInputLineMode
|
||||
{
|
||||
k_EGamepadTextInputLineModeSingleLine = 0,
|
||||
k_EGamepadTextInputLineModeMultipleLines = 1
|
||||
};
|
||||
|
||||
enum EFloatingGamepadTextInputMode
|
||||
{
|
||||
k_EFloatingGamepadTextInputModeModeSingleLine = 0, // Enter dismisses the keyboard
|
||||
k_EFloatingGamepadTextInputModeModeMultipleLines = 1, // User needs to explictly close the keyboard
|
||||
k_EFloatingGamepadTextInputModeModeEmail = 2,
|
||||
k_EFloatingGamepadTextInputModeModeNumeric = 3,
|
||||
|
||||
};
|
||||
|
||||
// The context where text filtering is being done
|
||||
enum ETextFilteringContext
|
||||
{
|
||||
k_ETextFilteringContextUnknown = 0, // Unknown context
|
||||
k_ETextFilteringContextGameContent = 1, // Game content, only legally required filtering is performed
|
||||
k_ETextFilteringContextChat = 2, // Chat from another player
|
||||
k_ETextFilteringContextName = 3, // Character or item name
|
||||
};
|
||||
|
||||
|
||||
// function prototype for warning message hook
|
||||
#if defined( POSIX )
|
||||
#define __cdecl
|
||||
#endif
|
||||
extern "C" typedef void (__cdecl *SteamAPIWarningMessageHook_t)(int, const char *);
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to user independent utility functions
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamUtils
|
||||
{
|
||||
public:
|
||||
// return the number of seconds since the user
|
||||
virtual uint32 GetSecondsSinceAppActive() = 0;
|
||||
virtual uint32 GetSecondsSinceComputerActive() = 0;
|
||||
|
||||
// the universe this client is connecting to
|
||||
virtual EUniverse GetConnectedUniverse() = 0;
|
||||
|
||||
// Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time)
|
||||
virtual uint32 GetServerRealTime() = 0;
|
||||
|
||||
// returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via an IP-to-location database)
|
||||
// e.g "US" or "UK".
|
||||
virtual const char *GetIPCountry() = 0;
|
||||
|
||||
// returns true if the image exists, and valid sizes were filled out
|
||||
virtual bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) = 0;
|
||||
|
||||
// returns true if the image exists, and the buffer was successfully filled out
|
||||
// results are returned in RGBA format
|
||||
// the destination buffer size should be 4 * height * width * sizeof(char)
|
||||
virtual bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) = 0;
|
||||
|
||||
// Deprecated. Do not call this.
|
||||
STEAM_PRIVATE_API( virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0; )
|
||||
|
||||
// return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
|
||||
virtual uint8 GetCurrentBatteryPower() = 0;
|
||||
|
||||
// returns the appID of the current process
|
||||
virtual uint32 GetAppID() = 0;
|
||||
|
||||
// Sets the position where the overlay instance for the currently calling game should show notifications.
|
||||
// This position is per-game and if this function is called from outside of a game context it will do nothing.
|
||||
virtual void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition ) = 0;
|
||||
|
||||
// API asynchronous call results
|
||||
// can be used directly, but more commonly used via the callback dispatch API (see steam_api.h)
|
||||
virtual bool IsAPICallCompleted( SteamAPICall_t hSteamAPICall, bool *pbFailed ) = 0;
|
||||
virtual ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall ) = 0;
|
||||
virtual bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) = 0;
|
||||
|
||||
// Deprecated. Applications should use SteamAPI_RunCallbacks() instead. Game servers do not need to call this function.
|
||||
STEAM_PRIVATE_API( virtual void RunFrame() = 0; )
|
||||
|
||||
// returns the number of IPC calls made since the last time this function was called
|
||||
// Used for perf debugging so you can understand how many IPC calls your game makes per frame
|
||||
// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
|
||||
// control how often you do them.
|
||||
virtual uint32 GetIPCCallCount() = 0;
|
||||
|
||||
// API warning handling
|
||||
// 'int' is the severity; 0 for msg, 1 for warning
|
||||
// 'const char *' is the text of the message
|
||||
// callbacks will occur directly after the API function is called that generated the warning or message
|
||||
virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0;
|
||||
|
||||
// Returns true if the overlay is running & the user can access it. The overlay process could take a few seconds to
|
||||
// start & hook the game process, so this function will initially return false while the overlay is loading.
|
||||
virtual bool IsOverlayEnabled() = 0;
|
||||
|
||||
// Normally this call is unneeded if your game has a constantly running frame loop that calls the
|
||||
// D3D Present API, or OGL SwapBuffers API every frame.
|
||||
//
|
||||
// However, if you have a game that only refreshes the screen on an event driven basis then that can break
|
||||
// the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also
|
||||
// need to Present() to the screen any time an even needing a notification happens or when the overlay is
|
||||
// brought up over the game by a user. You can use this API to ask the overlay if it currently need a present
|
||||
// in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you
|
||||
// refresh the screen with Present or SwapBuffers to allow the overlay to do it's work.
|
||||
virtual bool BOverlayNeedsPresent() = 0;
|
||||
|
||||
// Asynchronous call to check if an executable file has been signed using the public key set on the signing tab
|
||||
// of the partner site, for example to refuse to load modified executable files.
|
||||
// The result is returned in CheckFileSignature_t.
|
||||
// k_ECheckFileSignatureNoSignaturesFoundForThisApp - This app has not been configured on the signing tab of the partner site to enable this function.
|
||||
// k_ECheckFileSignatureNoSignaturesFoundForThisFile - This file is not listed on the signing tab for the partner site.
|
||||
// k_ECheckFileSignatureFileNotFound - The file does not exist on disk.
|
||||
// k_ECheckFileSignatureInvalidSignature - The file exists, and the signing tab has been set for this file, but the file is either not signed or the signature does not match.
|
||||
// k_ECheckFileSignatureValidSignature - The file is signed and the signature is valid.
|
||||
STEAM_CALL_RESULT( CheckFileSignature_t )
|
||||
virtual SteamAPICall_t CheckFileSignature( const char *szFileName ) = 0;
|
||||
|
||||
// Activates the full-screen text input dialog which takes a initial text string and returns the text the user has typed
|
||||
virtual bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax, const char *pchExistingText ) = 0;
|
||||
|
||||
// Returns previously entered text & length
|
||||
virtual uint32 GetEnteredGamepadTextLength() = 0;
|
||||
virtual bool GetEnteredGamepadTextInput( char *pchText, uint32 cchText ) = 0;
|
||||
|
||||
// returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases
|
||||
virtual const char *GetSteamUILanguage() = 0;
|
||||
|
||||
// returns true if Steam itself is running in VR mode
|
||||
virtual bool IsSteamRunningInVR() = 0;
|
||||
|
||||
// Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition.
|
||||
virtual void SetOverlayNotificationInset( int nHorizontalInset, int nVerticalInset ) = 0;
|
||||
|
||||
// returns true if Steam & the Steam Overlay are running in Big Picture mode
|
||||
// Games much be launched through the Steam client to enable the Big Picture overlay. During development,
|
||||
// a game can be added as a non-steam game to the developers library to test this feature
|
||||
virtual bool IsSteamInBigPictureMode() = 0;
|
||||
|
||||
// ask SteamUI to create and render its OpenVR dashboard
|
||||
virtual void StartVRDashboard() = 0;
|
||||
|
||||
// Returns true if the HMD content will be streamed via Steam Remote Play
|
||||
virtual bool IsVRHeadsetStreamingEnabled() = 0;
|
||||
|
||||
// Set whether the HMD content will be streamed via Steam Remote Play
|
||||
// If this is set to true, then the scene in the HMD headset will be streamed, and remote input will not be allowed.
|
||||
// If this is set to false, then the application window will be streamed instead, and remote input will be allowed.
|
||||
// The default is true unless "VRHeadsetStreaming" "0" is in the extended appinfo for a game.
|
||||
// (this is useful for games that have asymmetric multiplayer gameplay)
|
||||
virtual void SetVRHeadsetStreamingEnabled( bool bEnabled ) = 0;
|
||||
|
||||
// Returns whether this steam client is a Steam China specific client, vs the global client.
|
||||
virtual bool IsSteamChinaLauncher() = 0;
|
||||
|
||||
// Initializes text filtering, loading dictionaries for the language the game is running in.
|
||||
// unFilterOptions are reserved for future use and should be set to 0
|
||||
// Returns false if filtering is unavailable for the game's language, in which case FilterText() will act as a passthrough.
|
||||
//
|
||||
// Users can customize the text filter behavior in their Steam Account preferences:
|
||||
// https://store.steampowered.com/account/preferences#CommunityContentPreferences
|
||||
virtual bool InitFilterText( uint32 unFilterOptions = 0 ) = 0;
|
||||
|
||||
// Filters the provided input message and places the filtered result into pchOutFilteredText, using legally required filtering and additional filtering based on the context and user settings
|
||||
// eContext is the type of content in the input string
|
||||
// sourceSteamID is the Steam ID that is the source of the input string (e.g. the player with the name, or who said the chat text)
|
||||
// pchInputText is the input string that should be filtered, which can be ASCII or UTF-8
|
||||
// pchOutFilteredText is where the output will be placed, even if no filtering is performed
|
||||
// nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText, should be at least strlen(pchInputText)+1
|
||||
// Returns the number of characters (not bytes) filtered
|
||||
virtual int FilterText( ETextFilteringContext eContext, CSteamID sourceSteamID, const char *pchInputMessage, char *pchOutFilteredText, uint32 nByteSizeOutFilteredText ) = 0;
|
||||
|
||||
// Return what we believe your current ipv6 connectivity to "the internet" is on the specified protocol.
|
||||
// This does NOT tell you if the Steam client is currently connected to Steam via ipv6.
|
||||
virtual ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol ) = 0;
|
||||
|
||||
// returns true if currently running on the Steam Deck device
|
||||
virtual bool IsSteamRunningOnSteamDeck() = 0;
|
||||
|
||||
// Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game.
|
||||
// The text field position is specified in pixels relative the origin of the game window and is used to position the floating keyboard in a way that doesn't cover the text field
|
||||
virtual bool ShowFloatingGamepadTextInput( EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight ) = 0;
|
||||
|
||||
// In game launchers that don't have controller support you can call this to have Steam Input translate the controller input into mouse/kb to navigate the launcher
|
||||
virtual void SetGameLauncherMode( bool bLauncherMode ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMUTILS_INTERFACE_VERSION "SteamUtils010"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamUtils *SteamUtils();
|
||||
STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamUtils *, SteamUtils, SteamInternal_FindOrCreateUserInterface( 0, STEAMUTILS_INTERFACE_VERSION ), "user", STEAMUTILS_INTERFACE_VERSION );
|
||||
|
||||
// Global accessor for the gameserver client
|
||||
inline ISteamUtils *SteamGameServerUtils();
|
||||
STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamUtils *, SteamGameServerUtils, SteamInternal_FindOrCreateGameServerInterface( 0, STEAMUTILS_INTERFACE_VERSION ), "gameserver", STEAMUTILS_INTERFACE_VERSION );
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The country of the user changed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct IPCountry_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 1 };
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Fired when running on a laptop and less than 10 minutes of battery is left, fires then every minute
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LowBatteryPower_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 2 };
|
||||
uint8 m_nMinutesBatteryLeft;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a SteamAsyncCall_t has completed (or failed)
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamAPICallCompleted_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 3 };
|
||||
SteamAPICall_t m_hAsyncCall;
|
||||
int m_iCallback;
|
||||
uint32 m_cubParam;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// called when Steam wants to shutdown
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamShutdown_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 4 };
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// results for CheckFileSignature
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ECheckFileSignature
|
||||
{
|
||||
k_ECheckFileSignatureInvalidSignature = 0,
|
||||
k_ECheckFileSignatureValidSignature = 1,
|
||||
k_ECheckFileSignatureFileNotFound = 2,
|
||||
k_ECheckFileSignatureNoSignaturesFoundForThisApp = 3,
|
||||
k_ECheckFileSignatureNoSignaturesFoundForThisFile = 4,
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// callback for CheckFileSignature
|
||||
//-----------------------------------------------------------------------------
|
||||
struct CheckFileSignature_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 5 };
|
||||
ECheckFileSignature m_eCheckFileSignature;
|
||||
};
|
||||
|
||||
|
||||
// k_iSteamUtilsCallbacks + 13 is taken
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Full Screen gamepad text input has been closed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GamepadTextInputDismissed_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 14 };
|
||||
bool m_bSubmitted; // true if user entered & accepted text (Call ISteamUtils::GetEnteredGamepadTextInput() for text), false if canceled input
|
||||
uint32 m_unSubmittedText;
|
||||
};
|
||||
|
||||
// k_iSteamUtilsCallbacks + 15 through 35 are taken
|
||||
|
||||
STEAM_CALLBACK_BEGIN( AppResumingFromSuspend_t, k_iSteamUtilsCallbacks + 36 )
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
// k_iSteamUtilsCallbacks + 37 is taken
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// The floating on-screen keyboard has been closed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct FloatingGamepadTextInputDismissed_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 38 };
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
#endif // ISTEAMUTILS_H
|
||||
|
@ -1,60 +1,68 @@
|
||||
//====== Copyright © 1996-2014 Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to Steam Video
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMVIDEO_H
|
||||
#define ISTEAMVIDEO_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Steam Video API
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamVideo {
|
||||
public:
|
||||
// Get a URL suitable for streaming the given Video app ID's video
|
||||
virtual void GetVideoURL(AppId_t unVideoAppID) = 0;
|
||||
|
||||
// returns true if user is uploading a live broadcast
|
||||
virtual bool IsBroadcasting(int* pnNumViewers) = 0;
|
||||
|
||||
// Get the OPF Details for 360 Video Playback
|
||||
STEAM_CALL_BACK(GetOPFSettingsResult_t)
|
||||
virtual void GetOPFSettings(AppId_t unVideoAppID) = 0;
|
||||
virtual bool GetOPFStringForApp(AppId_t unVideoAppID, char* pchBuffer, int32* pnBufferSize) = 0;
|
||||
};
|
||||
|
||||
#define STEAMVIDEO_INTERFACE_VERSION "STEAMVIDEO_INTERFACE_V002"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamVideo* SteamVideo();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR(ISteamVideo*, SteamVideo, STEAMVIDEO_INTERFACE_VERSION);
|
||||
|
||||
STEAM_CALLBACK_BEGIN(GetVideoURLResult_t, k_iClientVideoCallbacks + 11)
|
||||
STEAM_CALLBACK_MEMBER(0, EResult, m_eResult)
|
||||
STEAM_CALLBACK_MEMBER(1, AppId_t, m_unVideoAppID)
|
||||
STEAM_CALLBACK_MEMBER(2, char, m_rgchURL[256])
|
||||
STEAM_CALLBACK_END(3)
|
||||
|
||||
STEAM_CALLBACK_BEGIN(GetOPFSettingsResult_t, k_iClientVideoCallbacks + 24)
|
||||
STEAM_CALLBACK_MEMBER(0, EResult, m_eResult)
|
||||
STEAM_CALLBACK_MEMBER(1, AppId_t, m_unVideoAppID)
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // ISTEAMVIDEO_H
|
||||
//====== Copyright © 1996-2014 Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to Steam Video
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMVIDEO_H
|
||||
#define ISTEAMVIDEO_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
// callbacks
|
||||
#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
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Steam Video API
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamVideo
|
||||
{
|
||||
public:
|
||||
|
||||
// Get a URL suitable for streaming the given Video app ID's video
|
||||
virtual void GetVideoURL( AppId_t unVideoAppID ) = 0;
|
||||
|
||||
// returns true if user is uploading a live broadcast
|
||||
virtual bool IsBroadcasting( int *pnNumViewers ) = 0;
|
||||
|
||||
// Get the OPF Details for 360 Video Playback
|
||||
STEAM_CALL_BACK( GetOPFSettingsResult_t )
|
||||
virtual void GetOPFSettings( AppId_t unVideoAppID ) = 0;
|
||||
virtual bool GetOPFStringForApp( AppId_t unVideoAppID, char *pchBuffer, int32 *pnBufferSize ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMVIDEO_INTERFACE_VERSION "STEAMVIDEO_INTERFACE_V002"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamVideo *SteamVideo();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamVideo *, SteamVideo, STEAMVIDEO_INTERFACE_VERSION );
|
||||
|
||||
STEAM_CALLBACK_BEGIN( GetVideoURLResult_t, k_iClientVideoCallbacks + 11 )
|
||||
STEAM_CALLBACK_MEMBER( 0, EResult, m_eResult )
|
||||
STEAM_CALLBACK_MEMBER( 1, AppId_t, m_unVideoAppID )
|
||||
STEAM_CALLBACK_MEMBER( 2, char, m_rgchURL[256] )
|
||||
STEAM_CALLBACK_END(3)
|
||||
|
||||
|
||||
STEAM_CALLBACK_BEGIN( GetOPFSettingsResult_t, k_iClientVideoCallbacks + 24 )
|
||||
STEAM_CALLBACK_MEMBER( 0, EResult, m_eResult )
|
||||
STEAM_CALLBACK_MEMBER( 1, AppId_t, m_unVideoAppID )
|
||||
STEAM_CALLBACK_END(2)
|
||||
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
|
||||
#endif // ISTEAMVIDEO_H
|
||||
|
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@ -1,245 +1,251 @@
|
||||
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#ifndef MATCHMAKINGTYPES_H
|
||||
#define MATCHMAKINGTYPES_H
|
||||
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#ifdef POSIX
|
||||
#ifndef _snprintf
|
||||
#define _snprintf snprintf
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
//
|
||||
// Max size (in bytes of UTF-8 data, not in characters) of server fields, including null terminator.
|
||||
// WARNING: These cannot be changed easily, without breaking clients using old interfaces.
|
||||
//
|
||||
const int k_cbMaxGameServerGameDir = 32;
|
||||
const int k_cbMaxGameServerMapName = 32;
|
||||
const int k_cbMaxGameServerGameDescription = 64;
|
||||
const int k_cbMaxGameServerName = 64;
|
||||
const int k_cbMaxGameServerTags = 128;
|
||||
const int k_cbMaxGameServerGameData = 2048;
|
||||
|
||||
/// Store key/value pair used in matchmaking queries.
|
||||
///
|
||||
/// Actually, the name Key/Value is a bit misleading. The "key" is better
|
||||
/// understood as "filter operation code" and the "value" is the operand to this
|
||||
/// filter operation. The meaning of the operand depends upon the filter.
|
||||
struct MatchMakingKeyValuePair_t {
|
||||
MatchMakingKeyValuePair_t() { m_szKey[0] = m_szValue[0] = 0; }
|
||||
MatchMakingKeyValuePair_t(const char* pchKey, const char* pchValue)
|
||||
{
|
||||
strncpy(m_szKey, pchKey, sizeof(m_szKey)); // this is a public header, use basic c library string funcs only!
|
||||
m_szKey[sizeof(m_szKey) - 1] = '\0';
|
||||
strncpy(m_szValue, pchValue, sizeof(m_szValue));
|
||||
m_szValue[sizeof(m_szValue) - 1] = '\0';
|
||||
}
|
||||
char m_szKey[256];
|
||||
char m_szValue[256];
|
||||
};
|
||||
|
||||
enum EMatchMakingServerResponse {
|
||||
eServerResponded = 0,
|
||||
eServerFailedToRespond,
|
||||
eNoServersListedOnMasterServer // for the Internet query type, returned in response callback if no servers of this type match
|
||||
};
|
||||
|
||||
// servernetadr_t is all the addressing info the serverbrowser needs to know about a game server,
|
||||
// namely: its IP, its connection port, and its query port.
|
||||
class servernetadr_t {
|
||||
public:
|
||||
servernetadr_t()
|
||||
: m_usConnectionPort(0)
|
||||
, m_usQueryPort(0)
|
||||
, m_unIP(0)
|
||||
{
|
||||
}
|
||||
|
||||
void Init(unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort);
|
||||
#ifdef NETADR_H
|
||||
netadr_t GetIPAndQueryPort();
|
||||
#endif
|
||||
|
||||
// Access the query port.
|
||||
uint16 GetQueryPort() const;
|
||||
void SetQueryPort(uint16 usPort);
|
||||
|
||||
// Access the connection port.
|
||||
uint16 GetConnectionPort() const;
|
||||
void SetConnectionPort(uint16 usPort);
|
||||
|
||||
// Access the IP
|
||||
uint32 GetIP() const;
|
||||
void SetIP(uint32 unIP);
|
||||
|
||||
// This gets the 'a.b.c.d:port' string with the connection port (instead of the query port).
|
||||
const char* GetConnectionAddressString() const;
|
||||
const char* GetQueryAddressString() const;
|
||||
|
||||
// Comparison operators and functions.
|
||||
bool operator<(const servernetadr_t& netadr) const;
|
||||
void operator=(const servernetadr_t& that)
|
||||
{
|
||||
m_usConnectionPort = that.m_usConnectionPort;
|
||||
m_usQueryPort = that.m_usQueryPort;
|
||||
m_unIP = that.m_unIP;
|
||||
}
|
||||
|
||||
private:
|
||||
const char* ToString(uint32 unIP, uint16 usPort) const;
|
||||
uint16 m_usConnectionPort; // (in HOST byte order)
|
||||
uint16 m_usQueryPort;
|
||||
uint32 m_unIP;
|
||||
};
|
||||
|
||||
inline void servernetadr_t::Init(unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort)
|
||||
{
|
||||
m_unIP = ip;
|
||||
m_usQueryPort = usQueryPort;
|
||||
m_usConnectionPort = usConnectionPort;
|
||||
}
|
||||
|
||||
#ifdef NETADR_H
|
||||
inline netadr_t servernetadr_t::GetIPAndQueryPort()
|
||||
{
|
||||
return netadr_t(m_unIP, m_usQueryPort);
|
||||
}
|
||||
#endif
|
||||
|
||||
inline uint16 servernetadr_t::GetQueryPort() const
|
||||
{
|
||||
return m_usQueryPort;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetQueryPort(uint16 usPort)
|
||||
{
|
||||
m_usQueryPort = usPort;
|
||||
}
|
||||
|
||||
inline uint16 servernetadr_t::GetConnectionPort() const
|
||||
{
|
||||
return m_usConnectionPort;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetConnectionPort(uint16 usPort)
|
||||
{
|
||||
m_usConnectionPort = usPort;
|
||||
}
|
||||
|
||||
inline uint32 servernetadr_t::GetIP() const
|
||||
{
|
||||
return m_unIP;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetIP(uint32 unIP)
|
||||
{
|
||||
m_unIP = unIP;
|
||||
}
|
||||
|
||||
inline const char* servernetadr_t::ToString(uint32 unIP, uint16 usPort) const
|
||||
{
|
||||
static char s[4][64];
|
||||
static int nBuf = 0;
|
||||
unsigned char* ipByte = (unsigned char*)&unIP;
|
||||
#ifdef VALVE_BIG_ENDIAN
|
||||
_snprintf(s[nBuf], sizeof(s[nBuf]), "%u.%u.%u.%u:%i", (int)(ipByte[0]), (int)(ipByte[1]), (int)(ipByte[2]), (int)(ipByte[3]), usPort);
|
||||
#else
|
||||
_snprintf(s[nBuf], sizeof(s[nBuf]), "%u.%u.%u.%u:%i", (int)(ipByte[3]), (int)(ipByte[2]), (int)(ipByte[1]), (int)(ipByte[0]), usPort);
|
||||
#endif
|
||||
const char* pchRet = s[nBuf];
|
||||
++nBuf;
|
||||
nBuf %= ((sizeof(s) / sizeof(s[0])));
|
||||
return pchRet;
|
||||
}
|
||||
|
||||
inline const char* servernetadr_t::GetConnectionAddressString() const
|
||||
{
|
||||
return ToString(m_unIP, m_usConnectionPort);
|
||||
}
|
||||
|
||||
inline const char* servernetadr_t::GetQueryAddressString() const
|
||||
{
|
||||
return ToString(m_unIP, m_usQueryPort);
|
||||
}
|
||||
|
||||
inline bool servernetadr_t::operator<(const servernetadr_t& netadr) const
|
||||
{
|
||||
return (m_unIP < netadr.m_unIP) || (m_unIP == netadr.m_unIP && m_usQueryPort < netadr.m_usQueryPort);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Data describing a single server
|
||||
//-----------------------------------------------------------------------------
|
||||
class gameserveritem_t {
|
||||
public:
|
||||
gameserveritem_t();
|
||||
|
||||
const char* GetName() const;
|
||||
void SetName(const char* pName);
|
||||
|
||||
public:
|
||||
servernetadr_t m_NetAdr; ///< IP/Query Port/Connection Port for this server
|
||||
int m_nPing; ///< current ping time in milliseconds
|
||||
bool m_bHadSuccessfulResponse; ///< server has responded successfully in the past
|
||||
bool m_bDoNotRefresh; ///< server is marked as not responding and should no longer be refreshed
|
||||
char m_szGameDir[k_cbMaxGameServerGameDir]; ///< current game directory
|
||||
char m_szMap[k_cbMaxGameServerMapName]; ///< current map
|
||||
char m_szGameDescription[k_cbMaxGameServerGameDescription]; ///< game description
|
||||
uint32 m_nAppID; ///< Steam App ID of this server
|
||||
int m_nPlayers; ///< total number of players currently on the server. INCLUDES BOTS!!
|
||||
int m_nMaxPlayers; ///< Maximum players that can join this server
|
||||
int m_nBotPlayers; ///< Number of bots (i.e simulated players) on this server
|
||||
bool m_bPassword; ///< true if this server needs a password to join
|
||||
bool m_bSecure; ///< Is this server protected by VAC
|
||||
uint32 m_ulTimeLastPlayed; ///< time (in unix time) when this server was last played on (for favorite/history servers)
|
||||
int m_nServerVersion; ///< server version as reported to Steam
|
||||
|
||||
private:
|
||||
/// Game server name
|
||||
char m_szServerName[k_cbMaxGameServerName];
|
||||
|
||||
// For data added after SteamMatchMaking001 add it here
|
||||
public:
|
||||
/// the tags this server exposes
|
||||
char m_szGameTags[k_cbMaxGameServerTags];
|
||||
|
||||
/// steamID of the game server - invalid if it's doesn't have one (old server, or not connected to Steam)
|
||||
CSteamID m_steamID;
|
||||
};
|
||||
|
||||
inline gameserveritem_t::gameserveritem_t()
|
||||
{
|
||||
m_szGameDir[0] = m_szMap[0] = m_szGameDescription[0] = m_szServerName[0] = 0;
|
||||
m_bHadSuccessfulResponse = m_bDoNotRefresh = m_bPassword = m_bSecure = false;
|
||||
m_nPing = m_nAppID = m_nPlayers = m_nMaxPlayers = m_nBotPlayers = m_ulTimeLastPlayed = m_nServerVersion = 0;
|
||||
m_szGameTags[0] = 0;
|
||||
}
|
||||
|
||||
inline const char* gameserveritem_t::GetName() const
|
||||
{
|
||||
// Use the IP address as the name if nothing is set yet.
|
||||
if (m_szServerName[0] == 0)
|
||||
return m_NetAdr.GetConnectionAddressString();
|
||||
else
|
||||
return m_szServerName;
|
||||
}
|
||||
|
||||
inline void gameserveritem_t::SetName(const char* pName)
|
||||
{
|
||||
strncpy(m_szServerName, pName, sizeof(m_szServerName));
|
||||
m_szServerName[sizeof(m_szServerName) - 1] = '\0';
|
||||
}
|
||||
|
||||
#endif // MATCHMAKINGTYPES_H
|
||||
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#ifndef MATCHMAKINGTYPES_H
|
||||
#define MATCHMAKINGTYPES_H
|
||||
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#ifdef POSIX
|
||||
#ifndef _snprintf
|
||||
#define _snprintf snprintf
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
//
|
||||
// Max size (in bytes of UTF-8 data, not in characters) of server fields, including null terminator.
|
||||
// WARNING: These cannot be changed easily, without breaking clients using old interfaces.
|
||||
//
|
||||
const int k_cbMaxGameServerGameDir = 32;
|
||||
const int k_cbMaxGameServerMapName = 32;
|
||||
const int k_cbMaxGameServerGameDescription = 64;
|
||||
const int k_cbMaxGameServerName = 64;
|
||||
const int k_cbMaxGameServerTags = 128;
|
||||
const int k_cbMaxGameServerGameData = 2048;
|
||||
|
||||
/// Store key/value pair used in matchmaking queries.
|
||||
///
|
||||
/// Actually, the name Key/Value is a bit misleading. The "key" is better
|
||||
/// understood as "filter operation code" and the "value" is the operand to this
|
||||
/// filter operation. The meaning of the operand depends upon the filter.
|
||||
struct MatchMakingKeyValuePair_t
|
||||
{
|
||||
MatchMakingKeyValuePair_t() { m_szKey[0] = m_szValue[0] = 0; }
|
||||
MatchMakingKeyValuePair_t( const char *pchKey, const char *pchValue )
|
||||
{
|
||||
strncpy( m_szKey, pchKey, sizeof(m_szKey) ); // this is a public header, use basic c library string funcs only!
|
||||
m_szKey[ sizeof( m_szKey ) - 1 ] = '\0';
|
||||
strncpy( m_szValue, pchValue, sizeof(m_szValue) );
|
||||
m_szValue[ sizeof( m_szValue ) - 1 ] = '\0';
|
||||
}
|
||||
char m_szKey[ 256 ];
|
||||
char m_szValue[ 256 ];
|
||||
};
|
||||
|
||||
|
||||
enum EMatchMakingServerResponse
|
||||
{
|
||||
eServerResponded = 0,
|
||||
eServerFailedToRespond,
|
||||
eNoServersListedOnMasterServer // for the Internet query type, returned in response callback if no servers of this type match
|
||||
};
|
||||
|
||||
// servernetadr_t is all the addressing info the serverbrowser needs to know about a game server,
|
||||
// namely: its IP, its connection port, and its query port.
|
||||
class servernetadr_t
|
||||
{
|
||||
public:
|
||||
|
||||
servernetadr_t() : m_usConnectionPort( 0 ), m_usQueryPort( 0 ), m_unIP( 0 ) {}
|
||||
|
||||
void Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort );
|
||||
#ifdef NETADR_H
|
||||
netadr_t GetIPAndQueryPort();
|
||||
#endif
|
||||
|
||||
// Access the query port.
|
||||
uint16 GetQueryPort() const;
|
||||
void SetQueryPort( uint16 usPort );
|
||||
|
||||
// Access the connection port.
|
||||
uint16 GetConnectionPort() const;
|
||||
void SetConnectionPort( uint16 usPort );
|
||||
|
||||
// Access the IP
|
||||
uint32 GetIP() const;
|
||||
void SetIP( uint32 unIP );
|
||||
|
||||
// This gets the 'a.b.c.d:port' string with the connection port (instead of the query port).
|
||||
const char *GetConnectionAddressString() const;
|
||||
const char *GetQueryAddressString() const;
|
||||
|
||||
// Comparison operators and functions.
|
||||
bool operator<(const servernetadr_t &netadr) const;
|
||||
void operator=( const servernetadr_t &that )
|
||||
{
|
||||
m_usConnectionPort = that.m_usConnectionPort;
|
||||
m_usQueryPort = that.m_usQueryPort;
|
||||
m_unIP = that.m_unIP;
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
const char *ToString( uint32 unIP, uint16 usPort ) const;
|
||||
uint16 m_usConnectionPort; // (in HOST byte order)
|
||||
uint16 m_usQueryPort;
|
||||
uint32 m_unIP;
|
||||
};
|
||||
|
||||
|
||||
inline void servernetadr_t::Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort )
|
||||
{
|
||||
m_unIP = ip;
|
||||
m_usQueryPort = usQueryPort;
|
||||
m_usConnectionPort = usConnectionPort;
|
||||
}
|
||||
|
||||
#ifdef NETADR_H
|
||||
inline netadr_t servernetadr_t::GetIPAndQueryPort()
|
||||
{
|
||||
return netadr_t( m_unIP, m_usQueryPort );
|
||||
}
|
||||
#endif
|
||||
|
||||
inline uint16 servernetadr_t::GetQueryPort() const
|
||||
{
|
||||
return m_usQueryPort;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetQueryPort( uint16 usPort )
|
||||
{
|
||||
m_usQueryPort = usPort;
|
||||
}
|
||||
|
||||
inline uint16 servernetadr_t::GetConnectionPort() const
|
||||
{
|
||||
return m_usConnectionPort;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetConnectionPort( uint16 usPort )
|
||||
{
|
||||
m_usConnectionPort = usPort;
|
||||
}
|
||||
|
||||
inline uint32 servernetadr_t::GetIP() const
|
||||
{
|
||||
return m_unIP;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetIP( uint32 unIP )
|
||||
{
|
||||
m_unIP = unIP;
|
||||
}
|
||||
|
||||
inline const char *servernetadr_t::ToString( uint32 unIP, uint16 usPort ) const
|
||||
{
|
||||
static char s[4][64];
|
||||
static int nBuf = 0;
|
||||
unsigned char *ipByte = (unsigned char *)&unIP;
|
||||
#ifdef VALVE_BIG_ENDIAN
|
||||
_snprintf (s[nBuf], sizeof( s[nBuf] ), "%u.%u.%u.%u:%i", (int)(ipByte[0]), (int)(ipByte[1]), (int)(ipByte[2]), (int)(ipByte[3]), usPort );
|
||||
#else
|
||||
_snprintf (s[nBuf], sizeof( s[nBuf] ), "%u.%u.%u.%u:%i", (int)(ipByte[3]), (int)(ipByte[2]), (int)(ipByte[1]), (int)(ipByte[0]), usPort );
|
||||
#endif
|
||||
const char *pchRet = s[nBuf];
|
||||
++nBuf;
|
||||
nBuf %= ( (sizeof(s)/sizeof(s[0])) );
|
||||
return pchRet;
|
||||
}
|
||||
|
||||
inline const char* servernetadr_t::GetConnectionAddressString() const
|
||||
{
|
||||
return ToString( m_unIP, m_usConnectionPort );
|
||||
}
|
||||
|
||||
inline const char* servernetadr_t::GetQueryAddressString() const
|
||||
{
|
||||
return ToString( m_unIP, m_usQueryPort );
|
||||
}
|
||||
|
||||
inline bool servernetadr_t::operator<(const servernetadr_t &netadr) const
|
||||
{
|
||||
return ( m_unIP < netadr.m_unIP ) || ( m_unIP == netadr.m_unIP && m_usQueryPort < netadr.m_usQueryPort );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Data describing a single server
|
||||
//-----------------------------------------------------------------------------
|
||||
class gameserveritem_t
|
||||
{
|
||||
public:
|
||||
gameserveritem_t();
|
||||
|
||||
const char* GetName() const;
|
||||
void SetName( const char *pName );
|
||||
|
||||
public:
|
||||
servernetadr_t m_NetAdr; ///< IP/Query Port/Connection Port for this server
|
||||
int m_nPing; ///< current ping time in milliseconds
|
||||
bool m_bHadSuccessfulResponse; ///< server has responded successfully in the past
|
||||
bool m_bDoNotRefresh; ///< server is marked as not responding and should no longer be refreshed
|
||||
char m_szGameDir[k_cbMaxGameServerGameDir]; ///< current game directory
|
||||
char m_szMap[k_cbMaxGameServerMapName]; ///< current map
|
||||
char m_szGameDescription[k_cbMaxGameServerGameDescription]; ///< game description
|
||||
uint32 m_nAppID; ///< Steam App ID of this server
|
||||
int m_nPlayers; ///< total number of players currently on the server. INCLUDES BOTS!!
|
||||
int m_nMaxPlayers; ///< Maximum players that can join this server
|
||||
int m_nBotPlayers; ///< Number of bots (i.e simulated players) on this server
|
||||
bool m_bPassword; ///< true if this server needs a password to join
|
||||
bool m_bSecure; ///< Is this server protected by VAC
|
||||
uint32 m_ulTimeLastPlayed; ///< time (in unix time) when this server was last played on (for favorite/history servers)
|
||||
int m_nServerVersion; ///< server version as reported to Steam
|
||||
|
||||
private:
|
||||
|
||||
/// Game server name
|
||||
char m_szServerName[k_cbMaxGameServerName];
|
||||
|
||||
// For data added after SteamMatchMaking001 add it here
|
||||
public:
|
||||
/// the tags this server exposes
|
||||
char m_szGameTags[k_cbMaxGameServerTags];
|
||||
|
||||
/// steamID of the game server - invalid if it's doesn't have one (old server, or not connected to Steam)
|
||||
CSteamID m_steamID;
|
||||
};
|
||||
|
||||
|
||||
inline gameserveritem_t::gameserveritem_t()
|
||||
{
|
||||
m_szGameDir[0] = m_szMap[0] = m_szGameDescription[0] = m_szServerName[0] = 0;
|
||||
m_bHadSuccessfulResponse = m_bDoNotRefresh = m_bPassword = m_bSecure = false;
|
||||
m_nPing = m_nAppID = m_nPlayers = m_nMaxPlayers = m_nBotPlayers = m_ulTimeLastPlayed = m_nServerVersion = 0;
|
||||
m_szGameTags[0] = 0;
|
||||
}
|
||||
|
||||
inline const char* gameserveritem_t::GetName() const
|
||||
{
|
||||
// Use the IP address as the name if nothing is set yet.
|
||||
if ( m_szServerName[0] == 0 )
|
||||
return m_NetAdr.GetConnectionAddressString();
|
||||
else
|
||||
return m_szServerName;
|
||||
}
|
||||
|
||||
inline void gameserveritem_t::SetName( const char *pName )
|
||||
{
|
||||
strncpy( m_szServerName, pName, sizeof( m_szServerName ) );
|
||||
m_szServerName[ sizeof( m_szServerName ) - 1 ] = '\0';
|
||||
}
|
||||
|
||||
|
||||
#endif // MATCHMAKINGTYPES_H
|
||||
|
@ -1,294 +1,297 @@
|
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// This header includes *all* of the interfaces and callback structures
|
||||
// in the Steamworks SDK, and some high level functions to control the SDK
|
||||
// (init, shutdown, etc) that you probably only need in one or two files.
|
||||
//
|
||||
// To save your compile times, we recommend that you not include this file
|
||||
// in header files. Instead, include the specific headers for the interfaces
|
||||
// and callback structures you need. The one file you might consider including
|
||||
// in your precompiled header (e.g. stdafx.h) is steam_api_common.h
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_API_H
|
||||
#define STEAM_API_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
// Basic stuff
|
||||
#include "steam_api_common.h"
|
||||
|
||||
// All of the interfaces
|
||||
#include "isteamapplist.h"
|
||||
#include "isteamapps.h"
|
||||
#include "isteamclient.h"
|
||||
#include "isteamcontroller.h"
|
||||
#include "isteamfriends.h"
|
||||
#include "isteamhtmlsurface.h"
|
||||
#include "isteamhttp.h"
|
||||
#include "isteaminput.h"
|
||||
#include "isteaminventory.h"
|
||||
#include "isteammatchmaking.h"
|
||||
#include "isteammusic.h"
|
||||
#include "isteammusicremote.h"
|
||||
#include "isteamnetworking.h"
|
||||
#include "isteamnetworkingmessages.h"
|
||||
#include "isteamnetworkingsockets.h"
|
||||
#include "isteamnetworkingutils.h"
|
||||
#include "isteamparentalsettings.h"
|
||||
#include "isteamremoteplay.h"
|
||||
#include "isteamremotestorage.h"
|
||||
#include "isteamscreenshots.h"
|
||||
#include "isteamugc.h"
|
||||
#include "isteamuser.h"
|
||||
#include "isteamuserstats.h"
|
||||
#include "isteamutils.h"
|
||||
#include "isteamvideo.h"
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// Steam API setup & shutdown
|
||||
//
|
||||
// These functions manage loading, initializing and shutdown of the steamclient.dll
|
||||
//
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// SteamAPI_Init must be called before using any other API functions. If it fails, an
|
||||
// error message will be output to the debugger (or stderr) with further information.
|
||||
S_API bool S_CALLTYPE SteamAPI_Init();
|
||||
|
||||
// SteamAPI_Shutdown should be called during process shutdown if possible.
|
||||
S_API void S_CALLTYPE SteamAPI_Shutdown();
|
||||
|
||||
// SteamAPI_RestartAppIfNecessary ensures that your executable was launched through Steam.
|
||||
//
|
||||
// Returns true if the current process should terminate. Steam is now re-launching your application.
|
||||
//
|
||||
// Returns false if no action needs to be taken. This means that your executable was started through
|
||||
// the Steam client, or a steam_appid.txt file is present in your game's directory (for development).
|
||||
// Your current process should continue if false is returned.
|
||||
//
|
||||
// NOTE: If you use the Steam DRM wrapper on your primary executable file, this check is unnecessary
|
||||
// since the DRM wrapper will ensure that your application was launched properly through Steam.
|
||||
S_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary(uint32 unOwnAppID);
|
||||
|
||||
// Many Steam API functions allocate a small amount of thread-local memory for parameter storage.
|
||||
// SteamAPI_ReleaseCurrentThreadMemory() will free API memory associated with the calling thread.
|
||||
// This function is also called automatically by SteamAPI_RunCallbacks(), so a single-threaded
|
||||
// program never needs to explicitly call this function.
|
||||
S_API void S_CALLTYPE SteamAPI_ReleaseCurrentThreadMemory();
|
||||
|
||||
// crash dump recording functions
|
||||
S_API void S_CALLTYPE SteamAPI_WriteMiniDump(uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID);
|
||||
S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment(const char* pchMsg);
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steamclient.dll private wrapper functions
|
||||
//
|
||||
// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// SteamAPI_IsSteamRunning() returns true if Steam is currently running
|
||||
S_API bool S_CALLTYPE SteamAPI_IsSteamRunning();
|
||||
|
||||
// returns the filename path of the current running Steam process, used if you need to load an explicit steam dll by name.
|
||||
// DEPRECATED - implementation is Windows only, and the path returned is a UTF-8 string which must be converted to UTF-16 for use with Win32 APIs
|
||||
S_API const char* SteamAPI_GetSteamInstallPath();
|
||||
|
||||
// sets whether or not Steam_RunCallbacks() should do a try {} catch (...) {} around calls to issuing callbacks
|
||||
// This is ignored if you are using the manual callback dispatch method
|
||||
S_API void SteamAPI_SetTryCatchCallbacks(bool bTryCatchCallbacks);
|
||||
|
||||
#if defined(VERSION_SAFE_STEAM_API_INTERFACES)
|
||||
// exists only for backwards compat with code written against older SDKs
|
||||
S_API bool S_CALLTYPE SteamAPI_InitSafe();
|
||||
#endif
|
||||
|
||||
#if defined(USE_BREAKPAD_HANDLER) || defined(STEAM_API_EXPORTS)
|
||||
// this should be called before the game initialized the steam APIs
|
||||
// pchDate should be of the format "Mmm dd yyyy" (such as from the __ DATE __ macro )
|
||||
// pchTime should be of the format "hh:mm:ss" (such as from the __ TIME __ macro )
|
||||
// bFullMemoryDumps (Win32 only) -- writes out a uuid-full.dmp in the client/dumps folder
|
||||
// pvContext-- can be NULL, will be the void * context passed into m_pfnPreMinidumpCallback
|
||||
// PFNPreMinidumpCallback m_pfnPreMinidumpCallback -- optional callback which occurs just before a .dmp file is written during a crash. Applications can hook this to allow adding additional information into the .dmp comment stream.
|
||||
S_API void S_CALLTYPE SteamAPI_UseBreakpadCrashHandler(char const* pchVersion, char const* pchDate, char const* pchTime, bool bFullMemoryDumps, void* pvContext, PFNPreMinidumpCallback m_pfnPreMinidumpCallback);
|
||||
S_API void S_CALLTYPE SteamAPI_SetBreakpadAppID(uint32 unAppID);
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
//
|
||||
// Manual callback loop
|
||||
//
|
||||
// An alternative method for dispatching callbacks. Similar to a windows message loop.
|
||||
//
|
||||
// If you use the manual callback dispatch, you must NOT use:
|
||||
//
|
||||
// - SteamAPI_RunCallbacks or SteamGameServer_RunCallbacks
|
||||
// - STEAM_CALLBACK, CCallResult, CCallback, or CCallbackManual
|
||||
//
|
||||
// Here is the basic template for replacing SteamAPI_RunCallbacks() with manual dispatch
|
||||
/*
|
||||
|
||||
HSteamPipe hSteamPipe = SteamAPI_GetHSteamPipe(); // See also SteamGameServer_GetHSteamPipe()
|
||||
SteamAPI_ManualDispatch_RunFrame( hSteamPipe )
|
||||
CallbackMsg_t callback;
|
||||
while ( SteamAPI_ManualDispatch_GetNextCallback( hSteamPipe, &callback ) )
|
||||
{
|
||||
// Check for dispatching API call results
|
||||
if ( callback.m_iCallback == SteamAPICallCompleted_t::k_iCallback )
|
||||
{
|
||||
SteamAPICallCompleted_t *pCallCompleted = (SteamAPICallCompleted_t *)callback.
|
||||
void *pTmpCallResult = malloc( pCallback->m_cubParam );
|
||||
bool bFailed;
|
||||
if ( SteamAPI_ManualDispatch_GetAPICallResult( hSteamPipe, pCallCompleted->m_hAsyncCall, pTmpCallResult, pCallback->m_cubParam, pCallback->m_iCallback, &bFailed ) )
|
||||
{
|
||||
// Dispatch the call result to the registered handler(s) for the
|
||||
// call identified by pCallCompleted->m_hAsyncCall
|
||||
}
|
||||
free( pTmpCallResult );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Look at callback.m_iCallback to see what kind of callback it is,
|
||||
// and dispatch to appropriate handler(s)
|
||||
}
|
||||
SteamAPI_ManualDispatch_FreeLastCallback( hSteamPipe );
|
||||
}
|
||||
|
||||
*/
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
/// Inform the API that you wish to use manual event dispatch. This must be called after SteamAPI_Init, but before
|
||||
/// you use any of the other manual dispatch functions below.
|
||||
S_API void S_CALLTYPE SteamAPI_ManualDispatch_Init();
|
||||
|
||||
/// Perform certain periodic actions that need to be performed.
|
||||
S_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame(HSteamPipe hSteamPipe);
|
||||
|
||||
/// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned
|
||||
/// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback
|
||||
/// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again.
|
||||
S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback(HSteamPipe hSteamPipe, CallbackMsg_t* pCallbackMsg);
|
||||
|
||||
/// You must call this after dispatching the callback, if SteamAPI_ManualDispatch_GetNextCallback returns true.
|
||||
S_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback(HSteamPipe hSteamPipe);
|
||||
|
||||
/// Return the call result for the specified call on the specified pipe. You really should
|
||||
/// only call this in a handler for SteamAPICallCompleted_t callback.
|
||||
S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult(HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void* pCallback, int cubCallback, int iCallbackExpected, bool* pbFailed);
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
//
|
||||
// CSteamAPIContext
|
||||
//
|
||||
// Deprecated! This is not necessary any more. Please use the global accessors directly
|
||||
//
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
#ifndef STEAM_API_EXPORTS
|
||||
|
||||
inline bool CSteamAPIContext::Init()
|
||||
{
|
||||
m_pSteamClient = ::SteamClient();
|
||||
if (!m_pSteamClient)
|
||||
return false;
|
||||
|
||||
m_pSteamUser = ::SteamUser();
|
||||
if (!m_pSteamUser)
|
||||
return false;
|
||||
|
||||
m_pSteamFriends = ::SteamFriends();
|
||||
if (!m_pSteamFriends)
|
||||
return false;
|
||||
|
||||
m_pSteamUtils = ::SteamUtils();
|
||||
if (!m_pSteamUtils)
|
||||
return false;
|
||||
|
||||
m_pSteamMatchmaking = ::SteamMatchmaking();
|
||||
if (!m_pSteamMatchmaking)
|
||||
return false;
|
||||
|
||||
m_pSteamGameSearch = ::SteamGameSearch();
|
||||
if (!m_pSteamGameSearch)
|
||||
return false;
|
||||
|
||||
#if !defined(IOSALL) // Not yet supported on iOS.
|
||||
m_pSteamMatchmakingServers = ::SteamMatchmakingServers();
|
||||
if (!m_pSteamMatchmakingServers)
|
||||
return false;
|
||||
#endif
|
||||
|
||||
m_pSteamUserStats = ::SteamUserStats();
|
||||
if (!m_pSteamUserStats)
|
||||
return false;
|
||||
|
||||
m_pSteamApps = ::SteamApps();
|
||||
if (!m_pSteamApps)
|
||||
return false;
|
||||
|
||||
m_pSteamNetworking = ::SteamNetworking();
|
||||
if (!m_pSteamNetworking)
|
||||
return false;
|
||||
|
||||
m_pSteamRemoteStorage = ::SteamRemoteStorage();
|
||||
if (!m_pSteamRemoteStorage)
|
||||
return false;
|
||||
|
||||
m_pSteamScreenshots = ::SteamScreenshots();
|
||||
if (!m_pSteamScreenshots)
|
||||
return false;
|
||||
|
||||
m_pSteamHTTP = ::SteamHTTP();
|
||||
if (!m_pSteamHTTP)
|
||||
return false;
|
||||
|
||||
m_pController = ::SteamController();
|
||||
if (!m_pController)
|
||||
return false;
|
||||
|
||||
m_pSteamUGC = ::SteamUGC();
|
||||
if (!m_pSteamUGC)
|
||||
return false;
|
||||
|
||||
m_pSteamAppList = ::SteamAppList();
|
||||
if (!m_pSteamAppList)
|
||||
return false;
|
||||
|
||||
m_pSteamMusic = ::SteamMusic();
|
||||
if (!m_pSteamMusic)
|
||||
return false;
|
||||
|
||||
m_pSteamMusicRemote = ::SteamMusicRemote();
|
||||
if (!m_pSteamMusicRemote)
|
||||
return false;
|
||||
|
||||
#if !defined(ANDROID) && !defined(IOSALL) // Not yet supported on Android or ios.
|
||||
m_pSteamHTMLSurface = ::SteamHTMLSurface();
|
||||
if (!m_pSteamHTMLSurface)
|
||||
return false;
|
||||
#endif
|
||||
|
||||
m_pSteamInventory = ::SteamInventory();
|
||||
if (!m_pSteamInventory)
|
||||
return false;
|
||||
|
||||
m_pSteamVideo = ::SteamVideo();
|
||||
if (!m_pSteamVideo)
|
||||
return false;
|
||||
|
||||
m_pSteamParentalSettings = ::SteamParentalSettings();
|
||||
if (!m_pSteamParentalSettings)
|
||||
return false;
|
||||
|
||||
m_pSteamInput = ::SteamInput();
|
||||
if (!m_pSteamInput)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#endif // STEAM_API_H
|
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// This header includes *all* of the interfaces and callback structures
|
||||
// in the Steamworks SDK, and some high level functions to control the SDK
|
||||
// (init, shutdown, etc) that you probably only need in one or two files.
|
||||
//
|
||||
// To save your compile times, we recommend that you not include this file
|
||||
// in header files. Instead, include the specific headers for the interfaces
|
||||
// and callback structures you need. The one file you might consider including
|
||||
// in your precompiled header (e.g. stdafx.h) is steam_api_common.h
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_API_H
|
||||
#define STEAM_API_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
// Basic stuff
|
||||
#include "steam_api_common.h"
|
||||
|
||||
// All of the interfaces
|
||||
#include "isteamclient.h"
|
||||
#include "isteamuser.h"
|
||||
#include "isteamfriends.h"
|
||||
#include "isteamutils.h"
|
||||
#include "isteammatchmaking.h"
|
||||
#include "isteamuserstats.h"
|
||||
#include "isteamapps.h"
|
||||
#include "isteamnetworking.h"
|
||||
#include "isteamremotestorage.h"
|
||||
#include "isteamscreenshots.h"
|
||||
#include "isteammusic.h"
|
||||
#include "isteammusicremote.h"
|
||||
#include "isteamhttp.h"
|
||||
#include "isteamcontroller.h"
|
||||
#include "isteamugc.h"
|
||||
#include "isteamapplist.h"
|
||||
#include "isteamhtmlsurface.h"
|
||||
#include "isteaminventory.h"
|
||||
#include "isteamvideo.h"
|
||||
#include "isteamparentalsettings.h"
|
||||
#include "isteaminput.h"
|
||||
#include "isteamremoteplay.h"
|
||||
#include "isteamnetworkingmessages.h"
|
||||
#include "isteamnetworkingsockets.h"
|
||||
#include "isteamnetworkingutils.h"
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// Steam API setup & shutdown
|
||||
//
|
||||
// These functions manage loading, initializing and shutdown of the steamclient.dll
|
||||
//
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
|
||||
// SteamAPI_Init must be called before using any other API functions. If it fails, an
|
||||
// error message will be output to the debugger (or stderr) with further information.
|
||||
S_API bool S_CALLTYPE SteamAPI_Init();
|
||||
|
||||
// SteamAPI_Shutdown should be called during process shutdown if possible.
|
||||
S_API void S_CALLTYPE SteamAPI_Shutdown();
|
||||
|
||||
// SteamAPI_RestartAppIfNecessary ensures that your executable was launched through Steam.
|
||||
//
|
||||
// Returns true if the current process should terminate. Steam is now re-launching your application.
|
||||
//
|
||||
// Returns false if no action needs to be taken. This means that your executable was started through
|
||||
// the Steam client, or a steam_appid.txt file is present in your game's directory (for development).
|
||||
// Your current process should continue if false is returned.
|
||||
//
|
||||
// NOTE: If you use the Steam DRM wrapper on your primary executable file, this check is unnecessary
|
||||
// since the DRM wrapper will ensure that your application was launched properly through Steam.
|
||||
S_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID );
|
||||
|
||||
// Many Steam API functions allocate a small amount of thread-local memory for parameter storage.
|
||||
// SteamAPI_ReleaseCurrentThreadMemory() will free API memory associated with the calling thread.
|
||||
// This function is also called automatically by SteamAPI_RunCallbacks(), so a single-threaded
|
||||
// program never needs to explicitly call this function.
|
||||
S_API void S_CALLTYPE SteamAPI_ReleaseCurrentThreadMemory();
|
||||
|
||||
|
||||
// crash dump recording functions
|
||||
S_API void S_CALLTYPE SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID );
|
||||
S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment( const char *pchMsg );
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steamclient.dll private wrapper functions
|
||||
//
|
||||
// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// SteamAPI_IsSteamRunning() returns true if Steam is currently running
|
||||
S_API bool S_CALLTYPE SteamAPI_IsSteamRunning();
|
||||
|
||||
// returns the filename path of the current running Steam process, used if you need to load an explicit steam dll by name.
|
||||
// DEPRECATED - implementation is Windows only, and the path returned is a UTF-8 string which must be converted to UTF-16 for use with Win32 APIs
|
||||
S_API const char *SteamAPI_GetSteamInstallPath();
|
||||
|
||||
// sets whether or not Steam_RunCallbacks() should do a try {} catch (...) {} around calls to issuing callbacks
|
||||
// This is ignored if you are using the manual callback dispatch method
|
||||
S_API void SteamAPI_SetTryCatchCallbacks( bool bTryCatchCallbacks );
|
||||
|
||||
#if defined( VERSION_SAFE_STEAM_API_INTERFACES )
|
||||
// exists only for backwards compat with code written against older SDKs
|
||||
S_API bool S_CALLTYPE SteamAPI_InitSafe();
|
||||
#endif
|
||||
|
||||
#if defined(USE_BREAKPAD_HANDLER) || defined(STEAM_API_EXPORTS)
|
||||
// this should be called before the game initialized the steam APIs
|
||||
// pchDate should be of the format "Mmm dd yyyy" (such as from the __ DATE __ macro )
|
||||
// pchTime should be of the format "hh:mm:ss" (such as from the __ TIME __ macro )
|
||||
// bFullMemoryDumps (Win32 only) -- writes out a uuid-full.dmp in the client/dumps folder
|
||||
// pvContext-- can be NULL, will be the void * context passed into m_pfnPreMinidumpCallback
|
||||
// PFNPreMinidumpCallback m_pfnPreMinidumpCallback -- optional callback which occurs just before a .dmp file is written during a crash. Applications can hook this to allow adding additional information into the .dmp comment stream.
|
||||
S_API void S_CALLTYPE SteamAPI_UseBreakpadCrashHandler( char const *pchVersion, char const *pchDate, char const *pchTime, bool bFullMemoryDumps, void *pvContext, PFNPreMinidumpCallback m_pfnPreMinidumpCallback );
|
||||
S_API void S_CALLTYPE SteamAPI_SetBreakpadAppID( uint32 unAppID );
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
//
|
||||
// Manual callback loop
|
||||
//
|
||||
// An alternative method for dispatching callbacks. Similar to a windows message loop.
|
||||
//
|
||||
// If you use the manual callback dispatch, you must NOT use:
|
||||
//
|
||||
// - SteamAPI_RunCallbacks or SteamGameServer_RunCallbacks
|
||||
// - STEAM_CALLBACK, CCallResult, CCallback, or CCallbackManual
|
||||
//
|
||||
// Here is the basic template for replacing SteamAPI_RunCallbacks() with manual dispatch
|
||||
/*
|
||||
|
||||
HSteamPipe hSteamPipe = SteamAPI_GetHSteamPipe(); // See also SteamGameServer_GetHSteamPipe()
|
||||
SteamAPI_ManualDispatch_RunFrame( hSteamPipe )
|
||||
CallbackMsg_t callback;
|
||||
while ( SteamAPI_ManualDispatch_GetNextCallback( hSteamPipe, &callback ) )
|
||||
{
|
||||
// Check for dispatching API call results
|
||||
if ( callback.m_iCallback == SteamAPICallCompleted_t::k_iCallback )
|
||||
{
|
||||
SteamAPICallCompleted_t *pCallCompleted = (SteamAPICallCompleted_t *)callback.
|
||||
void *pTmpCallResult = malloc( pCallback->m_cubParam );
|
||||
bool bFailed;
|
||||
if ( SteamAPI_ManualDispatch_GetAPICallResult( hSteamPipe, pCallCompleted->m_hAsyncCall, pTmpCallResult, pCallback->m_cubParam, pCallback->m_iCallback, &bFailed ) )
|
||||
{
|
||||
// Dispatch the call result to the registered handler(s) for the
|
||||
// call identified by pCallCompleted->m_hAsyncCall
|
||||
}
|
||||
free( pTmpCallResult );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Look at callback.m_iCallback to see what kind of callback it is,
|
||||
// and dispatch to appropriate handler(s)
|
||||
}
|
||||
SteamAPI_ManualDispatch_FreeLastCallback( hSteamPipe );
|
||||
}
|
||||
|
||||
*/
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
/// Inform the API that you wish to use manual event dispatch. This must be called after SteamAPI_Init, but before
|
||||
/// you use any of the other manual dispatch functions below.
|
||||
S_API void S_CALLTYPE SteamAPI_ManualDispatch_Init();
|
||||
|
||||
/// Perform certain periodic actions that need to be performed.
|
||||
S_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame( HSteamPipe hSteamPipe );
|
||||
|
||||
/// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned
|
||||
/// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback
|
||||
/// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again.
|
||||
S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg );
|
||||
|
||||
/// You must call this after dispatching the callback, if SteamAPI_ManualDispatch_GetNextCallback returns true.
|
||||
S_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback( HSteamPipe hSteamPipe );
|
||||
|
||||
/// Return the call result for the specified call on the specified pipe. You really should
|
||||
/// only call this in a handler for SteamAPICallCompleted_t callback.
|
||||
S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed );
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
//
|
||||
// CSteamAPIContext
|
||||
//
|
||||
// Deprecated! This is not necessary any more. Please use the global accessors directly
|
||||
//
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
#ifndef STEAM_API_EXPORTS
|
||||
|
||||
inline bool CSteamAPIContext::Init()
|
||||
{
|
||||
m_pSteamClient = ::SteamClient();
|
||||
if ( !m_pSteamClient )
|
||||
return false;
|
||||
|
||||
m_pSteamUser = ::SteamUser();
|
||||
if ( !m_pSteamUser )
|
||||
return false;
|
||||
|
||||
m_pSteamFriends = ::SteamFriends();
|
||||
if ( !m_pSteamFriends )
|
||||
return false;
|
||||
|
||||
m_pSteamUtils = ::SteamUtils();
|
||||
if ( !m_pSteamUtils )
|
||||
return false;
|
||||
|
||||
m_pSteamMatchmaking = ::SteamMatchmaking();
|
||||
if ( !m_pSteamMatchmaking )
|
||||
return false;
|
||||
|
||||
m_pSteamGameSearch = ::SteamGameSearch();
|
||||
if ( !m_pSteamGameSearch )
|
||||
return false;
|
||||
|
||||
#if !defined( IOSALL) // Not yet supported on iOS.
|
||||
m_pSteamMatchmakingServers = ::SteamMatchmakingServers();
|
||||
if ( !m_pSteamMatchmakingServers )
|
||||
return false;
|
||||
#endif
|
||||
|
||||
m_pSteamUserStats = ::SteamUserStats();
|
||||
if ( !m_pSteamUserStats )
|
||||
return false;
|
||||
|
||||
m_pSteamApps = ::SteamApps();
|
||||
if ( !m_pSteamApps )
|
||||
return false;
|
||||
|
||||
m_pSteamNetworking = ::SteamNetworking();
|
||||
if ( !m_pSteamNetworking )
|
||||
return false;
|
||||
|
||||
m_pSteamRemoteStorage = ::SteamRemoteStorage();
|
||||
if ( !m_pSteamRemoteStorage )
|
||||
return false;
|
||||
|
||||
m_pSteamScreenshots = ::SteamScreenshots();
|
||||
if ( !m_pSteamScreenshots )
|
||||
return false;
|
||||
|
||||
m_pSteamHTTP = ::SteamHTTP();
|
||||
if ( !m_pSteamHTTP )
|
||||
return false;
|
||||
|
||||
m_pController = ::SteamController();
|
||||
if ( !m_pController )
|
||||
return false;
|
||||
|
||||
m_pSteamUGC = ::SteamUGC();
|
||||
if ( !m_pSteamUGC )
|
||||
return false;
|
||||
|
||||
m_pSteamAppList = ::SteamAppList();
|
||||
if ( !m_pSteamAppList )
|
||||
return false;
|
||||
|
||||
m_pSteamMusic = ::SteamMusic();
|
||||
if ( !m_pSteamMusic )
|
||||
return false;
|
||||
|
||||
m_pSteamMusicRemote = ::SteamMusicRemote();
|
||||
if ( !m_pSteamMusicRemote )
|
||||
return false;
|
||||
|
||||
#if !defined( ANDROID ) && !defined( IOSALL) // Not yet supported on Android or ios.
|
||||
m_pSteamHTMLSurface = ::SteamHTMLSurface();
|
||||
if ( !m_pSteamHTMLSurface )
|
||||
return false;
|
||||
#endif
|
||||
|
||||
m_pSteamInventory = ::SteamInventory();
|
||||
if ( !m_pSteamInventory )
|
||||
return false;
|
||||
|
||||
m_pSteamVideo = ::SteamVideo();
|
||||
if ( !m_pSteamVideo )
|
||||
return false;
|
||||
|
||||
m_pSteamParentalSettings = ::SteamParentalSettings();
|
||||
if ( !m_pSteamParentalSettings )
|
||||
return false;
|
||||
|
||||
m_pSteamInput = ::SteamInput();
|
||||
if ( !m_pSteamInput )
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#endif // STEAM_API_H
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,243 +1,235 @@
|
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// Steamworks SDK minimal include
|
||||
//
|
||||
// Defines the minimal set of things we need to use any single interface
|
||||
// or register for any callback.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_API_COMMON_H
|
||||
#define STEAM_API_COMMON_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steamclientpublic.h"
|
||||
#include "steamtypes.h"
|
||||
|
||||
// S_API defines the linkage and calling conventions for steam_api.dll exports
|
||||
#if defined(_WIN32) && !defined(_X360)
|
||||
#if defined(STEAM_API_EXPORTS)
|
||||
#define S_API extern "C" __declspec(dllexport)
|
||||
#elif defined(STEAM_API_NODLL)
|
||||
#define S_API extern "C"
|
||||
#else
|
||||
#define S_API extern "C" __declspec(dllimport)
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#elif defined(GNUC)
|
||||
#if defined(STEAM_API_EXPORTS)
|
||||
#define S_API extern "C" __attribute__((visibility("default")))
|
||||
#else
|
||||
#define S_API extern "C"
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#else // !WIN32
|
||||
#if defined(STEAM_API_EXPORTS)
|
||||
#define S_API extern "C"
|
||||
#else
|
||||
#define S_API extern "C"
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#endif
|
||||
|
||||
#if (defined(STEAM_API_EXPORTS) || defined(STEAM_API_NODLL)) && !defined(API_GEN)
|
||||
#define STEAM_PRIVATE_API(...) __VA_ARGS__
|
||||
#elif defined(STEAM_API_EXPORTS) && defined(API_GEN)
|
||||
#define STEAM_PRIVATE_API(...)
|
||||
#else
|
||||
#define STEAM_PRIVATE_API(...) \
|
||||
protected: \
|
||||
__VA_ARGS__ public:
|
||||
#endif
|
||||
|
||||
// handle to a communication pipe to the Steam client
|
||||
typedef int32 HSteamPipe;
|
||||
// handle to single instance of a steam user
|
||||
typedef int32 HSteamUser;
|
||||
// function prototype
|
||||
#if defined(POSIX)
|
||||
#define __cdecl
|
||||
#endif
|
||||
extern "C" typedef void(__cdecl* SteamAPIWarningMessageHook_t)(int, const char*);
|
||||
extern "C" typedef uint32 (*SteamAPI_CheckCallbackRegistered_t)(int iCallbackNum);
|
||||
#if defined(__SNC__)
|
||||
#pragma diag_suppress = 1700 // warning 1700: class "%s" has virtual functions but non-virtual destructor
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steam callback and call-result helpers
|
||||
//
|
||||
// The following macros and classes are used to register your application for
|
||||
// callbacks and call-results, which are delivered in a predictable manner.
|
||||
//
|
||||
// STEAM_CALLBACK macros are meant for use inside of a C++ class definition.
|
||||
// They map a Steam notification callback directly to a class member function
|
||||
// which is automatically prototyped as "void func( callback_type *pParam )".
|
||||
//
|
||||
// CCallResult is used with specific Steam APIs that return "result handles".
|
||||
// The handle can be passed to a CCallResult object's Set function, along with
|
||||
// an object pointer and member-function pointer. The member function will
|
||||
// be executed once the results of the Steam API call are available.
|
||||
//
|
||||
// CCallback and CCallbackManual classes can be used instead of STEAM_CALLBACK
|
||||
// macros if you require finer control over registration and unregistration.
|
||||
//
|
||||
// Callbacks and call-results are queued automatically and are only
|
||||
// delivered/executed when your application calls SteamAPI_RunCallbacks().
|
||||
//
|
||||
// Note that there is an alternative, lower level callback dispatch mechanism.
|
||||
// See SteamAPI_ManualDispatch_Init
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// Dispatch all queued Steamworks callbacks.
|
||||
//
|
||||
// This is safe to call from multiple threads simultaneously,
|
||||
// but if you choose to do this, callback code could be executed on any thread.
|
||||
// One alternative is to call SteamAPI_RunCallbacks from the main thread only,
|
||||
// and call SteamAPI_ReleaseCurrentThreadMemory regularly on other threads.
|
||||
S_API void S_CALLTYPE SteamAPI_RunCallbacks();
|
||||
|
||||
// Declares a callback member function plus a helper member variable which
|
||||
// registers the callback on object creation and unregisters on destruction.
|
||||
// The optional fourth 'var' param exists only for backwards-compatibility
|
||||
// and can be ignored.
|
||||
#define STEAM_CALLBACK(thisclass, func, ... /*callback_type, [deprecated] var*/) \
|
||||
_STEAM_CALLBACK_SELECT((__VA_ARGS__, 4, 3), (/**/, thisclass, func, __VA_ARGS__))
|
||||
|
||||
// Declares a callback function and a named CCallbackManual variable which
|
||||
// has Register and Unregister functions instead of automatic registration.
|
||||
#define STEAM_CALLBACK_MANUAL(thisclass, func, callback_type, var) \
|
||||
CCallbackManual<thisclass, callback_type> var; \
|
||||
void func(callback_type* pParam)
|
||||
|
||||
// Dispatch callbacks relevant to the gameserver client and interfaces.
|
||||
// To register for these, you need to use STEAM_GAMESERVER_CALLBACK.
|
||||
// (Or call SetGameserverFlag on your CCallbackBase object.)
|
||||
S_API void S_CALLTYPE SteamGameServer_RunCallbacks();
|
||||
|
||||
// Same as STEAM_CALLBACK, but for callbacks on the gameserver interface.
|
||||
// These will be dispatched during SteamGameServer_RunCallbacks
|
||||
#define STEAM_GAMESERVER_CALLBACK(thisclass, func, /*callback_type, [deprecated] var*/...) \
|
||||
_STEAM_CALLBACK_SELECT((__VA_ARGS__, GS, 3), (this->SetGameserverFlag();, thisclass, func, __VA_ARGS__))
|
||||
#define STEAM_GAMESERVER_CALLBACK_MANUAL(thisclass, func, callback_type, var) \
|
||||
CCallbackManual<thisclass, callback_type, true> var; \
|
||||
void func(callback_type* pParam)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: base for callbacks and call results - internal implementation detail
|
||||
//-----------------------------------------------------------------------------
|
||||
class CCallbackBase {
|
||||
public:
|
||||
CCallbackBase()
|
||||
{
|
||||
m_nCallbackFlags = 0;
|
||||
m_iCallback = 0;
|
||||
}
|
||||
// don't add a virtual destructor because we export this binary interface across dll's
|
||||
virtual void Run(void* pvParam) = 0;
|
||||
virtual void Run(void* pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall) = 0;
|
||||
int GetICallback() { return m_iCallback; }
|
||||
virtual int GetCallbackSizeBytes() = 0;
|
||||
|
||||
protected:
|
||||
enum { k_ECallbackFlagsRegistered = 0x01,
|
||||
k_ECallbackFlagsGameServer = 0x02 };
|
||||
uint8 m_nCallbackFlags;
|
||||
int m_iCallback;
|
||||
friend class CCallbackMgr;
|
||||
|
||||
private:
|
||||
CCallbackBase(const CCallbackBase&);
|
||||
CCallbackBase& operator=(const CCallbackBase&);
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: templated base for callbacks - internal implementation detail
|
||||
//-----------------------------------------------------------------------------
|
||||
template <int sizeof_P>
|
||||
class CCallbackImpl : protected CCallbackBase {
|
||||
public:
|
||||
virtual ~CCallbackImpl()
|
||||
{
|
||||
if (m_nCallbackFlags & k_ECallbackFlagsRegistered)
|
||||
SteamAPI_UnregisterCallback(this);
|
||||
}
|
||||
void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; }
|
||||
|
||||
protected:
|
||||
friend class CCallbackMgr;
|
||||
virtual void Run(void* pvParam) = 0;
|
||||
virtual void Run(void* pvParam, bool /*bIOFailure*/, SteamAPICall_t /*hSteamAPICall*/) { Run(pvParam); }
|
||||
virtual int GetCallbackSizeBytes() { return sizeof_P; }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: maps a steam async call result to a class member function
|
||||
// template params: T = local class, P = parameter struct
|
||||
//-----------------------------------------------------------------------------
|
||||
template <class T, class P>
|
||||
class CCallResult : private CCallbackBase {
|
||||
public:
|
||||
typedef void (T::*func_t)(P*, bool);
|
||||
|
||||
CCallResult();
|
||||
~CCallResult();
|
||||
|
||||
void Set(SteamAPICall_t hAPICall, T* p, func_t func);
|
||||
bool IsActive() const;
|
||||
void Cancel();
|
||||
|
||||
void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; }
|
||||
|
||||
private:
|
||||
virtual void Run(void* pvParam);
|
||||
virtual void Run(void* pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall);
|
||||
virtual int GetCallbackSizeBytes() { return sizeof(P); }
|
||||
|
||||
SteamAPICall_t m_hAPICall;
|
||||
T* m_pObj;
|
||||
func_t m_Func;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: maps a steam callback to a class member function
|
||||
// template params: T = local class, P = parameter struct,
|
||||
// bGameserver = listen for gameserver callbacks instead of client callbacks
|
||||
//-----------------------------------------------------------------------------
|
||||
template <class T, class P, bool bGameserver = false>
|
||||
class CCallback : public CCallbackImpl<sizeof(P)> {
|
||||
public:
|
||||
typedef void (T::*func_t)(P*);
|
||||
|
||||
// NOTE: If you can't provide the correct parameters at construction time, you should
|
||||
// use the CCallbackManual callback object (STEAM_CALLBACK_MANUAL macro) instead.
|
||||
CCallback(T* pObj, func_t func);
|
||||
|
||||
void Register(T* pObj, func_t func);
|
||||
void Unregister();
|
||||
|
||||
protected:
|
||||
virtual void Run(void* pvParam);
|
||||
|
||||
T* m_pObj;
|
||||
func_t m_Func;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: subclass of CCallback which allows default-construction in
|
||||
// an unregistered state; you must call Register manually
|
||||
//-----------------------------------------------------------------------------
|
||||
template <class T, class P, bool bGameServer = false>
|
||||
class CCallbackManual : public CCallback<T, P, bGameServer> {
|
||||
public:
|
||||
CCallbackManual()
|
||||
: CCallback<T, P, bGameServer>(nullptr, nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
// Inherits public Register and Unregister functions from base class
|
||||
};
|
||||
|
||||
// Internal implementation details for all of the above
|
||||
#include "steam_api_internal.h"
|
||||
|
||||
#endif // STEAM_API_COMMON_H
|
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// Steamworks SDK minimal include
|
||||
//
|
||||
// Defines the minimal set of things we need to use any single interface
|
||||
// or register for any callback.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_API_COMMON_H
|
||||
#define STEAM_API_COMMON_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steamtypes.h"
|
||||
#include "steamclientpublic.h"
|
||||
|
||||
// S_API defines the linkage and calling conventions for steam_api.dll exports
|
||||
#if defined( _WIN32 ) && !defined( _X360 )
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C" __declspec( dllexport )
|
||||
#elif defined( STEAM_API_NODLL )
|
||||
#define S_API extern "C"
|
||||
#else
|
||||
#define S_API extern "C" __declspec( dllimport )
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#elif defined( GNUC )
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C" __attribute__ ((visibility("default")))
|
||||
#else
|
||||
#define S_API extern "C"
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#else // !WIN32
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C"
|
||||
#else
|
||||
#define S_API extern "C"
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#endif
|
||||
|
||||
#if ( defined(STEAM_API_EXPORTS) || defined(STEAM_API_NODLL) ) && !defined(API_GEN)
|
||||
#define STEAM_PRIVATE_API( ... ) __VA_ARGS__
|
||||
#elif defined(STEAM_API_EXPORTS) && defined(API_GEN)
|
||||
#define STEAM_PRIVATE_API( ... )
|
||||
#else
|
||||
#define STEAM_PRIVATE_API( ... ) protected: __VA_ARGS__ public:
|
||||
#endif
|
||||
|
||||
// handle to a communication pipe to the Steam client
|
||||
typedef int32 HSteamPipe;
|
||||
// handle to single instance of a steam user
|
||||
typedef int32 HSteamUser;
|
||||
// function prototype
|
||||
#if defined( POSIX )
|
||||
#define __cdecl
|
||||
#endif
|
||||
extern "C" typedef void (__cdecl *SteamAPIWarningMessageHook_t)(int, const char *);
|
||||
extern "C" typedef uint32 ( *SteamAPI_CheckCallbackRegistered_t )( int iCallbackNum );
|
||||
#if defined( __SNC__ )
|
||||
#pragma diag_suppress=1700 // warning 1700: class "%s" has virtual functions but non-virtual destructor
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steam callback and call-result helpers
|
||||
//
|
||||
// The following macros and classes are used to register your application for
|
||||
// callbacks and call-results, which are delivered in a predictable manner.
|
||||
//
|
||||
// STEAM_CALLBACK macros are meant for use inside of a C++ class definition.
|
||||
// They map a Steam notification callback directly to a class member function
|
||||
// which is automatically prototyped as "void func( callback_type *pParam )".
|
||||
//
|
||||
// CCallResult is used with specific Steam APIs that return "result handles".
|
||||
// The handle can be passed to a CCallResult object's Set function, along with
|
||||
// an object pointer and member-function pointer. The member function will
|
||||
// be executed once the results of the Steam API call are available.
|
||||
//
|
||||
// CCallback and CCallbackManual classes can be used instead of STEAM_CALLBACK
|
||||
// macros if you require finer control over registration and unregistration.
|
||||
//
|
||||
// Callbacks and call-results are queued automatically and are only
|
||||
// delivered/executed when your application calls SteamAPI_RunCallbacks().
|
||||
//
|
||||
// Note that there is an alternative, lower level callback dispatch mechanism.
|
||||
// See SteamAPI_ManualDispatch_Init
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// Dispatch all queued Steamworks callbacks.
|
||||
//
|
||||
// This is safe to call from multiple threads simultaneously,
|
||||
// but if you choose to do this, callback code could be executed on any thread.
|
||||
// One alternative is to call SteamAPI_RunCallbacks from the main thread only,
|
||||
// and call SteamAPI_ReleaseCurrentThreadMemory regularly on other threads.
|
||||
S_API void S_CALLTYPE SteamAPI_RunCallbacks();
|
||||
|
||||
// Declares a callback member function plus a helper member variable which
|
||||
// registers the callback on object creation and unregisters on destruction.
|
||||
// The optional fourth 'var' param exists only for backwards-compatibility
|
||||
// and can be ignored.
|
||||
#define STEAM_CALLBACK( thisclass, func, .../*callback_type, [deprecated] var*/ ) \
|
||||
_STEAM_CALLBACK_SELECT( ( __VA_ARGS__, 4, 3 ), ( /**/, thisclass, func, __VA_ARGS__ ) )
|
||||
|
||||
// Declares a callback function and a named CCallbackManual variable which
|
||||
// has Register and Unregister functions instead of automatic registration.
|
||||
#define STEAM_CALLBACK_MANUAL( thisclass, func, callback_type, var ) \
|
||||
CCallbackManual< thisclass, callback_type > var; void func( callback_type *pParam )
|
||||
|
||||
// Dispatch callbacks relevant to the gameserver client and interfaces.
|
||||
// To register for these, you need to use STEAM_GAMESERVER_CALLBACK.
|
||||
// (Or call SetGameserverFlag on your CCallbackBase object.)
|
||||
S_API void S_CALLTYPE SteamGameServer_RunCallbacks();
|
||||
|
||||
// Same as STEAM_CALLBACK, but for callbacks on the gameserver interface.
|
||||
// These will be dispatched during SteamGameServer_RunCallbacks
|
||||
#define STEAM_GAMESERVER_CALLBACK( thisclass, func, /*callback_type, [deprecated] var*/... ) \
|
||||
_STEAM_CALLBACK_SELECT( ( __VA_ARGS__, GS, 3 ), ( this->SetGameserverFlag();, thisclass, func, __VA_ARGS__ ) )
|
||||
#define STEAM_GAMESERVER_CALLBACK_MANUAL( thisclass, func, callback_type, var ) \
|
||||
CCallbackManual< thisclass, callback_type, true > var; void func( callback_type *pParam )
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: base for callbacks and call results - internal implementation detail
|
||||
//-----------------------------------------------------------------------------
|
||||
class CCallbackBase
|
||||
{
|
||||
public:
|
||||
CCallbackBase() { m_nCallbackFlags = 0; m_iCallback = 0; }
|
||||
// don't add a virtual destructor because we export this binary interface across dll's
|
||||
virtual void Run( void *pvParam ) = 0;
|
||||
virtual void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall ) = 0;
|
||||
int GetICallback() { return m_iCallback; }
|
||||
virtual int GetCallbackSizeBytes() = 0;
|
||||
|
||||
protected:
|
||||
enum { k_ECallbackFlagsRegistered = 0x01, k_ECallbackFlagsGameServer = 0x02 };
|
||||
uint8 m_nCallbackFlags;
|
||||
int m_iCallback;
|
||||
friend class CCallbackMgr;
|
||||
|
||||
private:
|
||||
CCallbackBase( const CCallbackBase& );
|
||||
CCallbackBase& operator=( const CCallbackBase& );
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: templated base for callbacks - internal implementation detail
|
||||
//-----------------------------------------------------------------------------
|
||||
template< int sizeof_P >
|
||||
class CCallbackImpl : protected CCallbackBase
|
||||
{
|
||||
public:
|
||||
virtual ~CCallbackImpl() { if ( m_nCallbackFlags & k_ECallbackFlagsRegistered ) SteamAPI_UnregisterCallback( this ); }
|
||||
void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; }
|
||||
|
||||
protected:
|
||||
friend class CCallbackMgr;
|
||||
virtual void Run( void *pvParam ) = 0;
|
||||
virtual void Run( void *pvParam, bool /*bIOFailure*/, SteamAPICall_t /*hSteamAPICall*/ ) { Run( pvParam ); }
|
||||
virtual int GetCallbackSizeBytes() { return sizeof_P; }
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: maps a steam async call result to a class member function
|
||||
// template params: T = local class, P = parameter struct
|
||||
//-----------------------------------------------------------------------------
|
||||
template< class T, class P >
|
||||
class CCallResult : private CCallbackBase
|
||||
{
|
||||
public:
|
||||
typedef void (T::*func_t)( P*, bool );
|
||||
|
||||
CCallResult();
|
||||
~CCallResult();
|
||||
|
||||
void Set( SteamAPICall_t hAPICall, T *p, func_t func );
|
||||
bool IsActive() const;
|
||||
void Cancel();
|
||||
|
||||
void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; }
|
||||
private:
|
||||
virtual void Run( void *pvParam );
|
||||
virtual void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall );
|
||||
virtual int GetCallbackSizeBytes() { return sizeof( P ); }
|
||||
|
||||
SteamAPICall_t m_hAPICall;
|
||||
T *m_pObj;
|
||||
func_t m_Func;
|
||||
};
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: maps a steam callback to a class member function
|
||||
// template params: T = local class, P = parameter struct,
|
||||
// bGameserver = listen for gameserver callbacks instead of client callbacks
|
||||
//-----------------------------------------------------------------------------
|
||||
template< class T, class P, bool bGameserver = false >
|
||||
class CCallback : public CCallbackImpl< sizeof( P ) >
|
||||
{
|
||||
public:
|
||||
typedef void (T::*func_t)(P*);
|
||||
|
||||
// NOTE: If you can't provide the correct parameters at construction time, you should
|
||||
// use the CCallbackManual callback object (STEAM_CALLBACK_MANUAL macro) instead.
|
||||
CCallback( T *pObj, func_t func );
|
||||
|
||||
void Register( T *pObj, func_t func );
|
||||
void Unregister();
|
||||
|
||||
protected:
|
||||
virtual void Run( void *pvParam );
|
||||
|
||||
T *m_pObj;
|
||||
func_t m_Func;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: subclass of CCallback which allows default-construction in
|
||||
// an unregistered state; you must call Register manually
|
||||
//-----------------------------------------------------------------------------
|
||||
template< class T, class P, bool bGameServer = false >
|
||||
class CCallbackManual : public CCallback< T, P, bGameServer >
|
||||
{
|
||||
public:
|
||||
CCallbackManual() : CCallback< T, P, bGameServer >( nullptr, nullptr ) {}
|
||||
|
||||
// Inherits public Register and Unregister functions from base class
|
||||
};
|
||||
|
||||
// Internal implementation details for all of the above
|
||||
#include "steam_api_internal.h"
|
||||
|
||||
#endif // STEAM_API_COMMON_H
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,414 +1,431 @@
|
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// Internal implementation details of the steamworks SDK.
|
||||
//
|
||||
// You should be able to figure out how to use the SDK by reading
|
||||
// steam_api_common.h, and should not need to understand anything in here.
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifdef STEAM_CALLBACK_BEGIN
|
||||
#error "This file should only be included from steam_api_common.h"
|
||||
#endif
|
||||
|
||||
#include <string.h>
|
||||
|
||||
// Internal functions used to locate/create interfaces
|
||||
S_API HSteamPipe S_CALLTYPE SteamAPI_GetHSteamPipe();
|
||||
S_API HSteamUser S_CALLTYPE SteamAPI_GetHSteamUser();
|
||||
S_API HSteamPipe S_CALLTYPE SteamGameServer_GetHSteamPipe();
|
||||
S_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser();
|
||||
S_API void* S_CALLTYPE SteamInternal_ContextInit(void* pContextInitData);
|
||||
S_API void* S_CALLTYPE SteamInternal_CreateInterface(const char* ver);
|
||||
S_API void* S_CALLTYPE SteamInternal_FindOrCreateUserInterface(HSteamUser hSteamUser, const char* pszVersion);
|
||||
S_API void* S_CALLTYPE SteamInternal_FindOrCreateGameServerInterface(HSteamUser hSteamUser, const char* pszVersion);
|
||||
|
||||
// Macro used to define a type-safe accessor that will always return the version
|
||||
// of the interface of the *header file* you are compiling with! We also bounce
|
||||
// through a safety function that checks for interfaces being created or destroyed.
|
||||
//
|
||||
// SteamInternal_ContextInit takes a base pointer for the equivalent of
|
||||
// struct { void (*pFn)(void* pCtx); uintptr_t counter; void *ptr; }
|
||||
// Do not change layout or add non-pointer aligned data!
|
||||
#define STEAM_DEFINE_INTERFACE_ACCESSOR(type, name, expr, kind, version) \
|
||||
inline void S_CALLTYPE SteamInternal_Init_##name(type* p) { *p = (type)(expr); } \
|
||||
STEAM_CLANG_ATTR("interface_accessor_kind:" kind ";interface_accessor_version:" version ";") \
|
||||
inline type name() \
|
||||
{ \
|
||||
static void* s_CallbackCounterAndContext[3] = { (void*)&SteamInternal_Init_##name, 0, 0 }; \
|
||||
return *(type*)SteamInternal_ContextInit(s_CallbackCounterAndContext); \
|
||||
}
|
||||
|
||||
#define STEAM_DEFINE_USER_INTERFACE_ACCESSOR(type, name, version) \
|
||||
STEAM_DEFINE_INTERFACE_ACCESSOR(type, name, SteamInternal_FindOrCreateUserInterface(SteamAPI_GetHSteamUser(), version), "user", version)
|
||||
#define STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR(type, name, version) \
|
||||
STEAM_DEFINE_INTERFACE_ACCESSOR(type, name, SteamInternal_FindOrCreateGameServerInterface(SteamGameServer_GetHSteamUser(), version), "gameserver", version)
|
||||
|
||||
//
|
||||
// Internal stuff used for the standard, higher-level callback mechanism
|
||||
//
|
||||
|
||||
// Internal functions used by the utility CCallback objects to receive callbacks
|
||||
S_API void S_CALLTYPE SteamAPI_RegisterCallback(class CCallbackBase* pCallback, int iCallback);
|
||||
S_API void S_CALLTYPE SteamAPI_UnregisterCallback(class CCallbackBase* pCallback);
|
||||
// Internal functions used by the utility CCallResult objects to receive async call results
|
||||
S_API void S_CALLTYPE SteamAPI_RegisterCallResult(class CCallbackBase* pCallback, SteamAPICall_t hAPICall);
|
||||
S_API void S_CALLTYPE SteamAPI_UnregisterCallResult(class CCallbackBase* pCallback, SteamAPICall_t hAPICall);
|
||||
|
||||
// disable this warning; this pattern need for steam callback registration
|
||||
#ifdef _MSVC_VER
|
||||
#pragma warning(push)
|
||||
#pragma warning(disable : 4355) // 'this' : used in base member initializer list
|
||||
#endif
|
||||
|
||||
#define _STEAM_CALLBACK_AUTO_HOOK(thisclass, func, param)
|
||||
#define _STEAM_CALLBACK_HELPER(_1, _2, SELECTED, ...) _STEAM_CALLBACK_##SELECTED
|
||||
#define _STEAM_CALLBACK_SELECT(X, Y) _STEAM_CALLBACK_HELPER X Y
|
||||
#define _STEAM_CALLBACK_3(extra_code, thisclass, func, param) \
|
||||
struct CCallbackInternal_##func : private CCallbackImpl<sizeof(param)> { \
|
||||
CCallbackInternal_##func() { extra_code SteamAPI_RegisterCallback(this, param::k_iCallback); } \
|
||||
CCallbackInternal_##func(const CCallbackInternal_##func&) { extra_code SteamAPI_RegisterCallback(this, param::k_iCallback); } \
|
||||
CCallbackInternal_##func& operator=(const CCallbackInternal_##func&) { return *this; } \
|
||||
\
|
||||
private: \
|
||||
virtual void Run(void* pvParam) \
|
||||
{ \
|
||||
_STEAM_CALLBACK_AUTO_HOOK(thisclass, func, param) \
|
||||
thisclass* pOuter = reinterpret_cast<thisclass*>(reinterpret_cast<char*>(this) - offsetof(thisclass, m_steamcallback_##func)); \
|
||||
pOuter->func(reinterpret_cast<param*>(pvParam)); \
|
||||
} \
|
||||
} m_steamcallback_##func; \
|
||||
void func(param* pParam)
|
||||
#define _STEAM_CALLBACK_4(_, thisclass, func, param, var) \
|
||||
CCallback<thisclass, param> var; \
|
||||
void func(param* pParam)
|
||||
#define _STEAM_CALLBACK_GS(_, thisclass, func, param, var) \
|
||||
CCallback<thisclass, param, true> var; \
|
||||
void func(param* pParam)
|
||||
|
||||
#ifndef API_GEN
|
||||
|
||||
template <class T, class P>
|
||||
inline CCallResult<T, P>::CCallResult()
|
||||
{
|
||||
m_hAPICall = k_uAPICallInvalid;
|
||||
m_pObj = nullptr;
|
||||
m_Func = nullptr;
|
||||
m_iCallback = P::k_iCallback;
|
||||
}
|
||||
|
||||
template <class T, class P>
|
||||
inline void CCallResult<T, P>::Set(SteamAPICall_t hAPICall, T* p, func_t func)
|
||||
{
|
||||
if (m_hAPICall)
|
||||
SteamAPI_UnregisterCallResult(this, m_hAPICall);
|
||||
|
||||
m_hAPICall = hAPICall;
|
||||
m_pObj = p;
|
||||
m_Func = func;
|
||||
|
||||
if (hAPICall)
|
||||
SteamAPI_RegisterCallResult(this, hAPICall);
|
||||
}
|
||||
|
||||
template <class T, class P>
|
||||
inline bool CCallResult<T, P>::IsActive() const
|
||||
{
|
||||
return (m_hAPICall != k_uAPICallInvalid);
|
||||
}
|
||||
|
||||
template <class T, class P>
|
||||
inline void CCallResult<T, P>::Cancel()
|
||||
{
|
||||
if (m_hAPICall != k_uAPICallInvalid) {
|
||||
SteamAPI_UnregisterCallResult(this, m_hAPICall);
|
||||
m_hAPICall = k_uAPICallInvalid;
|
||||
}
|
||||
}
|
||||
|
||||
template <class T, class P>
|
||||
inline CCallResult<T, P>::~CCallResult()
|
||||
{
|
||||
Cancel();
|
||||
}
|
||||
|
||||
template <class T, class P>
|
||||
inline void CCallResult<T, P>::Run(void* pvParam)
|
||||
{
|
||||
m_hAPICall = k_uAPICallInvalid; // caller unregisters for us
|
||||
(m_pObj->*m_Func)((P*)pvParam, false);
|
||||
}
|
||||
|
||||
template <class T, class P>
|
||||
inline void CCallResult<T, P>::Run(void* pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall)
|
||||
{
|
||||
if (hSteamAPICall == m_hAPICall) {
|
||||
m_hAPICall = k_uAPICallInvalid; // caller unregisters for us
|
||||
(m_pObj->*m_Func)((P*)pvParam, bIOFailure);
|
||||
}
|
||||
}
|
||||
|
||||
template <class T, class P, bool bGameserver>
|
||||
inline CCallback<T, P, bGameserver>::CCallback(T* pObj, func_t func)
|
||||
: m_pObj(nullptr)
|
||||
, m_Func(nullptr)
|
||||
{
|
||||
if (bGameserver) {
|
||||
this->SetGameserverFlag();
|
||||
}
|
||||
Register(pObj, func);
|
||||
}
|
||||
|
||||
template <class T, class P, bool bGameserver>
|
||||
inline void CCallback<T, P, bGameserver>::Register(T* pObj, func_t func)
|
||||
{
|
||||
if (!pObj || !func)
|
||||
return;
|
||||
|
||||
if (this->m_nCallbackFlags & CCallbackBase::k_ECallbackFlagsRegistered)
|
||||
Unregister();
|
||||
|
||||
m_pObj = pObj;
|
||||
m_Func = func;
|
||||
// SteamAPI_RegisterCallback sets k_ECallbackFlagsRegistered
|
||||
SteamAPI_RegisterCallback(this, P::k_iCallback);
|
||||
}
|
||||
|
||||
template <class T, class P, bool bGameserver>
|
||||
inline void CCallback<T, P, bGameserver>::Unregister()
|
||||
{
|
||||
// SteamAPI_UnregisterCallback removes k_ECallbackFlagsRegistered
|
||||
SteamAPI_UnregisterCallback(this);
|
||||
}
|
||||
|
||||
template <class T, class P, bool bGameserver>
|
||||
inline void CCallback<T, P, bGameserver>::Run(void* pvParam)
|
||||
{
|
||||
(m_pObj->*m_Func)((P*)pvParam);
|
||||
}
|
||||
|
||||
#endif // #ifndef API_GEN
|
||||
|
||||
// structure that contains client callback data
|
||||
// see callbacks documentation for more details
|
||||
#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
|
||||
#endif
|
||||
|
||||
/// Internal structure used in manual callback dispatch
|
||||
struct CallbackMsg_t {
|
||||
HSteamUser m_hSteamUser; // Specific user to whom this callback applies.
|
||||
int m_iCallback; // Callback identifier. (Corresponds to the k_iCallback enum in the callback structure.)
|
||||
uint8* m_pubParam; // Points to the callback structure
|
||||
int m_cubParam; // Size of the data pointed to by m_pubParam
|
||||
};
|
||||
#pragma pack(pop)
|
||||
|
||||
// Macros to define steam callback structures. Used internally for debugging
|
||||
#ifdef STEAM_CALLBACK_INSPECTION_ENABLED
|
||||
#include "../../clientdll/steam_api_callback_inspection.h"
|
||||
#else
|
||||
#define STEAM_CALLBACK_BEGIN(callbackname, callbackid) \
|
||||
struct callbackname { \
|
||||
enum { k_iCallback = callbackid };
|
||||
#define STEAM_CALLBACK_MEMBER(varidx, vartype, varname) vartype varname;
|
||||
#define STEAM_CALLBACK_MEMBER_ARRAY(varidx, vartype, varname, varcount) vartype varname[varcount];
|
||||
#define STEAM_CALLBACK_END(nArgs) \
|
||||
} \
|
||||
;
|
||||
#endif
|
||||
|
||||
// Forward declare all of the Steam interfaces. (Do we really need to do this?)
|
||||
class ISteamClient;
|
||||
class ISteamUser;
|
||||
class ISteamGameServer;
|
||||
class ISteamFriends;
|
||||
class ISteamUtils;
|
||||
class ISteamMatchmaking;
|
||||
class ISteamContentServer;
|
||||
class ISteamMatchmakingServers;
|
||||
class ISteamUserStats;
|
||||
class ISteamApps;
|
||||
class ISteamNetworking;
|
||||
class ISteamRemoteStorage;
|
||||
class ISteamScreenshots;
|
||||
class ISteamMusic;
|
||||
class ISteamMusicRemote;
|
||||
class ISteamGameServerStats;
|
||||
class ISteamPS3OverlayRender;
|
||||
class ISteamHTTP;
|
||||
class ISteamController;
|
||||
class ISteamUGC;
|
||||
class ISteamAppList;
|
||||
class ISteamHTMLSurface;
|
||||
class ISteamInventory;
|
||||
class ISteamVideo;
|
||||
class ISteamParentalSettings;
|
||||
class ISteamGameSearch;
|
||||
class ISteamInput;
|
||||
class ISteamParties;
|
||||
class ISteamRemotePlay;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Base values for callback identifiers, each callback must
|
||||
// have a unique ID.
|
||||
//-----------------------------------------------------------------------------
|
||||
enum { k_iSteamUserCallbacks = 100 };
|
||||
enum { k_iSteamGameServerCallbacks = 200 };
|
||||
enum { k_iSteamFriendsCallbacks = 300 };
|
||||
enum { k_iSteamBillingCallbacks = 400 };
|
||||
enum { k_iSteamMatchmakingCallbacks = 500 };
|
||||
enum { k_iSteamContentServerCallbacks = 600 };
|
||||
enum { k_iSteamUtilsCallbacks = 700 };
|
||||
enum { k_iClientFriendsCallbacks = 800 };
|
||||
enum { k_iClientUserCallbacks = 900 };
|
||||
enum { k_iSteamAppsCallbacks = 1000 };
|
||||
enum { k_iSteamUserStatsCallbacks = 1100 };
|
||||
enum { k_iSteamNetworkingCallbacks = 1200 };
|
||||
enum { k_iSteamNetworkingSocketsCallbacks = 1220 };
|
||||
enum { k_iSteamNetworkingMessagesCallbacks = 1250 };
|
||||
enum { k_iSteamNetworkingUtilsCallbacks = 1280 };
|
||||
enum { k_iClientRemoteStorageCallbacks = 1300 };
|
||||
enum { k_iClientDepotBuilderCallbacks = 1400 };
|
||||
enum { k_iSteamGameServerItemsCallbacks = 1500 };
|
||||
enum { k_iClientUtilsCallbacks = 1600 };
|
||||
enum { k_iSteamGameCoordinatorCallbacks = 1700 };
|
||||
enum { k_iSteamGameServerStatsCallbacks = 1800 };
|
||||
enum { k_iSteam2AsyncCallbacks = 1900 };
|
||||
enum { k_iSteamGameStatsCallbacks = 2000 };
|
||||
enum { k_iClientHTTPCallbacks = 2100 };
|
||||
enum { k_iClientScreenshotsCallbacks = 2200 };
|
||||
enum { k_iSteamScreenshotsCallbacks = 2300 };
|
||||
enum { k_iClientAudioCallbacks = 2400 };
|
||||
enum { k_iClientUnifiedMessagesCallbacks = 2500 };
|
||||
enum { k_iSteamStreamLauncherCallbacks = 2600 };
|
||||
enum { k_iClientControllerCallbacks = 2700 };
|
||||
enum { k_iSteamControllerCallbacks = 2800 };
|
||||
enum { k_iClientParentalSettingsCallbacks = 2900 };
|
||||
enum { k_iClientDeviceAuthCallbacks = 3000 };
|
||||
enum { k_iClientNetworkDeviceManagerCallbacks = 3100 };
|
||||
enum { k_iClientMusicCallbacks = 3200 };
|
||||
enum { k_iClientRemoteClientManagerCallbacks = 3300 };
|
||||
enum { k_iClientUGCCallbacks = 3400 };
|
||||
enum { k_iSteamStreamClientCallbacks = 3500 };
|
||||
enum { k_IClientProductBuilderCallbacks = 3600 };
|
||||
enum { k_iClientShortcutsCallbacks = 3700 };
|
||||
enum { k_iClientRemoteControlManagerCallbacks = 3800 };
|
||||
enum { k_iSteamAppListCallbacks = 3900 };
|
||||
enum { k_iSteamMusicCallbacks = 4000 };
|
||||
enum { k_iSteamMusicRemoteCallbacks = 4100 };
|
||||
enum { k_iClientVRCallbacks = 4200 };
|
||||
enum { k_iClientGameNotificationCallbacks = 4300 };
|
||||
enum { k_iSteamGameNotificationCallbacks = 4400 };
|
||||
enum { k_iSteamHTMLSurfaceCallbacks = 4500 };
|
||||
enum { k_iClientVideoCallbacks = 4600 };
|
||||
enum { k_iClientInventoryCallbacks = 4700 };
|
||||
enum { k_iClientBluetoothManagerCallbacks = 4800 };
|
||||
enum { k_iClientSharedConnectionCallbacks = 4900 };
|
||||
enum { k_ISteamParentalSettingsCallbacks = 5000 };
|
||||
enum { k_iClientShaderCallbacks = 5100 };
|
||||
enum { k_iSteamGameSearchCallbacks = 5200 };
|
||||
enum { k_iSteamPartiesCallbacks = 5300 };
|
||||
enum { k_iClientPartiesCallbacks = 5400 };
|
||||
enum { k_iSteamSTARCallbacks = 5500 };
|
||||
enum { k_iClientSTARCallbacks = 5600 };
|
||||
enum { k_iSteamRemotePlayCallbacks = 5700 };
|
||||
enum { k_iClientCompatCallbacks = 5800 };
|
||||
enum { k_iSteamChatCallbacks = 5900 };
|
||||
|
||||
#ifdef _MSVC_VER
|
||||
#pragma warning(pop)
|
||||
#endif
|
||||
|
||||
// CSteamAPIContext encapsulates the Steamworks API global accessors into
|
||||
// a single object.
|
||||
//
|
||||
// DEPRECATED: Used the global interface accessors instead!
|
||||
//
|
||||
// This will be removed in a future iteration of the SDK
|
||||
class CSteamAPIContext {
|
||||
public:
|
||||
CSteamAPIContext() { Clear(); }
|
||||
inline void Clear() { memset(this, 0, sizeof(*this)); }
|
||||
inline bool Init(); // NOTE: This is defined in steam_api.h, to avoid this file having to include everything
|
||||
ISteamClient* SteamClient() const { return m_pSteamClient; }
|
||||
ISteamUser* SteamUser() const { return m_pSteamUser; }
|
||||
ISteamFriends* SteamFriends() const { return m_pSteamFriends; }
|
||||
ISteamUtils* SteamUtils() const { return m_pSteamUtils; }
|
||||
ISteamMatchmaking* SteamMatchmaking() const { return m_pSteamMatchmaking; }
|
||||
ISteamGameSearch* SteamGameSearch() const { return m_pSteamGameSearch; }
|
||||
ISteamUserStats* SteamUserStats() const { return m_pSteamUserStats; }
|
||||
ISteamApps* SteamApps() const { return m_pSteamApps; }
|
||||
ISteamMatchmakingServers* SteamMatchmakingServers() const { return m_pSteamMatchmakingServers; }
|
||||
ISteamNetworking* SteamNetworking() const { return m_pSteamNetworking; }
|
||||
ISteamRemoteStorage* SteamRemoteStorage() const { return m_pSteamRemoteStorage; }
|
||||
ISteamScreenshots* SteamScreenshots() const { return m_pSteamScreenshots; }
|
||||
ISteamHTTP* SteamHTTP() const { return m_pSteamHTTP; }
|
||||
ISteamController* SteamController() const { return m_pController; }
|
||||
ISteamUGC* SteamUGC() const { return m_pSteamUGC; }
|
||||
ISteamAppList* SteamAppList() const { return m_pSteamAppList; }
|
||||
ISteamMusic* SteamMusic() const { return m_pSteamMusic; }
|
||||
ISteamMusicRemote* SteamMusicRemote() const { return m_pSteamMusicRemote; }
|
||||
ISteamHTMLSurface* SteamHTMLSurface() const { return m_pSteamHTMLSurface; }
|
||||
ISteamInventory* SteamInventory() const { return m_pSteamInventory; }
|
||||
ISteamVideo* SteamVideo() const { return m_pSteamVideo; }
|
||||
ISteamParentalSettings* SteamParentalSettings() const { return m_pSteamParentalSettings; }
|
||||
ISteamInput* SteamInput() const { return m_pSteamInput; }
|
||||
|
||||
private:
|
||||
ISteamClient* m_pSteamClient;
|
||||
ISteamUser* m_pSteamUser;
|
||||
ISteamFriends* m_pSteamFriends;
|
||||
ISteamUtils* m_pSteamUtils;
|
||||
ISteamMatchmaking* m_pSteamMatchmaking;
|
||||
ISteamGameSearch* m_pSteamGameSearch;
|
||||
ISteamUserStats* m_pSteamUserStats;
|
||||
ISteamApps* m_pSteamApps;
|
||||
ISteamMatchmakingServers* m_pSteamMatchmakingServers;
|
||||
ISteamNetworking* m_pSteamNetworking;
|
||||
ISteamRemoteStorage* m_pSteamRemoteStorage;
|
||||
ISteamScreenshots* m_pSteamScreenshots;
|
||||
ISteamHTTP* m_pSteamHTTP;
|
||||
ISteamController* m_pController;
|
||||
ISteamUGC* m_pSteamUGC;
|
||||
ISteamAppList* m_pSteamAppList;
|
||||
ISteamMusic* m_pSteamMusic;
|
||||
ISteamMusicRemote* m_pSteamMusicRemote;
|
||||
ISteamHTMLSurface* m_pSteamHTMLSurface;
|
||||
ISteamInventory* m_pSteamInventory;
|
||||
ISteamVideo* m_pSteamVideo;
|
||||
ISteamParentalSettings* m_pSteamParentalSettings;
|
||||
ISteamInput* m_pSteamInput;
|
||||
};
|
||||
|
||||
class CSteamGameServerAPIContext {
|
||||
public:
|
||||
CSteamGameServerAPIContext() { Clear(); }
|
||||
inline void Clear() { memset(this, 0, sizeof(*this)); }
|
||||
inline bool Init(); // NOTE: This is defined in steam_gameserver.h, to avoid this file having to include everything
|
||||
|
||||
ISteamClient* SteamClient() const { return m_pSteamClient; }
|
||||
ISteamGameServer* SteamGameServer() const { return m_pSteamGameServer; }
|
||||
ISteamUtils* SteamGameServerUtils() const { return m_pSteamGameServerUtils; }
|
||||
ISteamNetworking* SteamGameServerNetworking() const { return m_pSteamGameServerNetworking; }
|
||||
ISteamGameServerStats* SteamGameServerStats() const { return m_pSteamGameServerStats; }
|
||||
ISteamHTTP* SteamHTTP() const { return m_pSteamHTTP; }
|
||||
ISteamInventory* SteamInventory() const { return m_pSteamInventory; }
|
||||
ISteamUGC* SteamUGC() const { return m_pSteamUGC; }
|
||||
ISteamApps* SteamApps() const { return m_pSteamApps; }
|
||||
|
||||
private:
|
||||
ISteamClient* m_pSteamClient;
|
||||
ISteamGameServer* m_pSteamGameServer;
|
||||
ISteamUtils* m_pSteamGameServerUtils;
|
||||
ISteamNetworking* m_pSteamGameServerNetworking;
|
||||
ISteamGameServerStats* m_pSteamGameServerStats;
|
||||
ISteamHTTP* m_pSteamHTTP;
|
||||
ISteamInventory* m_pSteamInventory;
|
||||
ISteamUGC* m_pSteamUGC;
|
||||
ISteamApps* m_pSteamApps;
|
||||
};
|
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// Internal implementation details of the steamworks SDK.
|
||||
//
|
||||
// You should be able to figure out how to use the SDK by reading
|
||||
// steam_api_common.h, and should not need to understand anything in here.
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifdef STEAM_CALLBACK_BEGIN
|
||||
#error "This file should only be included from steam_api_common.h"
|
||||
#endif
|
||||
|
||||
#include <string.h>
|
||||
|
||||
// Internal functions used to locate/create interfaces
|
||||
S_API HSteamPipe S_CALLTYPE SteamAPI_GetHSteamPipe();
|
||||
S_API HSteamUser S_CALLTYPE SteamAPI_GetHSteamUser();
|
||||
S_API HSteamPipe S_CALLTYPE SteamGameServer_GetHSteamPipe();
|
||||
S_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser();
|
||||
S_API void *S_CALLTYPE SteamInternal_ContextInit( void *pContextInitData );
|
||||
S_API void *S_CALLTYPE SteamInternal_CreateInterface( const char *ver );
|
||||
S_API void *S_CALLTYPE SteamInternal_FindOrCreateUserInterface( HSteamUser hSteamUser, const char *pszVersion );
|
||||
S_API void *S_CALLTYPE SteamInternal_FindOrCreateGameServerInterface( HSteamUser hSteamUser, const char *pszVersion );
|
||||
|
||||
// Macro used to define a type-safe accessor that will always return the version
|
||||
// of the interface of the *header file* you are compiling with! We also bounce
|
||||
// through a safety function that checks for interfaces being created or destroyed.
|
||||
//
|
||||
// SteamInternal_ContextInit takes a base pointer for the equivalent of
|
||||
// struct { void (*pFn)(void* pCtx); uintptr_t counter; void *ptr; }
|
||||
// Do not change layout or add non-pointer aligned data!
|
||||
#define STEAM_DEFINE_INTERFACE_ACCESSOR( type, name, expr, kind, version ) \
|
||||
inline void S_CALLTYPE SteamInternal_Init_ ## name( type *p ) { *p = (type)( expr ); } \
|
||||
STEAM_CLANG_ATTR( "interface_accessor_kind:" kind ";interface_accessor_version:" version ";" ) \
|
||||
inline type name() { \
|
||||
static void* s_CallbackCounterAndContext[ 3 ] = { (void*)&SteamInternal_Init_ ## name, 0, 0 }; \
|
||||
return *(type*)SteamInternal_ContextInit( s_CallbackCounterAndContext ); \
|
||||
}
|
||||
|
||||
#define STEAM_DEFINE_USER_INTERFACE_ACCESSOR( type, name, version ) \
|
||||
STEAM_DEFINE_INTERFACE_ACCESSOR( type, name, SteamInternal_FindOrCreateUserInterface( SteamAPI_GetHSteamUser(), version ), "user", version )
|
||||
#define STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( type, name, version ) \
|
||||
STEAM_DEFINE_INTERFACE_ACCESSOR( type, name, SteamInternal_FindOrCreateGameServerInterface( SteamGameServer_GetHSteamUser(), version ), "gameserver", version )
|
||||
|
||||
//
|
||||
// Internal stuff used for the standard, higher-level callback mechanism
|
||||
//
|
||||
|
||||
// Internal functions used by the utility CCallback objects to receive callbacks
|
||||
S_API void S_CALLTYPE SteamAPI_RegisterCallback( class CCallbackBase *pCallback, int iCallback );
|
||||
S_API void S_CALLTYPE SteamAPI_UnregisterCallback( class CCallbackBase *pCallback );
|
||||
// Internal functions used by the utility CCallResult objects to receive async call results
|
||||
S_API void S_CALLTYPE SteamAPI_RegisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
|
||||
S_API void S_CALLTYPE SteamAPI_UnregisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
|
||||
|
||||
// disable this warning; this pattern need for steam callback registration
|
||||
#ifdef _MSVC_VER
|
||||
#pragma warning( push )
|
||||
#pragma warning( disable: 4355 ) // 'this' : used in base member initializer list
|
||||
#endif
|
||||
|
||||
#define _STEAM_CALLBACK_AUTO_HOOK( thisclass, func, param )
|
||||
#define _STEAM_CALLBACK_HELPER( _1, _2, SELECTED, ... ) _STEAM_CALLBACK_##SELECTED
|
||||
#define _STEAM_CALLBACK_SELECT( X, Y ) _STEAM_CALLBACK_HELPER X Y
|
||||
#define _STEAM_CALLBACK_3( extra_code, thisclass, func, param ) \
|
||||
struct CCallbackInternal_ ## func : private CCallbackImpl< sizeof( param ) > { \
|
||||
CCallbackInternal_ ## func () { extra_code SteamAPI_RegisterCallback( this, param::k_iCallback ); } \
|
||||
CCallbackInternal_ ## func ( const CCallbackInternal_ ## func & ) { extra_code SteamAPI_RegisterCallback( this, param::k_iCallback ); } \
|
||||
CCallbackInternal_ ## func & operator=( const CCallbackInternal_ ## func & ) { return *this; } \
|
||||
private: virtual void Run( void *pvParam ) { _STEAM_CALLBACK_AUTO_HOOK( thisclass, func, param ) \
|
||||
thisclass *pOuter = reinterpret_cast<thisclass*>( reinterpret_cast<char*>(this) - offsetof( thisclass, m_steamcallback_ ## func ) ); \
|
||||
pOuter->func( reinterpret_cast<param*>( pvParam ) ); \
|
||||
} \
|
||||
} m_steamcallback_ ## func ; void func( param *pParam )
|
||||
#define _STEAM_CALLBACK_4( _, thisclass, func, param, var ) \
|
||||
CCallback< thisclass, param > var; void func( param *pParam )
|
||||
#define _STEAM_CALLBACK_GS( _, thisclass, func, param, var ) \
|
||||
CCallback< thisclass, param, true > var; void func( param *pParam )
|
||||
|
||||
#ifndef API_GEN
|
||||
|
||||
template< class T, class P >
|
||||
inline CCallResult<T, P>::CCallResult()
|
||||
{
|
||||
m_hAPICall = k_uAPICallInvalid;
|
||||
m_pObj = nullptr;
|
||||
m_Func = nullptr;
|
||||
m_iCallback = P::k_iCallback;
|
||||
}
|
||||
|
||||
template< class T, class P >
|
||||
inline void CCallResult<T, P>::Set( SteamAPICall_t hAPICall, T *p, func_t func )
|
||||
{
|
||||
if ( m_hAPICall )
|
||||
SteamAPI_UnregisterCallResult( this, m_hAPICall );
|
||||
|
||||
m_hAPICall = hAPICall;
|
||||
m_pObj = p;
|
||||
m_Func = func;
|
||||
|
||||
if ( hAPICall )
|
||||
SteamAPI_RegisterCallResult( this, hAPICall );
|
||||
}
|
||||
|
||||
template< class T, class P >
|
||||
inline bool CCallResult<T, P>::IsActive() const
|
||||
{
|
||||
return (m_hAPICall != k_uAPICallInvalid);
|
||||
}
|
||||
|
||||
template< class T, class P >
|
||||
inline void CCallResult<T, P>::Cancel()
|
||||
{
|
||||
if ( m_hAPICall != k_uAPICallInvalid )
|
||||
{
|
||||
SteamAPI_UnregisterCallResult( this, m_hAPICall );
|
||||
m_hAPICall = k_uAPICallInvalid;
|
||||
}
|
||||
}
|
||||
|
||||
template< class T, class P >
|
||||
inline CCallResult<T, P>::~CCallResult()
|
||||
{
|
||||
Cancel();
|
||||
}
|
||||
|
||||
template< class T, class P >
|
||||
inline void CCallResult<T, P>::Run( void *pvParam )
|
||||
{
|
||||
m_hAPICall = k_uAPICallInvalid; // caller unregisters for us
|
||||
(m_pObj->*m_Func)((P *)pvParam, false);
|
||||
}
|
||||
|
||||
template< class T, class P >
|
||||
inline void CCallResult<T, P>::Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall )
|
||||
{
|
||||
if ( hSteamAPICall == m_hAPICall )
|
||||
{
|
||||
m_hAPICall = k_uAPICallInvalid; // caller unregisters for us
|
||||
(m_pObj->*m_Func)((P *)pvParam, bIOFailure);
|
||||
}
|
||||
}
|
||||
|
||||
template< class T, class P, bool bGameserver >
|
||||
inline CCallback< T, P, bGameserver >::CCallback( T *pObj, func_t func )
|
||||
: m_pObj( nullptr ), m_Func( nullptr )
|
||||
{
|
||||
if ( bGameserver )
|
||||
{
|
||||
this->SetGameserverFlag();
|
||||
}
|
||||
Register( pObj, func );
|
||||
}
|
||||
|
||||
template< class T, class P, bool bGameserver >
|
||||
inline void CCallback< T, P, bGameserver >::Register( T *pObj, func_t func )
|
||||
{
|
||||
if ( !pObj || !func )
|
||||
return;
|
||||
|
||||
if ( this->m_nCallbackFlags & CCallbackBase::k_ECallbackFlagsRegistered )
|
||||
Unregister();
|
||||
|
||||
m_pObj = pObj;
|
||||
m_Func = func;
|
||||
// SteamAPI_RegisterCallback sets k_ECallbackFlagsRegistered
|
||||
SteamAPI_RegisterCallback( this, P::k_iCallback );
|
||||
}
|
||||
|
||||
template< class T, class P, bool bGameserver >
|
||||
inline void CCallback< T, P, bGameserver >::Unregister()
|
||||
{
|
||||
// SteamAPI_UnregisterCallback removes k_ECallbackFlagsRegistered
|
||||
SteamAPI_UnregisterCallback( this );
|
||||
}
|
||||
|
||||
template< class T, class P, bool bGameserver >
|
||||
inline void CCallback< T, P, bGameserver >::Run( void *pvParam )
|
||||
{
|
||||
(m_pObj->*m_Func)((P *)pvParam);
|
||||
}
|
||||
|
||||
#endif // #ifndef API_GEN
|
||||
|
||||
// structure that contains client callback data
|
||||
// see callbacks documentation for more details
|
||||
#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
|
||||
#endif
|
||||
|
||||
/// Internal structure used in manual callback dispatch
|
||||
struct CallbackMsg_t
|
||||
{
|
||||
HSteamUser m_hSteamUser; // Specific user to whom this callback applies.
|
||||
int m_iCallback; // Callback identifier. (Corresponds to the k_iCallback enum in the callback structure.)
|
||||
uint8 *m_pubParam; // Points to the callback structure
|
||||
int m_cubParam; // Size of the data pointed to by m_pubParam
|
||||
};
|
||||
#pragma pack( pop )
|
||||
|
||||
// Macros to define steam callback structures. Used internally for debugging
|
||||
#ifdef STEAM_CALLBACK_INSPECTION_ENABLED
|
||||
#include "../../clientdll/steam_api_callback_inspection.h"
|
||||
#else
|
||||
#define STEAM_CALLBACK_BEGIN( callbackname, callbackid ) struct callbackname { enum { k_iCallback = callbackid };
|
||||
#define STEAM_CALLBACK_MEMBER( varidx, vartype, varname ) vartype varname ;
|
||||
#define STEAM_CALLBACK_MEMBER_ARRAY( varidx, vartype, varname, varcount ) vartype varname [ varcount ];
|
||||
#define STEAM_CALLBACK_END(nArgs) };
|
||||
#endif
|
||||
|
||||
// Forward declare all of the Steam interfaces. (Do we really need to do this?)
|
||||
class ISteamClient;
|
||||
class ISteamUser;
|
||||
class ISteamGameServer;
|
||||
class ISteamFriends;
|
||||
class ISteamUtils;
|
||||
class ISteamMatchmaking;
|
||||
class ISteamContentServer;
|
||||
class ISteamMatchmakingServers;
|
||||
class ISteamUserStats;
|
||||
class ISteamApps;
|
||||
class ISteamNetworking;
|
||||
class ISteamRemoteStorage;
|
||||
class ISteamScreenshots;
|
||||
class ISteamMusic;
|
||||
class ISteamMusicRemote;
|
||||
class ISteamGameServerStats;
|
||||
class ISteamPS3OverlayRender;
|
||||
class ISteamHTTP;
|
||||
class ISteamController;
|
||||
class ISteamUGC;
|
||||
class ISteamAppList;
|
||||
class ISteamHTMLSurface;
|
||||
class ISteamInventory;
|
||||
class ISteamVideo;
|
||||
class ISteamParentalSettings;
|
||||
class ISteamGameSearch;
|
||||
class ISteamInput;
|
||||
class ISteamParties;
|
||||
class ISteamRemotePlay;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Base values for callback identifiers, each callback must
|
||||
// have a unique ID.
|
||||
//-----------------------------------------------------------------------------
|
||||
enum { k_iSteamUserCallbacks = 100 };
|
||||
enum { k_iSteamGameServerCallbacks = 200 };
|
||||
enum { k_iSteamFriendsCallbacks = 300 };
|
||||
enum { k_iSteamBillingCallbacks = 400 };
|
||||
enum { k_iSteamMatchmakingCallbacks = 500 };
|
||||
enum { k_iSteamContentServerCallbacks = 600 };
|
||||
enum { k_iSteamUtilsCallbacks = 700 };
|
||||
enum { k_iClientFriendsCallbacks = 800 };
|
||||
enum { k_iClientUserCallbacks = 900 };
|
||||
enum { k_iSteamAppsCallbacks = 1000 };
|
||||
enum { k_iSteamUserStatsCallbacks = 1100 };
|
||||
enum { k_iSteamNetworkingCallbacks = 1200 };
|
||||
enum { k_iSteamNetworkingSocketsCallbacks = 1220 };
|
||||
enum { k_iSteamNetworkingMessagesCallbacks = 1250 };
|
||||
enum { k_iSteamNetworkingUtilsCallbacks = 1280 };
|
||||
enum { k_iClientRemoteStorageCallbacks = 1300 };
|
||||
enum { k_iClientDepotBuilderCallbacks = 1400 };
|
||||
enum { k_iSteamGameServerItemsCallbacks = 1500 };
|
||||
enum { k_iClientUtilsCallbacks = 1600 };
|
||||
enum { k_iSteamGameCoordinatorCallbacks = 1700 };
|
||||
enum { k_iSteamGameServerStatsCallbacks = 1800 };
|
||||
enum { k_iSteam2AsyncCallbacks = 1900 };
|
||||
enum { k_iSteamGameStatsCallbacks = 2000 };
|
||||
enum { k_iClientHTTPCallbacks = 2100 };
|
||||
enum { k_iClientScreenshotsCallbacks = 2200 };
|
||||
enum { k_iSteamScreenshotsCallbacks = 2300 };
|
||||
enum { k_iClientAudioCallbacks = 2400 };
|
||||
enum { k_iClientUnifiedMessagesCallbacks = 2500 };
|
||||
enum { k_iSteamStreamLauncherCallbacks = 2600 };
|
||||
enum { k_iClientControllerCallbacks = 2700 };
|
||||
enum { k_iSteamControllerCallbacks = 2800 };
|
||||
enum { k_iClientParentalSettingsCallbacks = 2900 };
|
||||
enum { k_iClientDeviceAuthCallbacks = 3000 };
|
||||
enum { k_iClientNetworkDeviceManagerCallbacks = 3100 };
|
||||
enum { k_iClientMusicCallbacks = 3200 };
|
||||
enum { k_iClientRemoteClientManagerCallbacks = 3300 };
|
||||
enum { k_iClientUGCCallbacks = 3400 };
|
||||
enum { k_iSteamStreamClientCallbacks = 3500 };
|
||||
enum { k_IClientProductBuilderCallbacks = 3600 };
|
||||
enum { k_iClientShortcutsCallbacks = 3700 };
|
||||
enum { k_iClientRemoteControlManagerCallbacks = 3800 };
|
||||
enum { k_iSteamAppListCallbacks = 3900 };
|
||||
enum { k_iSteamMusicCallbacks = 4000 };
|
||||
enum { k_iSteamMusicRemoteCallbacks = 4100 };
|
||||
enum { k_iClientVRCallbacks = 4200 };
|
||||
enum { k_iClientGameNotificationCallbacks = 4300 };
|
||||
enum { k_iSteamGameNotificationCallbacks = 4400 };
|
||||
enum { k_iSteamHTMLSurfaceCallbacks = 4500 };
|
||||
enum { k_iClientVideoCallbacks = 4600 };
|
||||
enum { k_iClientInventoryCallbacks = 4700 };
|
||||
enum { k_iClientBluetoothManagerCallbacks = 4800 };
|
||||
enum { k_iClientSharedConnectionCallbacks = 4900 };
|
||||
enum { k_ISteamParentalSettingsCallbacks = 5000 };
|
||||
enum { k_iClientShaderCallbacks = 5100 };
|
||||
enum { k_iSteamGameSearchCallbacks = 5200 };
|
||||
enum { k_iSteamPartiesCallbacks = 5300 };
|
||||
enum { k_iClientPartiesCallbacks = 5400 };
|
||||
enum { k_iSteamSTARCallbacks = 5500 };
|
||||
enum { k_iClientSTARCallbacks = 5600 };
|
||||
enum { k_iSteamRemotePlayCallbacks = 5700 };
|
||||
enum { k_iClientCompatCallbacks = 5800 };
|
||||
enum { k_iSteamChatCallbacks = 5900 };
|
||||
enum { k_iClientNetworkingUtilsCallbacks = 6000 };
|
||||
enum { k_iClientSystemManagerCallbacks = 6100 };
|
||||
enum { k_iClientStorageDeviceManagerCallbacks = 6200 };
|
||||
|
||||
#ifdef _MSVC_VER
|
||||
#pragma warning( pop )
|
||||
#endif
|
||||
|
||||
// Macros used to annotate various Steamworks interfaces to generate the
|
||||
// flat API
|
||||
#ifdef API_GEN
|
||||
# define STEAM_CLANG_ATTR(ATTR) __attribute__((annotate( ATTR )))
|
||||
#else
|
||||
# define STEAM_CLANG_ATTR(ATTR)
|
||||
#endif
|
||||
|
||||
#define STEAM_OUT_STRUCT() STEAM_CLANG_ATTR( "out_struct: ;" )
|
||||
#define STEAM_OUT_STRING() STEAM_CLANG_ATTR( "out_string: ;" )
|
||||
#define STEAM_OUT_ARRAY_CALL(COUNTER,FUNCTION,PARAMS) STEAM_CLANG_ATTR( "out_array_call:" #COUNTER "," #FUNCTION "," #PARAMS ";" )
|
||||
#define STEAM_OUT_ARRAY_COUNT(COUNTER, DESC) STEAM_CLANG_ATTR( "out_array_count:" #COUNTER ";desc:" #DESC )
|
||||
#define STEAM_ARRAY_COUNT(COUNTER) STEAM_CLANG_ATTR( "array_count:" #COUNTER ";" )
|
||||
#define STEAM_ARRAY_COUNT_D(COUNTER, DESC) STEAM_CLANG_ATTR( "array_count:" #COUNTER ";desc:" #DESC )
|
||||
#define STEAM_BUFFER_COUNT(COUNTER) STEAM_CLANG_ATTR( "buffer_count:" #COUNTER ";" )
|
||||
#define STEAM_OUT_BUFFER_COUNT(COUNTER) STEAM_CLANG_ATTR( "out_buffer_count:" #COUNTER ";" )
|
||||
#define STEAM_OUT_STRING_COUNT(COUNTER) STEAM_CLANG_ATTR( "out_string_count:" #COUNTER ";" )
|
||||
#define STEAM_DESC(DESC) STEAM_CLANG_ATTR("desc:" #DESC ";")
|
||||
#define STEAM_CALL_RESULT(RESULT_TYPE) STEAM_CLANG_ATTR("callresult:" #RESULT_TYPE ";")
|
||||
#define STEAM_CALL_BACK(RESULT_TYPE) STEAM_CLANG_ATTR("callback:" #RESULT_TYPE ";")
|
||||
#define STEAM_FLAT_NAME(NAME) STEAM_CLANG_ATTR("flat_name:" #NAME ";")
|
||||
|
||||
// CSteamAPIContext encapsulates the Steamworks API global accessors into
|
||||
// a single object.
|
||||
//
|
||||
// DEPRECATED: Used the global interface accessors instead!
|
||||
//
|
||||
// This will be removed in a future iteration of the SDK
|
||||
class CSteamAPIContext
|
||||
{
|
||||
public:
|
||||
CSteamAPIContext() { Clear(); }
|
||||
inline void Clear() { memset( this, 0, sizeof(*this) ); }
|
||||
inline bool Init(); // NOTE: This is defined in steam_api.h, to avoid this file having to include everything
|
||||
ISteamClient* SteamClient() const { return m_pSteamClient; }
|
||||
ISteamUser* SteamUser() const { return m_pSteamUser; }
|
||||
ISteamFriends* SteamFriends() const { return m_pSteamFriends; }
|
||||
ISteamUtils* SteamUtils() const { return m_pSteamUtils; }
|
||||
ISteamMatchmaking* SteamMatchmaking() const { return m_pSteamMatchmaking; }
|
||||
ISteamGameSearch* SteamGameSearch() const { return m_pSteamGameSearch; }
|
||||
ISteamUserStats* SteamUserStats() const { return m_pSteamUserStats; }
|
||||
ISteamApps* SteamApps() const { return m_pSteamApps; }
|
||||
ISteamMatchmakingServers* SteamMatchmakingServers() const { return m_pSteamMatchmakingServers; }
|
||||
ISteamNetworking* SteamNetworking() const { return m_pSteamNetworking; }
|
||||
ISteamRemoteStorage* SteamRemoteStorage() const { return m_pSteamRemoteStorage; }
|
||||
ISteamScreenshots* SteamScreenshots() const { return m_pSteamScreenshots; }
|
||||
ISteamHTTP* SteamHTTP() const { return m_pSteamHTTP; }
|
||||
ISteamController* SteamController() const { return m_pController; }
|
||||
ISteamUGC* SteamUGC() const { return m_pSteamUGC; }
|
||||
ISteamAppList* SteamAppList() const { return m_pSteamAppList; }
|
||||
ISteamMusic* SteamMusic() const { return m_pSteamMusic; }
|
||||
ISteamMusicRemote* SteamMusicRemote() const { return m_pSteamMusicRemote; }
|
||||
ISteamHTMLSurface* SteamHTMLSurface() const { return m_pSteamHTMLSurface; }
|
||||
ISteamInventory* SteamInventory() const { return m_pSteamInventory; }
|
||||
ISteamVideo* SteamVideo() const { return m_pSteamVideo; }
|
||||
ISteamParentalSettings* SteamParentalSettings() const { return m_pSteamParentalSettings; }
|
||||
ISteamInput* SteamInput() const { return m_pSteamInput; }
|
||||
private:
|
||||
ISteamClient *m_pSteamClient;
|
||||
ISteamUser *m_pSteamUser;
|
||||
ISteamFriends *m_pSteamFriends;
|
||||
ISteamUtils *m_pSteamUtils;
|
||||
ISteamMatchmaking *m_pSteamMatchmaking;
|
||||
ISteamGameSearch *m_pSteamGameSearch;
|
||||
ISteamUserStats *m_pSteamUserStats;
|
||||
ISteamApps *m_pSteamApps;
|
||||
ISteamMatchmakingServers *m_pSteamMatchmakingServers;
|
||||
ISteamNetworking *m_pSteamNetworking;
|
||||
ISteamRemoteStorage *m_pSteamRemoteStorage;
|
||||
ISteamScreenshots *m_pSteamScreenshots;
|
||||
ISteamHTTP *m_pSteamHTTP;
|
||||
ISteamController *m_pController;
|
||||
ISteamUGC *m_pSteamUGC;
|
||||
ISteamAppList *m_pSteamAppList;
|
||||
ISteamMusic *m_pSteamMusic;
|
||||
ISteamMusicRemote *m_pSteamMusicRemote;
|
||||
ISteamHTMLSurface *m_pSteamHTMLSurface;
|
||||
ISteamInventory *m_pSteamInventory;
|
||||
ISteamVideo *m_pSteamVideo;
|
||||
ISteamParentalSettings *m_pSteamParentalSettings;
|
||||
ISteamInput *m_pSteamInput;
|
||||
};
|
||||
|
||||
class CSteamGameServerAPIContext
|
||||
{
|
||||
public:
|
||||
CSteamGameServerAPIContext() { Clear(); }
|
||||
inline void Clear() { memset( this, 0, sizeof(*this) ); }
|
||||
inline bool Init(); // NOTE: This is defined in steam_gameserver.h, to avoid this file having to include everything
|
||||
|
||||
ISteamClient *SteamClient() const { return m_pSteamClient; }
|
||||
ISteamGameServer *SteamGameServer() const { return m_pSteamGameServer; }
|
||||
ISteamUtils *SteamGameServerUtils() const { return m_pSteamGameServerUtils; }
|
||||
ISteamNetworking *SteamGameServerNetworking() const { return m_pSteamGameServerNetworking; }
|
||||
ISteamGameServerStats *SteamGameServerStats() const { return m_pSteamGameServerStats; }
|
||||
ISteamHTTP *SteamHTTP() const { return m_pSteamHTTP; }
|
||||
ISteamInventory *SteamInventory() const { return m_pSteamInventory; }
|
||||
ISteamUGC *SteamUGC() const { return m_pSteamUGC; }
|
||||
|
||||
private:
|
||||
ISteamClient *m_pSteamClient;
|
||||
ISteamGameServer *m_pSteamGameServer;
|
||||
ISteamUtils *m_pSteamGameServerUtils;
|
||||
ISteamNetworking *m_pSteamGameServerNetworking;
|
||||
ISteamGameServerStats *m_pSteamGameServerStats;
|
||||
ISteamHTTP *m_pSteamHTTP;
|
||||
ISteamInventory *m_pSteamInventory;
|
||||
ISteamUGC *m_pSteamUGC;
|
||||
};
|
||||
|
||||
|
||||
|
@ -1,113 +1,117 @@
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_GAMESERVER_H
|
||||
#define STEAM_GAMESERVER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamgameserver.h"
|
||||
#include "isteamgameserverstats.h"
|
||||
#include "steam_api.h"
|
||||
|
||||
enum EServerMode {
|
||||
eServerModeInvalid = 0, // DO NOT USE
|
||||
eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
|
||||
eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
|
||||
eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
|
||||
};
|
||||
|
||||
/// Pass to SteamGameServer_Init to indicate that the same UDP port will be used for game traffic
|
||||
/// UDP queries. In this case, Steam will not open up a socket to handle server browser queries,
|
||||
/// and you must use ISteamGameServer::HandleIncomingPacket and ISteamGameServer::GetNextOutgoingPacket
|
||||
/// to handle packets related to server discovery on your socket.
|
||||
#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
|
||||
|
||||
// Initialize SteamGameServer client and interface objects, and set server properties which may not be changed.
|
||||
//
|
||||
// After calling this function, you should set any additional server parameters, and then
|
||||
// call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn()
|
||||
//
|
||||
// - unIP will usually be zero. If you are on a machine with multiple IP addresses, you can pass a non-zero
|
||||
// value here and the relevant sockets will be bound to that IP. This can be used to ensure that
|
||||
// the IP you desire is the one used in the server browser.
|
||||
// - usGamePort is the port that clients will connect to for gameplay. You will usually open up your
|
||||
// own socket bound to this port.
|
||||
// - usQueryPort is the port that will manage server browser related duties and info
|
||||
// pings from clients. If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it
|
||||
// will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving
|
||||
// UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h.
|
||||
// - The version string should be in the form x.x.x.x, and is used by the master server to detect when the
|
||||
// server is out of date. (Only servers with the latest version will be listed.)
|
||||
inline bool SteamGameServer_Init(uint32 unIP, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char* pchVersionString);
|
||||
|
||||
// Shutdown SteamGameSeverXxx interfaces, log out, and free resources.
|
||||
S_API void SteamGameServer_Shutdown();
|
||||
|
||||
// Most Steam API functions allocate some amount of thread-local memory for
|
||||
// parameter storage. Calling SteamGameServer_ReleaseCurrentThreadMemory()
|
||||
// will free all API-related memory associated with the calling thread.
|
||||
// This memory is released automatically by SteamGameServer_RunCallbacks(),
|
||||
// so single-threaded servers do not need to explicitly call this function.
|
||||
inline void SteamGameServer_ReleaseCurrentThreadMemory();
|
||||
|
||||
S_API bool SteamGameServer_BSecure();
|
||||
S_API uint64 SteamGameServer_GetSteamID();
|
||||
|
||||
// Older SDKs exported this global pointer, but it is no longer supported.
|
||||
// You should use SteamGameServerClient() or CSteamGameServerAPIContext to
|
||||
// safely access the ISteamClient APIs from your game server application.
|
||||
//S_API ISteamClient *g_pSteamClientGameServer;
|
||||
|
||||
// SteamGameServer_InitSafe has been replaced with SteamGameServer_Init and
|
||||
// is no longer supported. Use SteamGameServer_Init instead.
|
||||
//S_API void S_CALLTYPE SteamGameServer_InitSafe();
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// Internal implementation details below
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_API_EXPORTS
|
||||
// This function must be declared inline in the header so the module using steam_api.dll gets the version names they want.
|
||||
inline bool CSteamGameServerAPIContext::Init()
|
||||
{
|
||||
m_pSteamClient = ::SteamGameServerClient();
|
||||
if (!m_pSteamClient)
|
||||
return false;
|
||||
|
||||
m_pSteamGameServer = ::SteamGameServer();
|
||||
m_pSteamGameServerUtils = ::SteamGameServerUtils();
|
||||
m_pSteamGameServerNetworking = ::SteamGameServerNetworking();
|
||||
m_pSteamGameServerStats = ::SteamGameServerStats();
|
||||
m_pSteamHTTP = ::SteamGameServerHTTP();
|
||||
m_pSteamInventory = ::SteamGameServerInventory();
|
||||
m_pSteamUGC = ::SteamGameServerUGC();
|
||||
m_pSteamApps = ::SteamGameServerApps();
|
||||
if (!m_pSteamGameServer || !m_pSteamGameServerUtils || !m_pSteamGameServerNetworking || !m_pSteamGameServerStats
|
||||
|| !m_pSteamHTTP || !m_pSteamInventory || !m_pSteamUGC || !m_pSteamApps)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
|
||||
S_API bool S_CALLTYPE SteamInternal_GameServer_Init(uint32 unIP, uint16 usLegacySteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char* pchVersionString);
|
||||
inline bool SteamGameServer_Init(uint32 unIP, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char* pchVersionString)
|
||||
{
|
||||
if (!SteamInternal_GameServer_Init(unIP, 0, usGamePort, usQueryPort, eServerMode, pchVersionString))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
inline void SteamGameServer_ReleaseCurrentThreadMemory()
|
||||
{
|
||||
SteamAPI_ReleaseCurrentThreadMemory();
|
||||
}
|
||||
|
||||
#endif // STEAM_GAMESERVER_H
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_GAMESERVER_H
|
||||
#define STEAM_GAMESERVER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api.h"
|
||||
#include "isteamgameserver.h"
|
||||
#include "isteamgameserverstats.h"
|
||||
|
||||
enum EServerMode
|
||||
{
|
||||
eServerModeInvalid = 0, // DO NOT USE
|
||||
eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
|
||||
eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
|
||||
eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
|
||||
};
|
||||
|
||||
/// Pass to SteamGameServer_Init to indicate that the same UDP port will be used for game traffic
|
||||
/// UDP queries for server browser pings and LAN discovery. In this case, Steam will not open up a
|
||||
/// socket to handle server browser queries, and you must use ISteamGameServer::HandleIncomingPacket
|
||||
/// and ISteamGameServer::GetNextOutgoingPacket to handle packets related to server discovery on your socket.
|
||||
const uint16 STEAMGAMESERVER_QUERY_PORT_SHARED = 0xffff;
|
||||
|
||||
// DEPRECATED: This old name was really confusing.
|
||||
const uint16 MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE = STEAMGAMESERVER_QUERY_PORT_SHARED;
|
||||
|
||||
// Initialize SteamGameServer client and interface objects, and set server properties which may not be changed.
|
||||
//
|
||||
// After calling this function, you should set any additional server parameters, and then
|
||||
// call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn()
|
||||
//
|
||||
// - unIP will usually be zero. If you are on a machine with multiple IP addresses, you can pass a non-zero
|
||||
// value here and the relevant sockets will be bound to that IP. This can be used to ensure that
|
||||
// the IP you desire is the one used in the server browser.
|
||||
// - usGamePort is the port that clients will connect to for gameplay. You will usually open up your
|
||||
// own socket bound to this port.
|
||||
// - usQueryPort is the port that will manage server browser related duties and info
|
||||
// pings from clients. If you pass STEAMGAMESERVER_QUERY_PORT_SHARED for usQueryPort, then it
|
||||
// will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving
|
||||
// UDP packets for the master server updater. (See ISteamGameServer::HandleIncomingPacket and
|
||||
// ISteamGameServer::GetNextOutgoingPacket.)
|
||||
// - The version string should be in the form x.x.x.x, and is used by the master server to detect when the
|
||||
// server is out of date. (Only servers with the latest version will be listed.)
|
||||
inline bool SteamGameServer_Init( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
|
||||
|
||||
// Shutdown SteamGameSeverXxx interfaces, log out, and free resources.
|
||||
S_API void SteamGameServer_Shutdown();
|
||||
|
||||
// Most Steam API functions allocate some amount of thread-local memory for
|
||||
// parameter storage. Calling SteamGameServer_ReleaseCurrentThreadMemory()
|
||||
// will free all API-related memory associated with the calling thread.
|
||||
// This memory is released automatically by SteamGameServer_RunCallbacks(),
|
||||
// so single-threaded servers do not need to explicitly call this function.
|
||||
inline void SteamGameServer_ReleaseCurrentThreadMemory();
|
||||
|
||||
S_API bool SteamGameServer_BSecure();
|
||||
S_API uint64 SteamGameServer_GetSteamID();
|
||||
|
||||
// Older SDKs exported this global pointer, but it is no longer supported.
|
||||
// You should use SteamGameServerClient() or CSteamGameServerAPIContext to
|
||||
// safely access the ISteamClient APIs from your game server application.
|
||||
//S_API ISteamClient *g_pSteamClientGameServer;
|
||||
|
||||
// SteamGameServer_InitSafe has been replaced with SteamGameServer_Init and
|
||||
// is no longer supported. Use SteamGameServer_Init instead.
|
||||
//S_API void S_CALLTYPE SteamGameServer_InitSafe();
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// Internal implementation details below
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_API_EXPORTS
|
||||
// This function must be declared inline in the header so the module using steam_api.dll gets the version names they want.
|
||||
inline bool CSteamGameServerAPIContext::Init()
|
||||
{
|
||||
m_pSteamClient = ::SteamGameServerClient();
|
||||
if ( !m_pSteamClient )
|
||||
return false;
|
||||
|
||||
m_pSteamGameServer = ::SteamGameServer();
|
||||
m_pSteamGameServerUtils = ::SteamGameServerUtils();
|
||||
m_pSteamGameServerNetworking = ::SteamGameServerNetworking();
|
||||
m_pSteamGameServerStats = ::SteamGameServerStats();
|
||||
m_pSteamHTTP = ::SteamGameServerHTTP();
|
||||
m_pSteamInventory = ::SteamGameServerInventory();
|
||||
m_pSteamUGC = ::SteamGameServerUGC();
|
||||
if ( !m_pSteamGameServer || !m_pSteamGameServerUtils || !m_pSteamGameServerNetworking || !m_pSteamGameServerStats
|
||||
|| !m_pSteamHTTP || !m_pSteamInventory || !m_pSteamUGC )
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
|
||||
S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usLegacySteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
|
||||
inline bool SteamGameServer_Init( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
|
||||
{
|
||||
if ( !SteamInternal_GameServer_Init( unIP, 0, usGamePort, usQueryPort, eServerMode, pchVersionString ) )
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
inline void SteamGameServer_ReleaseCurrentThreadMemory()
|
||||
{
|
||||
SteamAPI_ReleaseCurrentThreadMemory();
|
||||
}
|
||||
|
||||
#endif // STEAM_GAMESERVER_H
|
||||
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -1,284 +0,0 @@
|
||||
//====== Copyright Valve Corporation, All rights reserved. ====================
|
||||
//
|
||||
// Types and utilities for handling steam datagram tickets. These are
|
||||
// useful for both the client and the backend ticket generating authority.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMDATAGRAM_TICKETS_H
|
||||
#define STEAMDATAGRAM_TICKETS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#ifndef assert
|
||||
#include <assert.h>
|
||||
#endif
|
||||
|
||||
#include "steamnetworkingtypes.h"
|
||||
#include <string.h>
|
||||
|
||||
#if defined(VALVE_CALLBACK_PACK_SMALL)
|
||||
#pragma pack(push, 4)
|
||||
#elif defined(VALVE_CALLBACK_PACK_LARGE)
|
||||
#pragma pack(push, 8)
|
||||
#else
|
||||
#error "Must define VALVE_CALLBACK_PACK_SMALL or VALVE_CALLBACK_PACK_LARGE"
|
||||
#endif
|
||||
|
||||
/// Max length of serialized auth ticket. This is important so that we
|
||||
/// can ensure that we always fit into a single UDP datagram (along with
|
||||
/// other certs and signatures) and keep the implementation simple.
|
||||
const size_t k_cbSteamDatagramMaxSerializedTicket = 512;
|
||||
|
||||
/// Network-routable identifier for a service. This is an intentionally
|
||||
/// opaque byte blob. The relays know how to use this to forward it on
|
||||
/// to the intended destination, but otherwise clients really should not
|
||||
/// need to know what's inside. (Indeed, we don't really want them to
|
||||
/// know, as it could reveal information useful to an attacker.)
|
||||
struct SteamDatagramHostedAddress {
|
||||
|
||||
// Size of data blob.
|
||||
int m_cbSize;
|
||||
|
||||
// Opaque data
|
||||
char m_data[128];
|
||||
|
||||
// Reset to empty state
|
||||
void Clear() { memset(this, 0, sizeof(*this)); }
|
||||
|
||||
// Parse the data center out of the blob.
|
||||
SteamNetworkingPOPID GetPopID() const { return CalculateSteamNetworkingPOPIDFromString(m_data); }
|
||||
|
||||
/// Set a dummy routing blob with a hardcoded IP:port. You should only use
|
||||
/// this in a dev environment, since the address is in plaintext!
|
||||
/// In production this information should come from the server,
|
||||
/// using ISteamNetworkingSockets::GetHostedDedicatedServerAddress
|
||||
void SetDevAddress(uint32 nIP, uint16 nPort, SteamNetworkingPOPID popid = 0)
|
||||
{
|
||||
GetSteamNetworkingLocationPOPStringFromID(popid, m_data);
|
||||
m_cbSize = 4;
|
||||
m_data[m_cbSize++] = 1;
|
||||
m_data[m_cbSize++] = 1;
|
||||
m_data[m_cbSize++] = char(nPort);
|
||||
m_data[m_cbSize++] = char(nPort >> 8);
|
||||
m_data[m_cbSize++] = char(nIP);
|
||||
m_data[m_cbSize++] = char(nIP >> 8);
|
||||
m_data[m_cbSize++] = char(nIP >> 16);
|
||||
m_data[m_cbSize++] = char(nIP >> 24);
|
||||
}
|
||||
|
||||
/// Convert to/from std::string (or anything that acts like it).
|
||||
/// Useful for interfacing with google protobuf. It's a template
|
||||
/// mainly so that we don't have to include <string> in the header.
|
||||
/// Note: by "string", we don't mean that it's text. It's a binary
|
||||
/// blob, and it might have zeros in it. (std::string can handle that.)
|
||||
template <typename T>
|
||||
bool SetFromStdString(const T& str)
|
||||
{
|
||||
if (str.length() >= sizeof(m_data)) {
|
||||
m_cbSize = 0;
|
||||
return false;
|
||||
}
|
||||
m_cbSize = (int)str.length();
|
||||
memcpy(m_data, str.c_str(), m_cbSize);
|
||||
return true;
|
||||
}
|
||||
template <typename T>
|
||||
void GetAsStdString(T* str) const
|
||||
{
|
||||
str->assign(m_data, m_cbSize);
|
||||
}
|
||||
};
|
||||
|
||||
/// Ticket used to gain access to the relay network.
|
||||
struct SteamDatagramRelayAuthTicket {
|
||||
SteamDatagramRelayAuthTicket() { Clear(); }
|
||||
|
||||
/// Reset all fields
|
||||
void Clear()
|
||||
{
|
||||
memset(this, 0, sizeof(*this));
|
||||
m_nRestrictToVirtualPort = -1;
|
||||
}
|
||||
|
||||
/// Identity of the gameserver we want to talk to. This is required.
|
||||
SteamNetworkingIdentity m_identityGameserver;
|
||||
|
||||
/// Identity of the person who was authorized. This is required.
|
||||
SteamNetworkingIdentity m_identityAuthorizedClient;
|
||||
|
||||
/// SteamID is authorized to send from a particular public IP. If this
|
||||
/// is 0, then the sender is not restricted to a particular IP.
|
||||
///
|
||||
/// Recommend to leave this set to zero.
|
||||
uint32 m_unPublicIP;
|
||||
|
||||
/// Time when the ticket expires. Recommended: take the current
|
||||
/// time and add 6 hours, or maybe a bit longer if your gameplay
|
||||
/// sessions are longer.
|
||||
///
|
||||
/// NOTE: relays may reject tickets with expiry times excessively
|
||||
/// far in the future, so contact us if you wish to use an expiry
|
||||
/// longer than, say, 24 hours.
|
||||
RTime32 m_rtimeTicketExpiry;
|
||||
|
||||
/// Routing information where the gameserver is listening for
|
||||
/// relayed traffic. You should fill this in when generating
|
||||
/// a ticket.
|
||||
///
|
||||
/// When generating tickets on your backend:
|
||||
/// - In production: The gameserver knows the proper routing
|
||||
/// information, so you need to call
|
||||
/// ISteamNetworkingSockets::GetHostedDedicatedServerAddress
|
||||
/// and send the info to your backend.
|
||||
/// - In development, you will need to provide public IP
|
||||
/// of the server using SteamDatagramServiceNetID::SetDevAddress.
|
||||
/// Relays need to be able to send UDP
|
||||
/// packets to this server. Since it's very likely that
|
||||
/// your server is behind a firewall/NAT, make sure that
|
||||
/// the address is the one that the outside world can use.
|
||||
/// The traffic from the relays will be "unsolicited", so
|
||||
/// stateful firewalls won't work -- you will probably have
|
||||
/// to set up an explicit port forward.
|
||||
/// On the client:
|
||||
/// - this field will always be blank.
|
||||
SteamDatagramHostedAddress m_routing;
|
||||
|
||||
/// App ID this is for. This is required, and should be the
|
||||
/// App ID the client is running. (Even if your gameserver
|
||||
/// uses a different App ID.)
|
||||
uint32 m_nAppID;
|
||||
|
||||
/// Restrict this ticket to be used for a particular virtual port?
|
||||
/// Set to -1 to allow any virtual port.
|
||||
///
|
||||
/// This is useful as a security measure, and also so the client will
|
||||
/// use the right ticket (which might have extra fields that are useful
|
||||
/// for proper analytics), if the client happens to have more than one
|
||||
/// appropriate ticket.
|
||||
///
|
||||
/// Note: if a client has more that one acceptable ticket, they will
|
||||
/// always use the one expiring the latest.
|
||||
int m_nRestrictToVirtualPort;
|
||||
|
||||
//
|
||||
// Extra fields.
|
||||
//
|
||||
// These are collected for backend analytics. For example, you might
|
||||
// send a MatchID so that all of the records for a particular match can
|
||||
// be located. Or send a game mode field so that you can compare
|
||||
// the network characteristics of different game modes.
|
||||
//
|
||||
// (At the time of this writing we don't have a way to expose the data
|
||||
// we collect to partners, but we hope to in the future so that you can
|
||||
// get visibility into network conditions.)
|
||||
//
|
||||
|
||||
struct ExtraField {
|
||||
enum EType {
|
||||
k_EType_String,
|
||||
k_EType_Int, // For most small integral values. Uses google protobuf sint64, so it's small on the wire. WARNING: In some places this value may be transmitted in JSON, in which case precision may be lost in backend analytics. Don't use this for an "identifier", use it for a scalar quantity.
|
||||
k_EType_Fixed64, // 64 arbitrary bits. This value is treated as an "identifier". In places where JSON format is used, it will be serialized as a string. No aggregation / analytics can be performed on this value.
|
||||
};
|
||||
int /* EType */ m_eType;
|
||||
char m_szName[28];
|
||||
|
||||
union {
|
||||
char m_szStringValue[128];
|
||||
int64 m_nIntValue;
|
||||
uint64 m_nFixed64Value;
|
||||
};
|
||||
};
|
||||
enum { k_nMaxExtraFields = 16 };
|
||||
int m_nExtraFields;
|
||||
ExtraField m_vecExtraFields[k_nMaxExtraFields];
|
||||
|
||||
/// Helper to add an extra field in a single call
|
||||
void AddExtraField_Int(const char* pszName, int64 val)
|
||||
{
|
||||
ExtraField* p = AddExtraField(pszName, ExtraField::k_EType_Int);
|
||||
if (p)
|
||||
p->m_nIntValue = val;
|
||||
}
|
||||
void AddExtraField_Fixed64(const char* pszName, uint64 val)
|
||||
{
|
||||
ExtraField* p = AddExtraField(pszName, ExtraField::k_EType_Fixed64);
|
||||
if (p)
|
||||
p->m_nFixed64Value = val;
|
||||
}
|
||||
void AddExtraField_String(const char* pszName, const char* val)
|
||||
{
|
||||
ExtraField* p = AddExtraField(pszName, ExtraField::k_EType_String);
|
||||
if (p) {
|
||||
size_t l = strlen(val);
|
||||
if (l > sizeof(p->m_szStringValue) - 1)
|
||||
l = sizeof(p->m_szStringValue) - 1;
|
||||
memcpy(p->m_szStringValue, val, l);
|
||||
p->m_szStringValue[l] = '\0';
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
ExtraField* AddExtraField(const char* pszName, ExtraField::EType eType)
|
||||
{
|
||||
if (m_nExtraFields >= k_nMaxExtraFields) {
|
||||
assert(false);
|
||||
return NULL;
|
||||
}
|
||||
ExtraField* p = &m_vecExtraFields[m_nExtraFields++];
|
||||
p->m_eType = eType;
|
||||
|
||||
size_t l = strlen(pszName);
|
||||
if (l > sizeof(p->m_szName) - 1)
|
||||
l = sizeof(p->m_szName) - 1;
|
||||
memcpy(p->m_szName, pszName, l);
|
||||
p->m_szName[l] = '\0';
|
||||
return p;
|
||||
}
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
/// Max size of user data blob
|
||||
const size_t k_cbMaxSteamDatagramGameCoordinatorServerLoginAppData = 2048;
|
||||
|
||||
/// Max size of serialized data blob
|
||||
const size_t k_cbMaxSteamDatagramGameCoordinatorServerLoginSerialized = 4096;
|
||||
|
||||
/// Structure that describes a gameserver attempting to authenticate
|
||||
/// with your central server allocator / matchmaking service ("game coordinator").
|
||||
/// This is useful because the game coordinator needs to know:
|
||||
///
|
||||
/// - What data center is the gameserver running in?
|
||||
/// - The routing blob of the gameserver
|
||||
/// - Is the gameserver actually trusted?
|
||||
///
|
||||
/// Using this structure, you can securely communicate this information
|
||||
/// to your server, and you can do this WITHOUT maintaining any
|
||||
/// whitelists or tables of IP addresses.
|
||||
///
|
||||
/// See ISteamNetworkingSockets::GetGameCoordinatorServerLogin
|
||||
struct SteamDatagramGameCoordinatorServerLogin {
|
||||
/// Server's identity
|
||||
SteamNetworkingIdentity m_identity;
|
||||
|
||||
/// Routing info. Note that this includes the POPID
|
||||
SteamDatagramHostedAddress m_routing;
|
||||
|
||||
/// AppID that the server thinks it is running
|
||||
AppId_t m_nAppID;
|
||||
|
||||
/// Unix timestamp when this was generated
|
||||
RTime32 m_rtime;
|
||||
|
||||
/// Size of application data
|
||||
int m_cbAppData;
|
||||
|
||||
/// Application data. This is any additional information
|
||||
/// that you need to identify the server not contained above.
|
||||
/// (E.g. perhaps a public IP as seen by the coordinator service.)
|
||||
char m_appData[k_cbMaxSteamDatagramGameCoordinatorServerLoginAppData];
|
||||
};
|
||||
|
||||
#endif // STEAMDATAGRAM_TICKETS_H
|
@ -1,39 +1,40 @@
|
||||
//========= Copyright © 1996-2010, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose: utilities to decode/decrypt a ticket from the
|
||||
// ISteamUser::RequestEncryptedAppTicket, ISteamUser::GetEncryptedAppTicket API
|
||||
//
|
||||
// To use: declare CSteamEncryptedAppTicket, then call BDecryptTicket
|
||||
// if BDecryptTicket returns true, other accessors are valid
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#include "steam_api.h"
|
||||
|
||||
static const int k_nSteamEncryptedAppTicketSymmetricKeyLen = 32;
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BDecryptTicket(const uint8* rgubTicketEncrypted, uint32 cubTicketEncrypted,
|
||||
uint8* rgubTicketDecrypted, uint32* pcubTicketDecrypted,
|
||||
const uint8 rgubKey[k_nSteamEncryptedAppTicketSymmetricKeyLen], int cubKey);
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BIsTicketForApp(uint8* rgubTicketDecrypted, uint32 cubTicketDecrypted, AppId_t nAppID);
|
||||
|
||||
S_API RTime32 SteamEncryptedAppTicket_GetTicketIssueTime(uint8* rgubTicketDecrypted, uint32 cubTicketDecrypted);
|
||||
|
||||
S_API void SteamEncryptedAppTicket_GetTicketSteamID(uint8* rgubTicketDecrypted, uint32 cubTicketDecrypted, CSteamID* psteamID);
|
||||
|
||||
S_API AppId_t SteamEncryptedAppTicket_GetTicketAppID(uint8* rgubTicketDecrypted, uint32 cubTicketDecrypted);
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BUserOwnsAppInTicket(uint8* rgubTicketDecrypted, uint32 cubTicketDecrypted, AppId_t nAppID);
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BUserIsVacBanned(uint8* rgubTicketDecrypted, uint32 cubTicketDecrypted);
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BGetAppDefinedValue(uint8* rgubTicketDecrypted, uint32 cubTicketDecrypted, uint32* pValue);
|
||||
|
||||
S_API const uint8* SteamEncryptedAppTicket_GetUserVariableData(uint8* rgubTicketDecrypted, uint32 cubTicketDecrypted, uint32* pcubUserData);
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BIsTicketSigned(uint8* rgubTicketDecrypted, uint32 cubTicketDecrypted, const uint8* pubRSAKey, uint32 cubRSAKey);
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BIsLicenseBorrowed(uint8* rgubTicketDecrypted, uint32 cubTicketDecrypted);
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BIsLicenseTemporary(uint8* rgubTicketDecrypted, uint32 cubTicketDecrypted);
|
||||
//========= Copyright © 1996-2010, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose: utilities to decode/decrypt a ticket from the
|
||||
// ISteamUser::RequestEncryptedAppTicket, ISteamUser::GetEncryptedAppTicket API
|
||||
//
|
||||
// To use: declare CSteamEncryptedAppTicket, then call BDecryptTicket
|
||||
// if BDecryptTicket returns true, other accessors are valid
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#include "steam_api.h"
|
||||
|
||||
static const int k_nSteamEncryptedAppTicketSymmetricKeyLen = 32;
|
||||
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BDecryptTicket( const uint8 *rgubTicketEncrypted, uint32 cubTicketEncrypted,
|
||||
uint8 *rgubTicketDecrypted, uint32 *pcubTicketDecrypted,
|
||||
const uint8 rgubKey[k_nSteamEncryptedAppTicketSymmetricKeyLen], int cubKey );
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BIsTicketForApp( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, AppId_t nAppID );
|
||||
|
||||
S_API RTime32 SteamEncryptedAppTicket_GetTicketIssueTime( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted );
|
||||
|
||||
S_API void SteamEncryptedAppTicket_GetTicketSteamID( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, CSteamID *psteamID );
|
||||
|
||||
S_API AppId_t SteamEncryptedAppTicket_GetTicketAppID( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted );
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BUserOwnsAppInTicket( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, AppId_t nAppID );
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BUserIsVacBanned( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted );
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BGetAppDefinedValue( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, uint32 *pValue );
|
||||
|
||||
S_API const uint8 *SteamEncryptedAppTicket_GetUserVariableData( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, uint32 *pcubUserData );
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BIsTicketSigned( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, const uint8 *pubRSAKey, uint32 cubRSAKey );
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BIsLicenseBorrowed( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted );
|
||||
|
||||
S_API bool SteamEncryptedAppTicket_BIsLicenseTemporary( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted );
|
||||
|
@ -1,96 +1,99 @@
|
||||
//====== Copyright © 1996-2010, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: HTTP related enums, stuff that is shared by both clients and servers, and our
|
||||
// UI projects goes here.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMHTTPENUMS_H
|
||||
#define STEAMHTTPENUMS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
// HTTP related types
|
||||
|
||||
// This enum is used in client API methods, do not re-number existing values.
|
||||
enum EHTTPMethod {
|
||||
k_EHTTPMethodInvalid = 0,
|
||||
k_EHTTPMethodGET,
|
||||
k_EHTTPMethodHEAD,
|
||||
k_EHTTPMethodPOST,
|
||||
k_EHTTPMethodPUT,
|
||||
k_EHTTPMethodDELETE,
|
||||
k_EHTTPMethodOPTIONS,
|
||||
k_EHTTPMethodPATCH,
|
||||
|
||||
// The remaining HTTP methods are not yet supported, per rfc2616 section 5.1.1 only GET and HEAD are required for
|
||||
// a compliant general purpose server. We'll likely add more as we find uses for them.
|
||||
|
||||
// k_EHTTPMethodTRACE,
|
||||
// k_EHTTPMethodCONNECT
|
||||
};
|
||||
|
||||
// HTTP Status codes that the server can send in response to a request, see rfc2616 section 10.3 for descriptions
|
||||
// of each of these.
|
||||
enum EHTTPStatusCode {
|
||||
// Invalid status code (this isn't defined in HTTP, used to indicate unset in our code)
|
||||
k_EHTTPStatusCodeInvalid = 0,
|
||||
|
||||
// Informational codes
|
||||
k_EHTTPStatusCode100Continue = 100,
|
||||
k_EHTTPStatusCode101SwitchingProtocols = 101,
|
||||
|
||||
// Success codes
|
||||
k_EHTTPStatusCode200OK = 200,
|
||||
k_EHTTPStatusCode201Created = 201,
|
||||
k_EHTTPStatusCode202Accepted = 202,
|
||||
k_EHTTPStatusCode203NonAuthoritative = 203,
|
||||
k_EHTTPStatusCode204NoContent = 204,
|
||||
k_EHTTPStatusCode205ResetContent = 205,
|
||||
k_EHTTPStatusCode206PartialContent = 206,
|
||||
|
||||
// Redirection codes
|
||||
k_EHTTPStatusCode300MultipleChoices = 300,
|
||||
k_EHTTPStatusCode301MovedPermanently = 301,
|
||||
k_EHTTPStatusCode302Found = 302,
|
||||
k_EHTTPStatusCode303SeeOther = 303,
|
||||
k_EHTTPStatusCode304NotModified = 304,
|
||||
k_EHTTPStatusCode305UseProxy = 305,
|
||||
//k_EHTTPStatusCode306Unused = 306, (used in old HTTP spec, now unused in 1.1)
|
||||
k_EHTTPStatusCode307TemporaryRedirect = 307,
|
||||
|
||||
// Error codes
|
||||
k_EHTTPStatusCode400BadRequest = 400,
|
||||
k_EHTTPStatusCode401Unauthorized = 401, // You probably want 403 or something else. 401 implies you're sending a WWW-Authenticate header and the client can sent an Authorization header in response.
|
||||
k_EHTTPStatusCode402PaymentRequired = 402, // This is reserved for future HTTP specs, not really supported by clients
|
||||
k_EHTTPStatusCode403Forbidden = 403,
|
||||
k_EHTTPStatusCode404NotFound = 404,
|
||||
k_EHTTPStatusCode405MethodNotAllowed = 405,
|
||||
k_EHTTPStatusCode406NotAcceptable = 406,
|
||||
k_EHTTPStatusCode407ProxyAuthRequired = 407,
|
||||
k_EHTTPStatusCode408RequestTimeout = 408,
|
||||
k_EHTTPStatusCode409Conflict = 409,
|
||||
k_EHTTPStatusCode410Gone = 410,
|
||||
k_EHTTPStatusCode411LengthRequired = 411,
|
||||
k_EHTTPStatusCode412PreconditionFailed = 412,
|
||||
k_EHTTPStatusCode413RequestEntityTooLarge = 413,
|
||||
k_EHTTPStatusCode414RequestURITooLong = 414,
|
||||
k_EHTTPStatusCode415UnsupportedMediaType = 415,
|
||||
k_EHTTPStatusCode416RequestedRangeNotSatisfiable = 416,
|
||||
k_EHTTPStatusCode417ExpectationFailed = 417,
|
||||
k_EHTTPStatusCode4xxUnknown = 418, // 418 is reserved, so we'll use it to mean unknown
|
||||
k_EHTTPStatusCode429TooManyRequests = 429,
|
||||
k_EHTTPStatusCode444ConnectionClosed = 444, // nginx only?
|
||||
|
||||
// Server error codes
|
||||
k_EHTTPStatusCode500InternalServerError = 500,
|
||||
k_EHTTPStatusCode501NotImplemented = 501,
|
||||
k_EHTTPStatusCode502BadGateway = 502,
|
||||
k_EHTTPStatusCode503ServiceUnavailable = 503,
|
||||
k_EHTTPStatusCode504GatewayTimeout = 504,
|
||||
k_EHTTPStatusCode505HTTPVersionNotSupported = 505,
|
||||
k_EHTTPStatusCode5xxUnknown = 599,
|
||||
};
|
||||
|
||||
//====== Copyright © 1996-2010, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: HTTP related enums, stuff that is shared by both clients and servers, and our
|
||||
// UI projects goes here.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMHTTPENUMS_H
|
||||
#define STEAMHTTPENUMS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
// HTTP related types
|
||||
|
||||
// This enum is used in client API methods, do not re-number existing values.
|
||||
enum EHTTPMethod
|
||||
{
|
||||
k_EHTTPMethodInvalid = 0,
|
||||
k_EHTTPMethodGET,
|
||||
k_EHTTPMethodHEAD,
|
||||
k_EHTTPMethodPOST,
|
||||
k_EHTTPMethodPUT,
|
||||
k_EHTTPMethodDELETE,
|
||||
k_EHTTPMethodOPTIONS,
|
||||
k_EHTTPMethodPATCH,
|
||||
|
||||
// The remaining HTTP methods are not yet supported, per rfc2616 section 5.1.1 only GET and HEAD are required for
|
||||
// a compliant general purpose server. We'll likely add more as we find uses for them.
|
||||
|
||||
// k_EHTTPMethodTRACE,
|
||||
// k_EHTTPMethodCONNECT
|
||||
};
|
||||
|
||||
|
||||
// HTTP Status codes that the server can send in response to a request, see rfc2616 section 10.3 for descriptions
|
||||
// of each of these.
|
||||
enum EHTTPStatusCode
|
||||
{
|
||||
// Invalid status code (this isn't defined in HTTP, used to indicate unset in our code)
|
||||
k_EHTTPStatusCodeInvalid = 0,
|
||||
|
||||
// Informational codes
|
||||
k_EHTTPStatusCode100Continue = 100,
|
||||
k_EHTTPStatusCode101SwitchingProtocols = 101,
|
||||
|
||||
// Success codes
|
||||
k_EHTTPStatusCode200OK = 200,
|
||||
k_EHTTPStatusCode201Created = 201,
|
||||
k_EHTTPStatusCode202Accepted = 202,
|
||||
k_EHTTPStatusCode203NonAuthoritative = 203,
|
||||
k_EHTTPStatusCode204NoContent = 204,
|
||||
k_EHTTPStatusCode205ResetContent = 205,
|
||||
k_EHTTPStatusCode206PartialContent = 206,
|
||||
|
||||
// Redirection codes
|
||||
k_EHTTPStatusCode300MultipleChoices = 300,
|
||||
k_EHTTPStatusCode301MovedPermanently = 301,
|
||||
k_EHTTPStatusCode302Found = 302,
|
||||
k_EHTTPStatusCode303SeeOther = 303,
|
||||
k_EHTTPStatusCode304NotModified = 304,
|
||||
k_EHTTPStatusCode305UseProxy = 305,
|
||||
//k_EHTTPStatusCode306Unused = 306, (used in old HTTP spec, now unused in 1.1)
|
||||
k_EHTTPStatusCode307TemporaryRedirect = 307,
|
||||
|
||||
// Error codes
|
||||
k_EHTTPStatusCode400BadRequest = 400,
|
||||
k_EHTTPStatusCode401Unauthorized = 401, // You probably want 403 or something else. 401 implies you're sending a WWW-Authenticate header and the client can sent an Authorization header in response.
|
||||
k_EHTTPStatusCode402PaymentRequired = 402, // This is reserved for future HTTP specs, not really supported by clients
|
||||
k_EHTTPStatusCode403Forbidden = 403,
|
||||
k_EHTTPStatusCode404NotFound = 404,
|
||||
k_EHTTPStatusCode405MethodNotAllowed = 405,
|
||||
k_EHTTPStatusCode406NotAcceptable = 406,
|
||||
k_EHTTPStatusCode407ProxyAuthRequired = 407,
|
||||
k_EHTTPStatusCode408RequestTimeout = 408,
|
||||
k_EHTTPStatusCode409Conflict = 409,
|
||||
k_EHTTPStatusCode410Gone = 410,
|
||||
k_EHTTPStatusCode411LengthRequired = 411,
|
||||
k_EHTTPStatusCode412PreconditionFailed = 412,
|
||||
k_EHTTPStatusCode413RequestEntityTooLarge = 413,
|
||||
k_EHTTPStatusCode414RequestURITooLong = 414,
|
||||
k_EHTTPStatusCode415UnsupportedMediaType = 415,
|
||||
k_EHTTPStatusCode416RequestedRangeNotSatisfiable = 416,
|
||||
k_EHTTPStatusCode417ExpectationFailed = 417,
|
||||
k_EHTTPStatusCode4xxUnknown = 418, // 418 is reserved, so we'll use it to mean unknown
|
||||
k_EHTTPStatusCode429TooManyRequests = 429,
|
||||
k_EHTTPStatusCode444ConnectionClosed = 444, // nginx only?
|
||||
|
||||
// Server error codes
|
||||
k_EHTTPStatusCode500InternalServerError = 500,
|
||||
k_EHTTPStatusCode501NotImplemented = 501,
|
||||
k_EHTTPStatusCode502BadGateway = 502,
|
||||
k_EHTTPStatusCode503ServiceUnavailable = 503,
|
||||
k_EHTTPStatusCode504GatewayTimeout = 504,
|
||||
k_EHTTPStatusCode505HTTPVersionNotSupported = 505,
|
||||
k_EHTTPStatusCode5xxUnknown = 599,
|
||||
};
|
||||
|
||||
#endif // STEAMHTTPENUMS_H
|
File diff suppressed because it is too large
Load Diff
@ -1,104 +1,112 @@
|
||||
//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMPS3PARAMS_H
|
||||
#define STEAMPS3PARAMS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// PlayStation 3 initialization parameters
|
||||
//
|
||||
// The following structure must be passed to when loading steam_api_ps3.prx
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
#define STEAM_PS3_PATH_MAX 1055
|
||||
#define STEAM_PS3_SERVICE_ID_MAX 32
|
||||
#define STEAM_PS3_COMMUNICATION_ID_MAX 10
|
||||
#define STEAM_PS3_COMMUNICATION_SIG_MAX 160
|
||||
#define STEAM_PS3_LANGUAGE_MAX 64
|
||||
#define STEAM_PS3_REGION_CODE_MAX 16
|
||||
#define STEAM_PS3_CURRENT_PARAMS_VER 2
|
||||
struct SteamPS3Params_t {
|
||||
uint32 m_unVersion; // set to STEAM_PS3_CURRENT_PARAMS_VER
|
||||
|
||||
void* pReserved;
|
||||
uint32 m_nAppId; // set to your game's appid
|
||||
|
||||
char m_rgchInstallationPath[STEAM_PS3_PATH_MAX]; // directory containing latest steam prx's and sdata. Can be read only (BDVD)
|
||||
char m_rgchSystemCache[STEAM_PS3_PATH_MAX]; // temp working cache, not persistent
|
||||
char m_rgchGameData[STEAM_PS3_PATH_MAX]; // persistent game data path for storing user data
|
||||
char m_rgchNpServiceID[STEAM_PS3_SERVICE_ID_MAX];
|
||||
char m_rgchNpCommunicationID[STEAM_PS3_COMMUNICATION_ID_MAX];
|
||||
char m_rgchNpCommunicationSig[STEAM_PS3_COMMUNICATION_SIG_MAX];
|
||||
|
||||
// Language should be one of the following. must be zero terminated
|
||||
// danish
|
||||
// dutch
|
||||
// english
|
||||
// finnish
|
||||
// french
|
||||
// german
|
||||
// italian
|
||||
// korean
|
||||
// norwegian
|
||||
// polish
|
||||
// portuguese
|
||||
// russian
|
||||
// schinese
|
||||
// spanish
|
||||
// swedish
|
||||
// tchinese
|
||||
char m_rgchSteamLanguage[STEAM_PS3_LANGUAGE_MAX];
|
||||
|
||||
// region codes are "SCEA", "SCEE", "SCEJ". must be zero terminated
|
||||
char m_rgchRegionCode[STEAM_PS3_REGION_CODE_MAX];
|
||||
|
||||
// Should be SYS_TTYP3 through SYS_TTYP10, if it's 0 then Steam won't spawn a
|
||||
// thread to read console input at all. Using this let's you use Steam console commands
|
||||
// like: profile_on, profile_off, profile_dump, mem_stats, mem_validate.
|
||||
unsigned int m_cSteamInputTTY;
|
||||
|
||||
struct Ps3netInit_t {
|
||||
bool m_bNeedInit;
|
||||
void* m_pMemory;
|
||||
int m_nMemorySize;
|
||||
int m_flags;
|
||||
} m_sysNetInitInfo;
|
||||
|
||||
struct Ps3jpgInit_t {
|
||||
bool m_bNeedInit;
|
||||
} m_sysJpgInitInfo;
|
||||
|
||||
struct Ps3pngInit_t {
|
||||
bool m_bNeedInit;
|
||||
} m_sysPngInitInfo;
|
||||
|
||||
struct Ps3sysutilUserInfo_t {
|
||||
bool m_bNeedInit;
|
||||
} m_sysSysUtilUserInfo;
|
||||
|
||||
bool m_bIncludeNewsPage;
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// PlayStation 3 memory structure
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
#define STEAMPS3_MALLOC_INUSE 0x53D04A51
|
||||
#define STEAMPS3_MALLOC_SYSTEM 0x0D102C48
|
||||
#define STEAMPS3_MALLOC_OK 0xFFD04A51
|
||||
struct SteamPS3Memory_t {
|
||||
bool m_bSingleAllocation; // If true, Steam will request one 6MB allocation and use the returned memory for all future allocations
|
||||
// If false, Steam will make call malloc for each allocation
|
||||
|
||||
// required function pointers
|
||||
void* (*m_pfMalloc)(size_t);
|
||||
void* (*m_pfRealloc)(void*, size_t);
|
||||
void (*m_pfFree)(void*);
|
||||
size_t (*m_pUsable_size)(void*);
|
||||
};
|
||||
|
||||
#endif // STEAMPS3PARAMS_H
|
||||
//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMPS3PARAMS_H
|
||||
#define STEAMPS3PARAMS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// PlayStation 3 initialization parameters
|
||||
//
|
||||
// The following structure must be passed to when loading steam_api_ps3.prx
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
#define STEAM_PS3_PATH_MAX 1055
|
||||
#define STEAM_PS3_SERVICE_ID_MAX 32
|
||||
#define STEAM_PS3_COMMUNICATION_ID_MAX 10
|
||||
#define STEAM_PS3_COMMUNICATION_SIG_MAX 160
|
||||
#define STEAM_PS3_LANGUAGE_MAX 64
|
||||
#define STEAM_PS3_REGION_CODE_MAX 16
|
||||
#define STEAM_PS3_CURRENT_PARAMS_VER 2
|
||||
struct SteamPS3Params_t
|
||||
{
|
||||
uint32 m_unVersion; // set to STEAM_PS3_CURRENT_PARAMS_VER
|
||||
|
||||
void *pReserved;
|
||||
uint32 m_nAppId; // set to your game's appid
|
||||
|
||||
char m_rgchInstallationPath[ STEAM_PS3_PATH_MAX ]; // directory containing latest steam prx's and sdata. Can be read only (BDVD)
|
||||
char m_rgchSystemCache[ STEAM_PS3_PATH_MAX ]; // temp working cache, not persistent
|
||||
char m_rgchGameData[ STEAM_PS3_PATH_MAX ]; // persistent game data path for storing user data
|
||||
char m_rgchNpServiceID[ STEAM_PS3_SERVICE_ID_MAX ];
|
||||
char m_rgchNpCommunicationID[ STEAM_PS3_COMMUNICATION_ID_MAX ];
|
||||
char m_rgchNpCommunicationSig[ STEAM_PS3_COMMUNICATION_SIG_MAX ];
|
||||
|
||||
// Language should be one of the following. must be zero terminated
|
||||
// danish
|
||||
// dutch
|
||||
// english
|
||||
// finnish
|
||||
// french
|
||||
// german
|
||||
// italian
|
||||
// korean
|
||||
// norwegian
|
||||
// polish
|
||||
// portuguese
|
||||
// russian
|
||||
// schinese
|
||||
// spanish
|
||||
// swedish
|
||||
// tchinese
|
||||
char m_rgchSteamLanguage[ STEAM_PS3_LANGUAGE_MAX ];
|
||||
|
||||
// region codes are "SCEA", "SCEE", "SCEJ". must be zero terminated
|
||||
char m_rgchRegionCode[ STEAM_PS3_REGION_CODE_MAX ];
|
||||
|
||||
// Should be SYS_TTYP3 through SYS_TTYP10, if it's 0 then Steam won't spawn a
|
||||
// thread to read console input at all. Using this let's you use Steam console commands
|
||||
// like: profile_on, profile_off, profile_dump, mem_stats, mem_validate.
|
||||
unsigned int m_cSteamInputTTY;
|
||||
|
||||
struct Ps3netInit_t
|
||||
{
|
||||
bool m_bNeedInit;
|
||||
void *m_pMemory;
|
||||
int m_nMemorySize;
|
||||
int m_flags;
|
||||
} m_sysNetInitInfo;
|
||||
|
||||
struct Ps3jpgInit_t
|
||||
{
|
||||
bool m_bNeedInit;
|
||||
} m_sysJpgInitInfo;
|
||||
|
||||
struct Ps3pngInit_t
|
||||
{
|
||||
bool m_bNeedInit;
|
||||
} m_sysPngInitInfo;
|
||||
|
||||
struct Ps3sysutilUserInfo_t
|
||||
{
|
||||
bool m_bNeedInit;
|
||||
} m_sysSysUtilUserInfo;
|
||||
|
||||
bool m_bIncludeNewsPage;
|
||||
};
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// PlayStation 3 memory structure
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
#define STEAMPS3_MALLOC_INUSE 0x53D04A51
|
||||
#define STEAMPS3_MALLOC_SYSTEM 0x0D102C48
|
||||
#define STEAMPS3_MALLOC_OK 0xFFD04A51
|
||||
struct SteamPS3Memory_t
|
||||
{
|
||||
bool m_bSingleAllocation; // If true, Steam will request one 6MB allocation and use the returned memory for all future allocations
|
||||
// If false, Steam will make call malloc for each allocation
|
||||
|
||||
// required function pointers
|
||||
void* (*m_pfMalloc)(size_t);
|
||||
void* (*m_pfRealloc)(void *, size_t);
|
||||
void (*m_pfFree)(void *);
|
||||
size_t (*m_pUsable_size)(void*);
|
||||
};
|
||||
|
||||
|
||||
#endif // STEAMPS3PARAMS_H
|
||||
|
@ -1,256 +1,188 @@
|
||||
//========= Copyright © 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMTYPES_H
|
||||
#define STEAMTYPES_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#define S_CALLTYPE __cdecl
|
||||
|
||||
// Steam-specific types. Defined here so this header file can be included in other code bases.
|
||||
#ifndef WCHARTYPES_H
|
||||
typedef unsigned char uint8;
|
||||
#endif
|
||||
|
||||
#if defined(__GNUC__) && !defined(POSIX)
|
||||
#if __GNUC__ < 4
|
||||
#error "Steamworks requires GCC 4.X (4.2 or 4.4 have been tested)"
|
||||
#endif
|
||||
#define POSIX 1
|
||||
#endif
|
||||
|
||||
#if defined(__x86_64__) || defined(_WIN64) || defined(__aarch64__)
|
||||
#define X64BITS
|
||||
#endif
|
||||
|
||||
// Make sure VALVE_BIG_ENDIAN gets set on PS3, may already be set previously in Valve internal code.
|
||||
#if !defined(VALVE_BIG_ENDIAN) && defined(_PS3)
|
||||
#define VALVE_BIG_ENDIAN
|
||||
#endif
|
||||
|
||||
typedef unsigned char uint8;
|
||||
typedef signed char int8;
|
||||
|
||||
#if defined(_WIN32)
|
||||
|
||||
typedef __int16 int16;
|
||||
typedef unsigned __int16 uint16;
|
||||
typedef __int32 int32;
|
||||
typedef unsigned __int32 uint32;
|
||||
typedef __int64 int64;
|
||||
typedef unsigned __int64 uint64;
|
||||
|
||||
typedef int64 lint64;
|
||||
typedef uint64 ulint64;
|
||||
|
||||
#ifdef X64BITS
|
||||
typedef __int64 intp; // intp is an integer that can accomodate a pointer
|
||||
typedef unsigned __int64 uintp; // (ie, sizeof(intp) >= sizeof(int) && sizeof(intp) >= sizeof(void *)
|
||||
#else
|
||||
typedef __int32 intp;
|
||||
typedef unsigned __int32 uintp;
|
||||
#endif
|
||||
|
||||
#else // _WIN32
|
||||
|
||||
typedef short int16;
|
||||
typedef unsigned short uint16;
|
||||
typedef int int32;
|
||||
typedef unsigned int uint32;
|
||||
typedef long long int64;
|
||||
typedef unsigned long long uint64;
|
||||
|
||||
// [u]int64 are actually defined as 'long long' and gcc 64-bit
|
||||
// doesn't automatically consider them the same as 'long int'.
|
||||
// Changing the types for [u]int64 is complicated by
|
||||
// there being many definitions, so we just
|
||||
// define a 'long int' here and use it in places that would
|
||||
// otherwise confuse the compiler.
|
||||
typedef long int lint64;
|
||||
typedef unsigned long int ulint64;
|
||||
|
||||
#ifdef X64BITS
|
||||
typedef long long intp;
|
||||
typedef unsigned long long uintp;
|
||||
#else
|
||||
typedef int intp;
|
||||
typedef unsigned int uintp;
|
||||
#endif
|
||||
|
||||
#endif // else _WIN32
|
||||
|
||||
#ifdef API_GEN
|
||||
#define STEAM_CLANG_ATTR(ATTR) __attribute__((annotate(ATTR)))
|
||||
#else
|
||||
#define STEAM_CLANG_ATTR(ATTR)
|
||||
#endif
|
||||
|
||||
#define STEAM_METHOD_DESC(DESC) STEAM_CLANG_ATTR("desc:" #DESC ";")
|
||||
#define STEAM_IGNOREATTR() STEAM_CLANG_ATTR("ignore")
|
||||
#define STEAM_OUT_STRUCT() STEAM_CLANG_ATTR("out_struct: ;")
|
||||
#define STEAM_OUT_STRING() STEAM_CLANG_ATTR("out_string: ;")
|
||||
#define STEAM_OUT_ARRAY_CALL(COUNTER, FUNCTION, PARAMS) STEAM_CLANG_ATTR("out_array_call:" #COUNTER "," #FUNCTION "," #PARAMS ";")
|
||||
#define STEAM_OUT_ARRAY_COUNT(COUNTER, DESC) STEAM_CLANG_ATTR("out_array_count:" #COUNTER ";desc:" #DESC)
|
||||
#define STEAM_ARRAY_COUNT(COUNTER) STEAM_CLANG_ATTR("array_count:" #COUNTER ";")
|
||||
#define STEAM_ARRAY_COUNT_D(COUNTER, DESC) STEAM_CLANG_ATTR("array_count:" #COUNTER ";desc:" #DESC)
|
||||
#define STEAM_BUFFER_COUNT(COUNTER) STEAM_CLANG_ATTR("buffer_count:" #COUNTER ";")
|
||||
#define STEAM_OUT_BUFFER_COUNT(COUNTER) STEAM_CLANG_ATTR("out_buffer_count:" #COUNTER ";")
|
||||
#define STEAM_OUT_STRING_COUNT(COUNTER) STEAM_CLANG_ATTR("out_string_count:" #COUNTER ";")
|
||||
#define STEAM_DESC(DESC) STEAM_CLANG_ATTR("desc:" #DESC ";")
|
||||
#define STEAM_CALL_RESULT(RESULT_TYPE) STEAM_CLANG_ATTR("callresult:" #RESULT_TYPE ";")
|
||||
#define STEAM_CALL_BACK(RESULT_TYPE) STEAM_CLANG_ATTR("callback:" #RESULT_TYPE ";")
|
||||
#define STEAM_FLAT_NAME(NAME) STEAM_CLANG_ATTR("flat_name:" #NAME ";")
|
||||
|
||||
const int k_cubSaltSize = 8;
|
||||
typedef uint8 Salt_t[k_cubSaltSize];
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// GID (GlobalID) stuff
|
||||
// This is a globally unique identifier. It's guaranteed to be unique across all
|
||||
// racks and servers for as long as a given universe persists.
|
||||
//-----------------------------------------------------------------------------
|
||||
// NOTE: for GID parsing/rendering and other utils, see gid.h
|
||||
typedef uint64 GID_t;
|
||||
|
||||
const GID_t k_GIDNil = 0xffffffffffffffffull;
|
||||
|
||||
// For convenience, we define a number of types that are just new names for GIDs
|
||||
typedef uint64 JobID_t; // Each Job has a unique ID
|
||||
typedef GID_t TxnID_t; // Each financial transaction has a unique ID
|
||||
|
||||
const GID_t k_TxnIDNil = k_GIDNil;
|
||||
const GID_t k_TxnIDUnknown = 0;
|
||||
|
||||
const JobID_t k_JobIDNil = 0xffffffffffffffffull;
|
||||
|
||||
// this is baked into client messages and interfaces as an int,
|
||||
// make sure we never break this.
|
||||
typedef uint32 PackageId_t;
|
||||
const PackageId_t k_uPackageIdInvalid = 0xFFFFFFFF;
|
||||
|
||||
typedef uint32 BundleId_t;
|
||||
const BundleId_t k_uBundleIdInvalid = 0;
|
||||
|
||||
// this is baked into client messages and interfaces as an int,
|
||||
// make sure we never break this.
|
||||
typedef uint32 AppId_t;
|
||||
const AppId_t k_uAppIdInvalid = 0x0;
|
||||
|
||||
typedef uint64 AssetClassId_t;
|
||||
const AssetClassId_t k_ulAssetClassIdInvalid = 0x0;
|
||||
|
||||
typedef uint32 PhysicalItemId_t;
|
||||
const PhysicalItemId_t k_uPhysicalItemIdInvalid = 0x0;
|
||||
|
||||
// this is baked into client messages and interfaces as an int,
|
||||
// make sure we never break this. AppIds and DepotIDs also presently
|
||||
// share the same namespace, but since we'd like to change that in the future
|
||||
// I've defined it seperately here.
|
||||
typedef uint32 DepotId_t;
|
||||
const DepotId_t k_uDepotIdInvalid = 0x0;
|
||||
|
||||
// RTime32
|
||||
// We use this 32 bit time representing real world time.
|
||||
// It offers 1 second resolution beginning on January 1, 1970 (Unix time)
|
||||
typedef uint32 RTime32;
|
||||
|
||||
typedef uint32 CellID_t;
|
||||
const CellID_t k_uCellIDInvalid = 0xFFFFFFFF;
|
||||
|
||||
// handle to a Steam API call
|
||||
typedef uint64 SteamAPICall_t;
|
||||
const SteamAPICall_t k_uAPICallInvalid = 0x0;
|
||||
|
||||
typedef uint32 AccountID_t;
|
||||
|
||||
typedef uint32 PartnerId_t;
|
||||
const PartnerId_t k_uPartnerIdInvalid = 0;
|
||||
|
||||
// ID for a depot content manifest
|
||||
typedef uint64 ManifestId_t;
|
||||
const ManifestId_t k_uManifestIdInvalid = 0;
|
||||
|
||||
// ID for cafe sites
|
||||
typedef uint64 SiteId_t;
|
||||
const SiteId_t k_ulSiteIdInvalid = 0;
|
||||
|
||||
// Party Beacon ID
|
||||
typedef uint64 PartyBeaconID_t;
|
||||
const PartyBeaconID_t k_ulPartyBeaconIdInvalid = 0;
|
||||
|
||||
enum ESteamIPType {
|
||||
k_ESteamIPTypeIPv4 = 0,
|
||||
k_ESteamIPTypeIPv6 = 1,
|
||||
};
|
||||
|
||||
#pragma pack(push, 1)
|
||||
|
||||
struct SteamIPAddress_t {
|
||||
union {
|
||||
|
||||
uint32 m_unIPv4; // Host order
|
||||
uint8 m_rgubIPv6[16]; // Network order! Same as inaddr_in6. (0011:2233:4455:6677:8899:aabb:ccdd:eeff)
|
||||
|
||||
// Internal use only
|
||||
uint64 m_ipv6Qword[2]; // big endian
|
||||
};
|
||||
|
||||
ESteamIPType m_eType;
|
||||
|
||||
bool IsSet() const
|
||||
{
|
||||
if (k_ESteamIPTypeIPv4 == m_eType) {
|
||||
return m_unIPv4 != 0;
|
||||
} else {
|
||||
return m_ipv6Qword[0] != 0 || m_ipv6Qword[1] != 0;
|
||||
}
|
||||
}
|
||||
|
||||
static SteamIPAddress_t IPv4Any()
|
||||
{
|
||||
SteamIPAddress_t ipOut;
|
||||
ipOut.m_eType = k_ESteamIPTypeIPv4;
|
||||
ipOut.m_unIPv4 = 0;
|
||||
|
||||
return ipOut;
|
||||
}
|
||||
|
||||
static SteamIPAddress_t IPv6Any()
|
||||
{
|
||||
SteamIPAddress_t ipOut;
|
||||
ipOut.m_eType = k_ESteamIPTypeIPv6;
|
||||
ipOut.m_ipv6Qword[0] = 0;
|
||||
ipOut.m_ipv6Qword[1] = 0;
|
||||
|
||||
return ipOut;
|
||||
}
|
||||
|
||||
static SteamIPAddress_t IPv4Loopback()
|
||||
{
|
||||
SteamIPAddress_t ipOut;
|
||||
ipOut.m_eType = k_ESteamIPTypeIPv4;
|
||||
ipOut.m_unIPv4 = 0x7f000001;
|
||||
|
||||
return ipOut;
|
||||
}
|
||||
|
||||
static SteamIPAddress_t IPv6Loopback()
|
||||
{
|
||||
SteamIPAddress_t ipOut;
|
||||
ipOut.m_eType = k_ESteamIPTypeIPv6;
|
||||
ipOut.m_ipv6Qword[0] = 0;
|
||||
ipOut.m_ipv6Qword[1] = 0;
|
||||
ipOut.m_rgubIPv6[15] = 1;
|
||||
|
||||
return ipOut;
|
||||
}
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // STEAMTYPES_H
|
||||
//========= Copyright © 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMTYPES_H
|
||||
#define STEAMTYPES_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#define S_CALLTYPE __cdecl
|
||||
|
||||
// Steam-specific types. Defined here so this header file can be included in other code bases.
|
||||
#ifndef WCHARTYPES_H
|
||||
typedef unsigned char uint8;
|
||||
#endif
|
||||
|
||||
#if defined( __GNUC__ ) && !defined(_WIN32) && !defined(POSIX)
|
||||
#if __GNUC__ < 4
|
||||
#error "Steamworks requires GCC 4.X (4.2 or 4.4 have been tested)"
|
||||
#endif
|
||||
#define POSIX 1
|
||||
#endif
|
||||
|
||||
#if defined(__LP64__) || defined(__x86_64__) || defined(_WIN64) || defined(__aarch64__) || defined(__s390x__)
|
||||
#define X64BITS
|
||||
#endif
|
||||
|
||||
#if !defined(VALVE_BIG_ENDIAN)
|
||||
#if defined(_PS3)
|
||||
// Make sure VALVE_BIG_ENDIAN gets set on PS3, may already be set previously in Valve internal code.
|
||||
#define VALVE_BIG_ENDIAN 1
|
||||
#endif
|
||||
#if defined( __GNUC__ ) && __BYTE_ORDER__ == __ORDER_BIG_ENDIAN__
|
||||
#define VALVE_BIG_ENDIAN 1
|
||||
#endif
|
||||
#endif
|
||||
|
||||
typedef unsigned char uint8;
|
||||
typedef signed char int8;
|
||||
|
||||
#if defined( _WIN32 ) && !defined( __GNUC__ )
|
||||
|
||||
typedef __int16 int16;
|
||||
typedef unsigned __int16 uint16;
|
||||
typedef __int32 int32;
|
||||
typedef unsigned __int32 uint32;
|
||||
typedef __int64 int64;
|
||||
typedef unsigned __int64 uint64;
|
||||
|
||||
typedef int64 lint64;
|
||||
typedef uint64 ulint64;
|
||||
|
||||
#ifdef X64BITS
|
||||
typedef __int64 intp; // intp is an integer that can accomodate a pointer
|
||||
typedef unsigned __int64 uintp; // (ie, sizeof(intp) >= sizeof(int) && sizeof(intp) >= sizeof(void *)
|
||||
#else
|
||||
typedef __int32 intp;
|
||||
typedef unsigned __int32 uintp;
|
||||
#endif
|
||||
|
||||
#else // _WIN32
|
||||
|
||||
typedef short int16;
|
||||
typedef unsigned short uint16;
|
||||
typedef int int32;
|
||||
typedef unsigned int uint32;
|
||||
typedef long long int64;
|
||||
typedef unsigned long long uint64;
|
||||
|
||||
// [u]int64 are actually defined as 'long long' and gcc 64-bit
|
||||
// doesn't automatically consider them the same as 'long int'.
|
||||
// Changing the types for [u]int64 is complicated by
|
||||
// there being many definitions, so we just
|
||||
// define a 'long int' here and use it in places that would
|
||||
// otherwise confuse the compiler.
|
||||
typedef long int lint64;
|
||||
typedef unsigned long int ulint64;
|
||||
|
||||
#ifdef X64BITS
|
||||
typedef long long intp;
|
||||
typedef unsigned long long uintp;
|
||||
#else
|
||||
typedef int intp;
|
||||
typedef unsigned int uintp;
|
||||
#endif
|
||||
|
||||
#endif // else _WIN32
|
||||
|
||||
typedef uint32 AppId_t;
|
||||
const AppId_t k_uAppIdInvalid = 0x0;
|
||||
|
||||
// AppIds and DepotIDs also presently share the same namespace
|
||||
typedef uint32 DepotId_t;
|
||||
const DepotId_t k_uDepotIdInvalid = 0x0;
|
||||
|
||||
// RTime32. Seconds elapsed since Jan 1 1970, i.e. unix timestamp.
|
||||
// It's the same as time_t, but it is always 32-bit and unsigned.
|
||||
typedef uint32 RTime32;
|
||||
|
||||
// handle to a Steam API call
|
||||
typedef uint64 SteamAPICall_t;
|
||||
const SteamAPICall_t k_uAPICallInvalid = 0x0;
|
||||
|
||||
typedef uint32 AccountID_t;
|
||||
|
||||
// Party Beacon ID
|
||||
typedef uint64 PartyBeaconID_t;
|
||||
const PartyBeaconID_t k_ulPartyBeaconIdInvalid = 0;
|
||||
|
||||
enum ESteamIPType
|
||||
{
|
||||
k_ESteamIPTypeIPv4 = 0,
|
||||
k_ESteamIPTypeIPv6 = 1,
|
||||
};
|
||||
|
||||
#pragma pack( push, 1 )
|
||||
|
||||
struct SteamIPAddress_t
|
||||
{
|
||||
union {
|
||||
|
||||
uint32 m_unIPv4; // Host order
|
||||
uint8 m_rgubIPv6[16]; // Network order! Same as inaddr_in6. (0011:2233:4455:6677:8899:aabb:ccdd:eeff)
|
||||
|
||||
// Internal use only
|
||||
uint64 m_ipv6Qword[2]; // big endian
|
||||
};
|
||||
|
||||
ESteamIPType m_eType;
|
||||
|
||||
bool IsSet() const
|
||||
{
|
||||
if ( k_ESteamIPTypeIPv4 == m_eType )
|
||||
{
|
||||
return m_unIPv4 != 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_ipv6Qword[0] !=0 || m_ipv6Qword[1] != 0;
|
||||
}
|
||||
}
|
||||
|
||||
static SteamIPAddress_t IPv4Any()
|
||||
{
|
||||
SteamIPAddress_t ipOut;
|
||||
ipOut.m_eType = k_ESteamIPTypeIPv4;
|
||||
ipOut.m_unIPv4 = 0;
|
||||
|
||||
return ipOut;
|
||||
}
|
||||
|
||||
static SteamIPAddress_t IPv6Any()
|
||||
{
|
||||
SteamIPAddress_t ipOut;
|
||||
ipOut.m_eType = k_ESteamIPTypeIPv6;
|
||||
ipOut.m_ipv6Qword[0] = 0;
|
||||
ipOut.m_ipv6Qword[1] = 0;
|
||||
|
||||
return ipOut;
|
||||
}
|
||||
|
||||
static SteamIPAddress_t IPv4Loopback()
|
||||
{
|
||||
SteamIPAddress_t ipOut;
|
||||
ipOut.m_eType = k_ESteamIPTypeIPv4;
|
||||
ipOut.m_unIPv4 = 0x7f000001;
|
||||
|
||||
return ipOut;
|
||||
}
|
||||
|
||||
static SteamIPAddress_t IPv6Loopback()
|
||||
{
|
||||
SteamIPAddress_t ipOut;
|
||||
ipOut.m_eType = k_ESteamIPTypeIPv6;
|
||||
ipOut.m_ipv6Qword[0] = 0;
|
||||
ipOut.m_ipv6Qword[1] = 0;
|
||||
ipOut.m_rgubIPv6[15] = 1;
|
||||
|
||||
return ipOut;
|
||||
}
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
#endif // STEAMTYPES_H
|
||||
|
@ -1,24 +1,27 @@
|
||||
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMUNIVERSE_H
|
||||
#define STEAMUNIVERSE_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
// Steam universes. Each universe is a self-contained Steam instance.
|
||||
enum EUniverse {
|
||||
k_EUniverseInvalid = 0,
|
||||
k_EUniversePublic = 1,
|
||||
k_EUniverseBeta = 2,
|
||||
k_EUniverseInternal = 3,
|
||||
k_EUniverseDev = 4,
|
||||
// k_EUniverseRC = 5, // no such universe anymore
|
||||
k_EUniverseMax
|
||||
};
|
||||
|
||||
#endif // STEAMUNIVERSE_H
|
||||
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMUNIVERSE_H
|
||||
#define STEAMUNIVERSE_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
|
||||
// Steam universes. Each universe is a self-contained Steam instance.
|
||||
enum EUniverse
|
||||
{
|
||||
k_EUniverseInvalid = 0,
|
||||
k_EUniversePublic = 1,
|
||||
k_EUniverseBeta = 2,
|
||||
k_EUniverseInternal = 3,
|
||||
k_EUniverseDev = 4,
|
||||
// k_EUniverseRC = 5, // no such universe anymore
|
||||
k_EUniverseMax
|
||||
};
|
||||
|
||||
|
||||
#endif // STEAMUNIVERSE_H
|
||||
|
Binary file not shown.
@ -1,3 +0,0 @@
|
||||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:ce6f48938493b90ffa175fc93f2b8ee5189e5db81f1274d5b57c9841d6fe4179
|
||||
size 239904
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -100,19 +100,19 @@ public slots:
|
||||
QObject::connect(item.get(), &SteamWorkshopItem::userNeedsToAcceptWorkshopLegalAgreement, this, &UploadListModel::userNeedsToAcceptWorkshopLegalAgreement);
|
||||
|
||||
QObject::connect(item.get(), &SteamWorkshopItem::uploadProgressChanged, this, [this]() {
|
||||
emit this->dataChanged(index(0, 0), index(rowCount() - 1, 0), QVector { static_cast<int>(UploadListModelRole::UploadProgressRole) });
|
||||
emit this->dataChanged(index(0, 0), index(rowCount() - 1, 0), QVector<int> { static_cast<int>(UploadListModelRole::UploadProgressRole) });
|
||||
});
|
||||
QObject::connect(item.get(), &SteamWorkshopItem::nameChanged, this, [this]() {
|
||||
emit this->dataChanged(index(0, 0), index(rowCount() - 1, 0), QVector { static_cast<int>(UploadListModelRole::NameRole) });
|
||||
emit this->dataChanged(index(0, 0), index(rowCount() - 1, 0), QVector<int> { static_cast<int>(UploadListModelRole::NameRole) });
|
||||
});
|
||||
QObject::connect(item.get(), &SteamWorkshopItem::absolutePreviewImagePathChanged, this, [this]() {
|
||||
emit this->dataChanged(index(0, 0), index(rowCount() - 1, 0), QVector { static_cast<int>(UploadListModelRole::AbsolutePreviewImagePath) });
|
||||
emit this->dataChanged(index(0, 0), index(rowCount() - 1, 0), QVector<int> { static_cast<int>(UploadListModelRole::AbsolutePreviewImagePath) });
|
||||
});
|
||||
QObject::connect(item.get(), &SteamWorkshopItem::uploadComplete, this, [this](bool successful) {
|
||||
emit this->dataChanged(index(0, 0), index(rowCount() - 1, 0), QVector { static_cast<int>(UploadListModelRole::AbsolutePreviewImagePath) });
|
||||
emit this->dataChanged(index(0, 0), index(rowCount() - 1, 0), QVector<int> { static_cast<int>(UploadListModelRole::AbsolutePreviewImagePath) });
|
||||
});
|
||||
QObject::connect(item.get(), &SteamWorkshopItem::statusChanged, this, [this](ScreenPlayWorkshopSteamEnums::EResult status) {
|
||||
emit this->dataChanged(index(0, 0), index(rowCount() - 1, 0), QVector { static_cast<int>(UploadListModelRole::Status) });
|
||||
emit this->dataChanged(index(0, 0), index(rowCount() - 1, 0), QVector<int> { static_cast<int>(UploadListModelRole::Status) });
|
||||
|
||||
// Check if all items are
|
||||
|
||||
|
@ -43,6 +43,7 @@ if __name__ == "__main__":
|
||||
"doctest",
|
||||
"benchmark",
|
||||
"libarchive",
|
||||
"cpp-httplib"
|
||||
]
|
||||
|
||||
vcpkg_triplet = ""
|
||||
|
Loading…
Reference in New Issue
Block a user