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mirror of https://gitlab.com/kelteseth/ScreenPlay.git synced 2024-09-14 22:42:34 +02:00

Update SteamSDK to 1.52 with Apple m1 support

This commit is contained in:
Elias Steurer 2021-10-10 11:47:20 +02:00
parent 3650f9bfb1
commit 6a081b4f25
55 changed files with 31667 additions and 31360 deletions

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@ -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

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@ -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

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@ -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

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@ -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&param2=value2&param3=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&param2=value2&param3=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&param2=value2&param3=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&param2=value2&param3=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

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@ -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

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@ -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

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//====== 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

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//====== 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

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@ -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

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@ -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

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@ -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

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//====== 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

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//============ 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

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//============ 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

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//====== 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

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@ -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

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@ -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

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@ -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

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//====== 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

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//============ 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

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//====== 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

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//====== 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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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//====== 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;
};

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@ -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

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//====== 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

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@ -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 );

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//====== 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

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//====== 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

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//========= 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

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@ -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

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@ -1,3 +0,0 @@
version https://git-lfs.github.com/spec/v1
oid sha256:ce6f48938493b90ffa175fc93f2b8ee5189e5db81f1274d5b57c9841d6fe4179
size 239904

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@ -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