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lsteamclient: Import steamworks sdk 1.53a
This commit is contained in:
committed by
Arkadiusz Hiler
parent
58860a6cc6
commit
0b9c8a34aa
@@ -0,0 +1,68 @@
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//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to app data in Steam
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//
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//=============================================================================
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#ifndef ISTEAMAPPLIST_H
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#define ISTEAMAPPLIST_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "steam_api_common.h"
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//-----------------------------------------------------------------------------
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// Purpose: This is a restricted interface that can only be used by previously approved apps,
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// contact your Steam Account Manager if you believe you need access to this API.
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// This interface lets you detect installed apps for the local Steam client, useful for debugging tools
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// to offer lists of apps to debug via Steam.
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//-----------------------------------------------------------------------------
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class ISteamAppList
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{
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public:
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virtual uint32 GetNumInstalledApps() = 0;
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virtual uint32 GetInstalledApps( AppId_t *pvecAppID, uint32 unMaxAppIDs ) = 0;
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virtual int GetAppName( AppId_t nAppID, STEAM_OUT_STRING() char *pchName, int cchNameMax ) = 0; // returns -1 if no name was found
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virtual int GetAppInstallDir( AppId_t nAppID, char *pchDirectory, int cchNameMax ) = 0; // returns -1 if no dir was found
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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
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};
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#define STEAMAPPLIST_INTERFACE_VERSION "STEAMAPPLIST_INTERFACE_VERSION001"
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// Global interface accessor
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inline ISteamAppList *SteamAppList();
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STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamAppList *, SteamAppList, STEAMAPPLIST_INTERFACE_VERSION );
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// callbacks
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#if defined( VALVE_CALLBACK_PACK_SMALL )
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#pragma pack( push, 4 )
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#elif defined( VALVE_CALLBACK_PACK_LARGE )
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#pragma pack( push, 8 )
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#else
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#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
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#endif
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//---------------------------------------------------------------------------------
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// Purpose: Sent when a new app is installed
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//---------------------------------------------------------------------------------
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STEAM_CALLBACK_BEGIN( SteamAppInstalled_t, k_iSteamAppListCallbacks + 1 )
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STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs
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STEAM_CALLBACK_MEMBER( 1, int, m_iInstallFolderIndex ) // library folder the app is installed
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STEAM_CALLBACK_END( 2 )
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//---------------------------------------------------------------------------------
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// Purpose: Sent when an app is uninstalled
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//---------------------------------------------------------------------------------
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STEAM_CALLBACK_BEGIN( SteamAppUninstalled_t, k_iSteamAppListCallbacks + 2 )
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STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs
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STEAM_CALLBACK_MEMBER( 1, int, m_iInstallFolderIndex ) // library folder the app was installed
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STEAM_CALLBACK_END(2)
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#pragma pack( pop )
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#endif // ISTEAMAPPLIST_H
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@@ -0,0 +1,213 @@
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//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to app data in Steam
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//
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//=============================================================================
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#ifndef ISTEAMAPPS_H
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#define ISTEAMAPPS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "steam_api_common.h"
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const int k_cubAppProofOfPurchaseKeyMax = 240; // max supported length of a legacy cd key
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//-----------------------------------------------------------------------------
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// Purpose: interface to app data
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//-----------------------------------------------------------------------------
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class ISteamApps
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{
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public:
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virtual bool BIsSubscribed() = 0;
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virtual bool BIsLowViolence() = 0;
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virtual bool BIsCybercafe() = 0;
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virtual bool BIsVACBanned() = 0;
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virtual const char *GetCurrentGameLanguage() = 0;
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virtual const char *GetAvailableGameLanguages() = 0;
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// only use this member if you need to check ownership of another game related to yours, a demo for example
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virtual bool BIsSubscribedApp( AppId_t appID ) = 0;
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// Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
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virtual bool BIsDlcInstalled( AppId_t appID ) = 0;
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// returns the Unix time of the purchase of the app
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virtual uint32 GetEarliestPurchaseUnixTime( AppId_t nAppID ) = 0;
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// Checks if the user is subscribed to the current app through a free weekend
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// This function will return false for users who have a retail or other type of license
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// Before using, please ask your Valve technical contact how to package and secure your free weekened
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virtual bool BIsSubscribedFromFreeWeekend() = 0;
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// Returns the number of DLC pieces for the running app
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virtual int GetDLCCount() = 0;
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// Returns metadata for DLC by index, of range [0, GetDLCCount()]
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virtual bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize ) = 0;
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// Install/Uninstall control for optional DLC
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virtual void InstallDLC( AppId_t nAppID ) = 0;
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virtual void UninstallDLC( AppId_t nAppID ) = 0;
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// Request legacy cd-key for yourself or owned DLC. If you are interested in this
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// data then make sure you provide us with a list of valid keys to be distributed
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// to users when they purchase the game, before the game ships.
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// You'll receive an AppProofOfPurchaseKeyResponse_t callback when
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// the key is available (which may be immediately).
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virtual void RequestAppProofOfPurchaseKey( AppId_t nAppID ) = 0;
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virtual bool GetCurrentBetaName( char *pchName, int cchNameBufferSize ) = 0; // returns current beta branch name, 'public' is the default branch
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virtual bool MarkContentCorrupt( bool bMissingFilesOnly ) = 0; // signal Steam that game files seems corrupt or missing
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virtual uint32 GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots ) = 0; // return installed depots in mount order
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// returns current app install folder for AppID, returns folder name length
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virtual uint32 GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ) = 0;
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virtual bool BIsAppInstalled( AppId_t appID ) = 0; // returns true if that app is installed (not necessarily owned)
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// returns the SteamID of the original owner. If this CSteamID is different from ISteamUser::GetSteamID(),
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// the user has a temporary license borrowed via Family Sharing
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virtual CSteamID GetAppOwner() = 0;
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// Returns the associated launch param if the game is run via steam://run/<appid>//?param1=value1¶m2=value2¶m3=value3 etc.
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// Parameter names starting with the character '@' are reserved for internal use and will always return and empty string.
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// Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game,
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// but it is advised that you not param names beginning with an underscore for your own features.
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// Check for new launch parameters on callback NewUrlLaunchParameters_t
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virtual const char *GetLaunchQueryParam( const char *pchKey ) = 0;
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// get download progress for optional DLC
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virtual bool GetDlcDownloadProgress( AppId_t nAppID, uint64 *punBytesDownloaded, uint64 *punBytesTotal ) = 0;
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// return the buildid of this app, may change at any time based on backend updates to the game
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virtual int GetAppBuildId() = 0;
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// Request all proof of purchase keys for the calling appid and asociated DLC.
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// A series of AppProofOfPurchaseKeyResponse_t callbacks will be sent with
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// appropriate appid values, ending with a final callback where the m_nAppId
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// member is k_uAppIdInvalid (zero).
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virtual void RequestAllProofOfPurchaseKeys() = 0;
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STEAM_CALL_RESULT( FileDetailsResult_t )
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virtual SteamAPICall_t GetFileDetails( const char* pszFileName ) = 0;
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// Get command line if game was launched via Steam URL, e.g. steam://run/<appid>//<command line>/.
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// This method of passing a connect string (used when joining via rich presence, accepting an
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// invite, etc) is preferable to passing the connect string on the operating system command
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// line, which is a security risk. In order for rich presence joins to go through this
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// path and not be placed on the OS command line, you must set a value in your app's
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// configuration on Steam. Ask Valve for help with this.
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//
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// If game was already running and launched again, the NewUrlLaunchParameters_t will be fired.
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virtual int GetLaunchCommandLine( char *pszCommandLine, int cubCommandLine ) = 0;
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// Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID
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virtual bool BIsSubscribedFromFamilySharing() = 0;
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// check if game is a timed trial with limited playtime
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virtual bool BIsTimedTrial( uint32* punSecondsAllowed, uint32* punSecondsPlayed ) = 0;
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};
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#define STEAMAPPS_INTERFACE_VERSION "STEAMAPPS_INTERFACE_VERSION008"
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// Global interface accessor
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inline ISteamApps *SteamApps();
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STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamApps *, SteamApps, STEAMAPPS_INTERFACE_VERSION );
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// callbacks
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#if defined( VALVE_CALLBACK_PACK_SMALL )
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#pragma pack( push, 4 )
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#elif defined( VALVE_CALLBACK_PACK_LARGE )
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#pragma pack( push, 8 )
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#else
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#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: posted after the user gains ownership of DLC & that DLC is installed
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//-----------------------------------------------------------------------------
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struct DlcInstalled_t
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{
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enum { k_iCallback = k_iSteamAppsCallbacks + 5 };
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AppId_t m_nAppID; // AppID of the DLC
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};
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//-----------------------------------------------------------------------------
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// Purpose: possible results when registering an activation code
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//-----------------------------------------------------------------------------
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enum ERegisterActivationCodeResult
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{
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k_ERegisterActivationCodeResultOK = 0,
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k_ERegisterActivationCodeResultFail = 1,
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k_ERegisterActivationCodeResultAlreadyRegistered = 2,
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k_ERegisterActivationCodeResultTimeout = 3,
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k_ERegisterActivationCodeAlreadyOwned = 4,
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};
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//-----------------------------------------------------------------------------
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// Purpose: response to RegisterActivationCode()
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//-----------------------------------------------------------------------------
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struct RegisterActivationCodeResponse_t
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{
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enum { k_iCallback = k_iSteamAppsCallbacks + 8 };
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ERegisterActivationCodeResult m_eResult;
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uint32 m_unPackageRegistered; // package that was registered. Only set on success
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};
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//---------------------------------------------------------------------------------
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// Purpose: posted after the user gains executes a Steam URL with command line or query parameters
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// such as steam://run/<appid>//-commandline/?param1=value1¶m2=value2¶m3=value3 etc
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// while the game is already running. The new params can be queried
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// with GetLaunchQueryParam and GetLaunchCommandLine
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//---------------------------------------------------------------------------------
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struct NewUrlLaunchParameters_t
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{
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enum { k_iCallback = k_iSteamAppsCallbacks + 14 };
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};
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//-----------------------------------------------------------------------------
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// Purpose: response to RequestAppProofOfPurchaseKey/RequestAllProofOfPurchaseKeys
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// for supporting third-party CD keys, or other proof-of-purchase systems.
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//-----------------------------------------------------------------------------
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struct AppProofOfPurchaseKeyResponse_t
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{
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enum { k_iCallback = k_iSteamAppsCallbacks + 21 };
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EResult m_eResult;
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uint32 m_nAppID;
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uint32 m_cchKeyLength;
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char m_rgchKey[k_cubAppProofOfPurchaseKeyMax];
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};
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//-----------------------------------------------------------------------------
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// Purpose: response to GetFileDetails
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//-----------------------------------------------------------------------------
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struct FileDetailsResult_t
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{
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enum { k_iCallback = k_iSteamAppsCallbacks + 23 };
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EResult m_eResult;
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uint64 m_ulFileSize; // original file size in bytes
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uint8 m_FileSHA[20]; // original file SHA1 hash
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uint32 m_unFlags; //
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};
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//-----------------------------------------------------------------------------
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// Purpose: called for games in Timed Trial mode
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//-----------------------------------------------------------------------------
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struct TimedTrialStatus_t
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{
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enum { k_iCallback = k_iSteamAppsCallbacks + 30 };
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AppId_t m_unAppID; // appID
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bool m_bIsOffline; // if true, time allowed / played refers to offline time, not total time
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uint32 m_unSecondsAllowed; // how many seconds the app can be played in total
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uint32 m_unSecondsPlayed; // how many seconds the app was already played
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};
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#pragma pack( pop )
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#endif // ISTEAMAPPS_H
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@@ -0,0 +1,28 @@
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//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: a private, but well versioned, interface to get at critical bits
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// of a steam3 appticket - consumed by the simple drm wrapper to let it
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// ask about ownership with greater confidence.
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//
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//=============================================================================
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#ifndef ISTEAMAPPTICKET_H
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#define ISTEAMAPPTICKET_H
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#pragma once
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//-----------------------------------------------------------------------------
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// Purpose: hand out a reasonable "future proof" view of an app ownership ticket
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// the raw (signed) buffer, and indices into that buffer where the appid and
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// steamid are located. the sizes of the appid and steamid are implicit in
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// (each version of) the interface - currently uin32 appid and uint64 steamid
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//-----------------------------------------------------------------------------
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class ISteamAppTicket
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{
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public:
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virtual uint32 GetAppOwnershipTicketData( uint32 nAppID, void *pvBuffer, uint32 cbBufferLength, uint32 *piAppId, uint32 *piSteamId, uint32 *piSignature, uint32 *pcbSignature ) = 0;
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};
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#define STEAMAPPTICKET_INTERFACE_VERSION "STEAMAPPTICKET_INTERFACE_VERSION001"
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#endif // ISTEAMAPPTICKET_H
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@@ -0,0 +1,179 @@
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//====== Copyright Valve Corporation, All rights reserved. ====================
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//
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// Internal low-level access to Steamworks interfaces.
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//
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// Most users of the Steamworks SDK do not need to include this file.
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// You should only include this if you are doing something special.
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//=============================================================================
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#ifndef ISTEAMCLIENT_H
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#define ISTEAMCLIENT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "steam_api_common.h"
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//-----------------------------------------------------------------------------
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// Purpose: Interface to creating a new steam instance, or to
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// connect to an existing steam instance, whether it's in a
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// different process or is local.
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//
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// For most scenarios this is all handled automatically via SteamAPI_Init().
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// You'll only need these APIs if you have a more complex versioning scheme,
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// or if you want to implement a multiplexed gameserver where a single process
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// is handling multiple games at once with independent gameserver SteamIDs.
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//-----------------------------------------------------------------------------
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class ISteamClient
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{
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public:
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// Creates a communication pipe to the Steam client.
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// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
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virtual HSteamPipe CreateSteamPipe() = 0;
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// Releases a previously created communications pipe
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// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
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virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
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// connects to an existing global user, failing if none exists
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// used by the game to coordinate with the steamUI
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// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
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virtual HSteamUser ConnectToGlobalUser( HSteamPipe hSteamPipe ) = 0;
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// used by game servers, create a steam user that won't be shared with anyone else
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// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
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virtual HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe, EAccountType eAccountType ) = 0;
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// removes an allocated user
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// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
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virtual void ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ) = 0;
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// retrieves the ISteamUser interface associated with the handle
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virtual ISteamUser *GetISteamUser( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// retrieves the ISteamGameServer interface associated with the handle
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virtual ISteamGameServer *GetISteamGameServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// set the local IP and Port to bind to
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// this must be set before CreateLocalUser()
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virtual void SetLocalIPBinding( const SteamIPAddress_t &unIP, uint16 usPort ) = 0;
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// returns the ISteamFriends interface
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virtual ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamUtils interface
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virtual ISteamUtils *GetISteamUtils( HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamMatchmaking interface
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virtual ISteamMatchmaking *GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamMatchmakingServers interface
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virtual ISteamMatchmakingServers *GetISteamMatchmakingServers( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the a generic interface
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virtual void *GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamUserStats interface
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virtual ISteamUserStats *GetISteamUserStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamGameServerStats interface
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virtual ISteamGameServerStats *GetISteamGameServerStats( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns apps interface
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virtual ISteamApps *GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// networking
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virtual ISteamNetworking *GetISteamNetworking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// remote storage
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virtual ISteamRemoteStorage *GetISteamRemoteStorage( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// user screenshots
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virtual ISteamScreenshots *GetISteamScreenshots( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// game search
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virtual ISteamGameSearch *GetISteamGameSearch( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// Deprecated. Applications should use SteamAPI_RunCallbacks() or SteamGameServer_RunCallbacks() instead.
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STEAM_PRIVATE_API( virtual void RunFrame() = 0; )
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// returns the number of IPC calls made since the last time this function was called
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||||
// Used for perf debugging so you can understand how many IPC calls your game makes per frame
|
||||
// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
|
||||
// control how often you do them.
|
||||
virtual uint32 GetIPCCallCount() = 0;
|
||||
|
||||
// API warning handling
|
||||
// 'int' is the severity; 0 for msg, 1 for warning
|
||||
// 'const char *' is the text of the message
|
||||
// callbacks will occur directly after the API function is called that generated the warning or message.
|
||||
virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0;
|
||||
|
||||
// Trigger global shutdown for the DLL
|
||||
virtual bool BShutdownIfAllPipesClosed() = 0;
|
||||
|
||||
// Expose HTTP interface
|
||||
virtual ISteamHTTP *GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Deprecated - the ISteamUnifiedMessages interface is no longer intended for public consumption.
|
||||
STEAM_PRIVATE_API( virtual void *DEPRECATED_GetISteamUnifiedMessages( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0 ; )
|
||||
|
||||
// Exposes the ISteamController interface - deprecated in favor of Steam Input
|
||||
virtual ISteamController *GetISteamController( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Exposes the ISteamUGC interface
|
||||
virtual ISteamUGC *GetISteamUGC( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns app list interface, only available on specially registered apps
|
||||
virtual ISteamAppList *GetISteamAppList( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Music Player
|
||||
virtual ISteamMusic *GetISteamMusic( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Music Player Remote
|
||||
virtual ISteamMusicRemote *GetISteamMusicRemote(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion) = 0;
|
||||
|
||||
// html page display
|
||||
virtual ISteamHTMLSurface *GetISteamHTMLSurface(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion) = 0;
|
||||
|
||||
// Helper functions for internal Steam usage
|
||||
STEAM_PRIVATE_API( virtual void DEPRECATED_Set_SteamAPI_CPostAPIResultInProcess( void (*)() ) = 0; )
|
||||
STEAM_PRIVATE_API( virtual void DEPRECATED_Remove_SteamAPI_CPostAPIResultInProcess( void (*)() ) = 0; )
|
||||
STEAM_PRIVATE_API( virtual void Set_SteamAPI_CCheckCallbackRegisteredInProcess( SteamAPI_CheckCallbackRegistered_t func ) = 0; )
|
||||
|
||||
// inventory
|
||||
virtual ISteamInventory *GetISteamInventory( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Video
|
||||
virtual ISteamVideo *GetISteamVideo( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Parental controls
|
||||
virtual ISteamParentalSettings *GetISteamParentalSettings( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Exposes the Steam Input interface for controller support
|
||||
virtual ISteamInput *GetISteamInput( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Steam Parties interface
|
||||
virtual ISteamParties *GetISteamParties( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// Steam Remote Play interface
|
||||
virtual ISteamRemotePlay *GetISteamRemotePlay( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
STEAM_PRIVATE_API( virtual void DestroyAllInterfaces() = 0; )
|
||||
|
||||
};
|
||||
#define STEAMCLIENT_INTERFACE_VERSION "SteamClient020"
|
||||
|
||||
#ifndef STEAM_API_EXPORTS
|
||||
|
||||
// Global ISteamClient interface accessor
|
||||
inline ISteamClient *SteamClient();
|
||||
STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamClient *, SteamClient, SteamInternal_CreateInterface( STEAMCLIENT_INTERFACE_VERSION ), "global", STEAMCLIENT_INTERFACE_VERSION );
|
||||
|
||||
// The internal ISteamClient used for the gameserver interface.
|
||||
// (This is actually the same thing. You really shouldn't need to access any of this stuff directly.)
|
||||
inline ISteamClient *SteamGameServerClient() { return SteamClient(); }
|
||||
|
||||
#endif
|
||||
|
||||
#endif // ISTEAMCLIENT_H
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,74 @@
|
||||
//====== Copyright ©, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to the game coordinator for this application
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMGAMECOORDINATOR
|
||||
#define ISTEAMGAMECOORDINATOR
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
|
||||
// list of possible return values from the ISteamGameCoordinator API
|
||||
enum EGCResults
|
||||
{
|
||||
k_EGCResultOK = 0,
|
||||
k_EGCResultNoMessage = 1, // There is no message in the queue
|
||||
k_EGCResultBufferTooSmall = 2, // The buffer is too small for the requested message
|
||||
k_EGCResultNotLoggedOn = 3, // The client is not logged onto Steam
|
||||
k_EGCResultInvalidMessage = 4, // Something was wrong with the message being sent with SendMessage
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for sending and receiving messages from the Game Coordinator
|
||||
// for this application
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamGameCoordinator
|
||||
{
|
||||
public:
|
||||
|
||||
// sends a message to the Game Coordinator
|
||||
virtual EGCResults SendMessage( uint32 unMsgType, const void *pubData, uint32 cubData ) = 0;
|
||||
|
||||
// returns true if there is a message waiting from the game coordinator
|
||||
virtual bool IsMessageAvailable( uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// fills the provided buffer with the first message in the queue and returns k_EGCResultOK or
|
||||
// returns k_EGCResultNoMessage if there is no message waiting. pcubMsgSize is filled with the message size.
|
||||
// If the provided buffer is not large enough to fit the entire message, k_EGCResultBufferTooSmall is returned
|
||||
// and the message remains at the head of the queue.
|
||||
virtual EGCResults RetrieveMessage( uint32 *punMsgType, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
};
|
||||
#define STEAMGAMECOORDINATOR_INTERFACE_VERSION "SteamGameCoordinator001"
|
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL )
|
||||
#pragma pack( push, 4 )
|
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE )
|
||||
#pragma pack( push, 8 )
|
||||
#else
|
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
|
||||
#endif
|
||||
|
||||
// callback notification - A new message is available for reading from the message queue
|
||||
struct GCMessageAvailable_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameCoordinatorCallbacks + 1 };
|
||||
uint32 m_nMessageSize;
|
||||
};
|
||||
|
||||
// callback notification - A message failed to make it to the GC. It may be down temporarily
|
||||
struct GCMessageFailed_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameCoordinatorCallbacks + 2 };
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
#endif // ISTEAMGAMECOORDINATOR
|
||||
@@ -0,0 +1,392 @@
|
||||
//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam for game servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMGAMESERVER_H
|
||||
#define ISTEAMGAMESERVER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for authenticating users via Steam to play on a game server
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamGameServer
|
||||
{
|
||||
public:
|
||||
|
||||
//
|
||||
// Basic server data. These properties, if set, must be set before before calling LogOn. They
|
||||
// may not be changed after logged in.
|
||||
//
|
||||
|
||||
/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
|
||||
STEAM_PRIVATE_API( virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0; )
|
||||
|
||||
/// Game product identifier. This is currently used by the master server for version checking purposes.
|
||||
/// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
|
||||
virtual void SetProduct( const char *pszProduct ) = 0;
|
||||
|
||||
/// Description of the game. This is a required field and is displayed in the steam server browser....for now.
|
||||
/// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
|
||||
virtual void SetGameDescription( const char *pszGameDescription ) = 0;
|
||||
|
||||
/// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
|
||||
/// this application is the original game, not a mod.
|
||||
///
|
||||
/// @see k_cbMaxGameServerGameDir
|
||||
virtual void SetModDir( const char *pszModDir ) = 0;
|
||||
|
||||
/// Is this is a dedicated server? The default value is false.
|
||||
virtual void SetDedicatedServer( bool bDedicated ) = 0;
|
||||
|
||||
//
|
||||
// Login
|
||||
//
|
||||
|
||||
/// Begin process to login to a persistent game server account
|
||||
///
|
||||
/// You need to register for callbacks to determine the result of this operation.
|
||||
/// @see SteamServersConnected_t
|
||||
/// @see SteamServerConnectFailure_t
|
||||
/// @see SteamServersDisconnected_t
|
||||
virtual void LogOn( const char *pszToken ) = 0;
|
||||
|
||||
/// Login to a generic, anonymous account.
|
||||
///
|
||||
/// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,
|
||||
/// but this is no longer the case.
|
||||
virtual void LogOnAnonymous() = 0;
|
||||
|
||||
/// Begin process of logging game server out of steam
|
||||
virtual void LogOff() = 0;
|
||||
|
||||
// status functions
|
||||
virtual bool BLoggedOn() = 0;
|
||||
virtual bool BSecure() = 0;
|
||||
virtual CSteamID GetSteamID() = 0;
|
||||
|
||||
/// Returns true if the master server has requested a restart.
|
||||
/// Only returns true once per request.
|
||||
virtual bool WasRestartRequested() = 0;
|
||||
|
||||
//
|
||||
// Server state. These properties may be changed at any time.
|
||||
//
|
||||
|
||||
/// Max player count that will be reported to server browser and client queries
|
||||
virtual void SetMaxPlayerCount( int cPlayersMax ) = 0;
|
||||
|
||||
/// Number of bots. Default value is zero
|
||||
virtual void SetBotPlayerCount( int cBotplayers ) = 0;
|
||||
|
||||
/// Set the name of server as it will appear in the server browser
|
||||
///
|
||||
/// @see k_cbMaxGameServerName
|
||||
virtual void SetServerName( const char *pszServerName ) = 0;
|
||||
|
||||
/// Set name of map to report in the server browser
|
||||
///
|
||||
/// @see k_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
|
||||
@@ -0,0 +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
|
||||
@@ -0,0 +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
|
||||
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
|
||||
@@ -0,0 +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_iSteamHTTPCallbacks + 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_iSteamHTTPCallbacks + 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_iSteamHTTPCallbacks + 3 };
|
||||
|
||||
// Handle value for the request that has received data.
|
||||
HTTPRequestHandle m_hRequest;
|
||||
|
||||
// Context value that the user defined on the request that this callback is associated with, 0 if
|
||||
// no context value was set.
|
||||
uint64 m_ulContextValue;
|
||||
|
||||
|
||||
// Offset to provide to GetHTTPStreamingResponseBodyData to get this chunk of data
|
||||
uint32 m_cOffset;
|
||||
|
||||
// Size to provide to GetHTTPStreamingResponseBodyData to get this chunk of data
|
||||
uint32 m_cBytesReceived;
|
||||
};
|
||||
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
#endif // ISTEAMHTTP_H
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,435 @@
|
||||
//====== Copyright © 1996-2014 Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to Steam Inventory
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMINVENTORY_H
|
||||
#define ISTEAMINVENTORY_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL )
|
||||
#pragma pack( push, 4 )
|
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE )
|
||||
#pragma pack( push, 8 )
|
||||
#else
|
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
|
||||
#endif
|
||||
|
||||
|
||||
// Every individual instance of an item has a globally-unique ItemInstanceID.
|
||||
// This ID is unique to the combination of (player, specific item instance)
|
||||
// and will not be transferred to another player or re-used for another item.
|
||||
typedef uint64 SteamItemInstanceID_t;
|
||||
|
||||
static const SteamItemInstanceID_t k_SteamItemInstanceIDInvalid = (SteamItemInstanceID_t)~0;
|
||||
|
||||
// Types of items in your game are identified by a 32-bit "item definition number".
|
||||
// Valid definition numbers are between 1 and 999999999; numbers less than or equal to
|
||||
// zero are invalid, and numbers greater than or equal to one billion (1x10^9) are
|
||||
// reserved for internal Steam use.
|
||||
typedef int32 SteamItemDef_t;
|
||||
|
||||
|
||||
enum ESteamItemFlags
|
||||
{
|
||||
// Item status flags - these flags are permanently attached to specific item instances
|
||||
k_ESteamItemNoTrade = 1 << 0, // This item is account-locked and cannot be traded or given away.
|
||||
|
||||
// Action confirmation flags - these flags are set one time only, as part of a result set
|
||||
k_ESteamItemRemoved = 1 << 8, // The item has been destroyed, traded away, expired, or otherwise invalidated
|
||||
k_ESteamItemConsumed = 1 << 9, // The item quantity has been decreased by 1 via ConsumeItem API.
|
||||
|
||||
// All other flag bits are currently reserved for internal Steam use at this time.
|
||||
// Do not assume anything about the state of other flags which are not defined here.
|
||||
};
|
||||
|
||||
struct SteamItemDetails_t
|
||||
{
|
||||
SteamItemInstanceID_t m_itemId;
|
||||
SteamItemDef_t m_iDefinition;
|
||||
uint16 m_unQuantity;
|
||||
uint16 m_unFlags; // see ESteamItemFlags
|
||||
};
|
||||
|
||||
typedef int32 SteamInventoryResult_t;
|
||||
|
||||
static const SteamInventoryResult_t k_SteamInventoryResultInvalid = -1;
|
||||
|
||||
typedef uint64 SteamInventoryUpdateHandle_t;
|
||||
const SteamInventoryUpdateHandle_t k_SteamInventoryUpdateHandleInvalid = 0xffffffffffffffffull;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Steam Inventory query and manipulation API
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamInventory
|
||||
{
|
||||
public:
|
||||
|
||||
// INVENTORY ASYNC RESULT MANAGEMENT
|
||||
//
|
||||
// Asynchronous inventory queries always output a result handle which can be used with
|
||||
// GetResultStatus, GetResultItems, etc. A SteamInventoryResultReady_t callback will
|
||||
// be triggered when the asynchronous result becomes ready (or fails).
|
||||
//
|
||||
|
||||
// Find out the status of an asynchronous inventory result handle. Possible values:
|
||||
// k_EResultPending - still in progress
|
||||
// k_EResultOK - done, result ready
|
||||
// k_EResultExpired - done, result ready, maybe out of date (see DeserializeResult)
|
||||
// k_EResultInvalidParam - ERROR: invalid API call parameters
|
||||
// k_EResultServiceUnavailable - ERROR: service temporarily down, you may retry later
|
||||
// k_EResultLimitExceeded - ERROR: operation would exceed per-user inventory limits
|
||||
// k_EResultFail - ERROR: unknown / generic error
|
||||
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_iSteamInventoryCallbacks + 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_iSteamInventoryCallbacks + 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_iSteamInventoryCallbacks + 2 };
|
||||
};
|
||||
|
||||
// Returned
|
||||
struct SteamInventoryEligiblePromoItemDefIDs_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamInventoryCallbacks + 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_iSteamInventoryCallbacks + 4 };
|
||||
EResult m_result;
|
||||
uint64 m_ulOrderID;
|
||||
uint64 m_ulTransID;
|
||||
};
|
||||
|
||||
|
||||
// Triggered from RequestPrices
|
||||
struct SteamInventoryRequestPricesResult_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamInventoryCallbacks + 5 };
|
||||
EResult m_result;
|
||||
char m_rgchCurrency[4];
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
|
||||
#endif // ISTEAMCONTROLLER_H
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,71 @@
|
||||
//============ Copyright (c) Valve Corporation, All rights reserved. ============
|
||||
|
||||
#ifndef ISTEAMMUSIC_H
|
||||
#define ISTEAMMUSIC_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
enum AudioPlayback_Status
|
||||
{
|
||||
AudioPlayback_Undefined = 0,
|
||||
AudioPlayback_Playing = 1,
|
||||
AudioPlayback_Paused = 2,
|
||||
AudioPlayback_Idle = 3
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions to control music playback in the steam client
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMusic
|
||||
{
|
||||
public:
|
||||
virtual bool BIsEnabled() = 0;
|
||||
virtual bool BIsPlaying() = 0;
|
||||
|
||||
virtual AudioPlayback_Status GetPlaybackStatus() = 0;
|
||||
|
||||
virtual void Play() = 0;
|
||||
virtual void Pause() = 0;
|
||||
virtual void PlayPrevious() = 0;
|
||||
virtual void PlayNext() = 0;
|
||||
|
||||
// volume is between 0.0 and 1.0
|
||||
virtual void SetVolume( float flVolume ) = 0;
|
||||
virtual float GetVolume() = 0;
|
||||
|
||||
};
|
||||
|
||||
#define STEAMMUSIC_INTERFACE_VERSION "STEAMMUSIC_INTERFACE_VERSION001"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamMusic *SteamMusic();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamMusic *, SteamMusic, STEAMMUSIC_INTERFACE_VERSION );
|
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL )
|
||||
#pragma pack( push, 4 )
|
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE )
|
||||
#pragma pack( push, 8 )
|
||||
#else
|
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
|
||||
#endif
|
||||
|
||||
|
||||
STEAM_CALLBACK_BEGIN( PlaybackStatusHasChanged_t, k_iSteamMusicCallbacks + 1 )
|
||||
STEAM_CALLBACK_END(0)
|
||||
|
||||
STEAM_CALLBACK_BEGIN( VolumeHasChanged_t, k_iSteamMusicCallbacks + 2 )
|
||||
STEAM_CALLBACK_MEMBER( 0, float, m_flNewVolume )
|
||||
STEAM_CALLBACK_END(1)
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
|
||||
#endif // #define ISTEAMMUSIC_H
|
||||
@@ -0,0 +1,133 @@
|
||||
//============ 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
|
||||
@@ -0,0 +1,343 @@
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam managing network connections between game clients & servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMNETWORKING
|
||||
#define ISTEAMNETWORKING
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api_common.h"
|
||||
|
||||
// list of possible errors returned by SendP2PPacket() API
|
||||
// these will be posted in the P2PSessionConnectFail_t callback
|
||||
enum EP2PSessionError
|
||||
{
|
||||
k_EP2PSessionErrorNone = 0,
|
||||
k_EP2PSessionErrorNoRightsToApp = 2, // local user doesn't own the app that is running
|
||||
k_EP2PSessionErrorTimeout = 4, // target isn't responding, perhaps not calling AcceptP2PSessionWithUser()
|
||||
// corporate firewalls can also block this (NAT traversal is not firewall traversal)
|
||||
// make sure that UDP ports 3478, 4379, and 4380 are open in an outbound direction
|
||||
|
||||
// The following error codes were removed and will never be sent.
|
||||
// For privacy reasons, there is no reply if the user is offline or playing another game.
|
||||
k_EP2PSessionErrorNotRunningApp_DELETED = 1,
|
||||
k_EP2PSessionErrorDestinationNotLoggedIn_DELETED = 3,
|
||||
|
||||
k_EP2PSessionErrorMax = 5
|
||||
};
|
||||
|
||||
// SendP2PPacket() send types
|
||||
// Typically k_EP2PSendUnreliable is what you want for UDP-like packets, k_EP2PSendReliable for TCP-like packets
|
||||
enum EP2PSend
|
||||
{
|
||||
// Basic UDP send. Packets can't be bigger than 1200 bytes (your typical MTU size). Can be lost, or arrive out of order (rare).
|
||||
// The sending API does have some knowledge of the underlying connection, so if there is no NAT-traversal accomplished or
|
||||
// there is a recognized adjustment happening on the connection, the packet will be batched until the connection is open again.
|
||||
k_EP2PSendUnreliable = 0,
|
||||
|
||||
// As above, but if the underlying p2p connection isn't yet established the packet will just be thrown away. Using this on the first
|
||||
// packet sent to a remote host almost guarantees the packet will be dropped.
|
||||
// This is only really useful for kinds of data that should never buffer up, i.e. voice payload packets
|
||||
k_EP2PSendUnreliableNoDelay = 1,
|
||||
|
||||
// Reliable message send. Can send up to 1MB of data in a single message.
|
||||
// Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for efficient sends of large chunks of data.
|
||||
k_EP2PSendReliable = 2,
|
||||
|
||||
// As above, but applies the Nagle algorithm to the send - sends will accumulate
|
||||
// until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm).
|
||||
// Useful if you want to send a set of smaller messages but have the coalesced into a single packet
|
||||
// Since the reliable stream is all ordered, you can do several small message sends with k_EP2PSendReliableWithBuffering and then
|
||||
// do a normal k_EP2PSendReliable to force all the buffered data to be sent.
|
||||
k_EP2PSendReliableWithBuffering = 3,
|
||||
|
||||
};
|
||||
|
||||
|
||||
// connection state to a specified user, returned by GetP2PSessionState()
|
||||
// this is under-the-hood info about what's going on with a SendP2PPacket(), shouldn't be needed except for debuggin
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL )
|
||||
#pragma pack( push, 4 )
|
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE )
|
||||
#pragma pack( push, 8 )
|
||||
#else
|
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
|
||||
#endif
|
||||
struct P2PSessionState_t
|
||||
{
|
||||
uint8 m_bConnectionActive; // true if we've got an active open connection
|
||||
uint8 m_bConnecting; // true if we're currently trying to establish a connection
|
||||
uint8 m_eP2PSessionError; // last error recorded (see enum above)
|
||||
uint8 m_bUsingRelay; // true if it's going through a relay server (TURN)
|
||||
int32 m_nBytesQueuedForSend;
|
||||
int32 m_nPacketsQueuedForSend;
|
||||
uint32 m_nRemoteIP; // potential IP:Port of remote host. Could be TURN server.
|
||||
uint16 m_nRemotePort; // Only exists for compatibility with older authentication api's
|
||||
};
|
||||
#pragma pack( pop )
|
||||
|
||||
|
||||
// handle to a socket
|
||||
typedef uint32 SNetSocket_t; // CreateP2PConnectionSocket()
|
||||
typedef uint32 SNetListenSocket_t; // CreateListenSocket()
|
||||
|
||||
// connection progress indicators, used by CreateP2PConnectionSocket()
|
||||
enum ESNetSocketState
|
||||
{
|
||||
k_ESNetSocketStateInvalid = 0,
|
||||
|
||||
// communication is valid
|
||||
k_ESNetSocketStateConnected = 1,
|
||||
|
||||
// states while establishing a connection
|
||||
k_ESNetSocketStateInitiated = 10, // the connection state machine has started
|
||||
|
||||
// p2p connections
|
||||
k_ESNetSocketStateLocalCandidatesFound = 11, // we've found our local IP info
|
||||
k_ESNetSocketStateReceivedRemoteCandidates = 12,// we've received information from the remote machine, via the Steam back-end, about their IP info
|
||||
|
||||
// direct connections
|
||||
k_ESNetSocketStateChallengeHandshake = 15, // we've received a challenge packet from the server
|
||||
|
||||
// failure states
|
||||
k_ESNetSocketStateDisconnecting = 21, // the API shut it down, and we're in the process of telling the other end
|
||||
k_ESNetSocketStateLocalDisconnect = 22, // the API shut it down, and we've completed shutdown
|
||||
k_ESNetSocketStateTimeoutDuringConnect = 23, // we timed out while trying to creating the connection
|
||||
k_ESNetSocketStateRemoteEndDisconnected = 24, // the remote end has disconnected from us
|
||||
k_ESNetSocketStateConnectionBroken = 25, // connection has been broken; either the other end has disappeared or our local network connection has broke
|
||||
|
||||
};
|
||||
|
||||
// describes how the socket is currently connected
|
||||
enum ESNetSocketConnectionType
|
||||
{
|
||||
k_ESNetSocketConnectionTypeNotConnected = 0,
|
||||
k_ESNetSocketConnectionTypeUDP = 1,
|
||||
k_ESNetSocketConnectionTypeUDPRelay = 2,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for making connections and sending data between clients,
|
||||
// traversing NAT's where possible
|
||||
//
|
||||
// NOTE: This interface is deprecated and may be removed in a future release of
|
||||
/// the Steamworks SDK. Please see ISteamNetworkingSockets and
|
||||
/// ISteamNetworkingMessages
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamNetworking
|
||||
{
|
||||
public:
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// UDP-style (connectionless) networking interface. These functions send messages using
|
||||
// an API organized around the destination. Reliable and unreliable messages are supported.
|
||||
//
|
||||
// For a more TCP-style interface (meaning you have a connection handle), see the functions below.
|
||||
// Both interface styles can send both reliable and unreliable messages.
|
||||
//
|
||||
// Automatically establishes NAT-traversing or Relay server connections
|
||||
//
|
||||
// These APIs are deprecated, and may be removed in a future version of the Steamworks
|
||||
// SDK. See ISteamNetworkingMessages.
|
||||
|
||||
// Sends a P2P packet to the specified user
|
||||
// UDP-like, unreliable and a max packet size of 1200 bytes
|
||||
// the first packet send may be delayed as the NAT-traversal code runs
|
||||
// if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t
|
||||
// see EP2PSend enum above for the descriptions of the different ways of sending packets
|
||||
//
|
||||
// nChannel is a routing number you can use to help route message to different systems - you'll have to call ReadP2PPacket()
|
||||
// with the same channel number in order to retrieve the data on the other end
|
||||
// using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources
|
||||
virtual bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel = 0 ) = 0;
|
||||
|
||||
// returns true if any data is available for read, and the amount of data that will need to be read
|
||||
virtual bool IsP2PPacketAvailable( uint32 *pcubMsgSize, int nChannel = 0 ) = 0;
|
||||
|
||||
// reads in a packet that has been sent from another user via SendP2PPacket()
|
||||
// returns the size of the message and the steamID of the user who sent it in the last two parameters
|
||||
// if the buffer passed in is too small, the message will be truncated
|
||||
// this call is not blocking, and will return false if no data is available
|
||||
virtual bool ReadP2PPacket( void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, CSteamID *psteamIDRemote, int nChannel = 0 ) = 0;
|
||||
|
||||
// AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback
|
||||
// P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet
|
||||
// if you don't want to talk to the user, just ignore the request
|
||||
// if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically
|
||||
// this may be called multiple times for a single user
|
||||
// (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request)
|
||||
virtual bool AcceptP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
|
||||
|
||||
// call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood
|
||||
// if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted
|
||||
virtual bool CloseP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
|
||||
|
||||
// call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels
|
||||
// open channels to a user have been closed, the open session to the user will be closed and new data from this
|
||||
// user will trigger a P2PSessionRequest_t callback
|
||||
virtual bool CloseP2PChannelWithUser( CSteamID steamIDRemote, int nChannel ) = 0;
|
||||
|
||||
// fills out P2PSessionState_t structure with details about the underlying connection to the user
|
||||
// should only needed for debugging purposes
|
||||
// returns false if no connection exists to the specified user
|
||||
virtual bool GetP2PSessionState( CSteamID steamIDRemote, P2PSessionState_t *pConnectionState ) = 0;
|
||||
|
||||
// Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection
|
||||
// or NAT-traversal cannot be established. Only applies to connections created after setting this value,
|
||||
// or to existing connections that need to automatically reconnect after this value is set.
|
||||
//
|
||||
// P2P packet relay is allowed by default
|
||||
//
|
||||
// NOTE: This function is deprecated and may be removed in a future version of the SDK. For
|
||||
// security purposes, we may decide to relay the traffic to certain peers, even if you pass false
|
||||
// to this function, to prevent revealing the client's IP address top another peer.
|
||||
virtual bool AllowP2PPacketRelay( bool bAllow ) = 0;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// LISTEN / CONNECT connection-oriented interface functions
|
||||
//
|
||||
// These functions are more like a client-server TCP API. One side is the "server"
|
||||
// and "listens" for incoming connections, which then must be "accepted." The "client"
|
||||
// initiates a connection by "connecting." Sending and receiving is done through a
|
||||
// connection handle.
|
||||
//
|
||||
// For a more UDP-style interface, where you do not track connection handles but
|
||||
// simply send messages to a SteamID, use the UDP-style functions above.
|
||||
//
|
||||
// Both methods can send both reliable and unreliable methods.
|
||||
//
|
||||
// These APIs are deprecated, and may be removed in a future version of the Steamworks
|
||||
// SDK. See ISteamNetworkingSockets.
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
// creates a socket and listens others to connect
|
||||
// will trigger a SocketStatusCallback_t callback on another client connecting
|
||||
// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
|
||||
// this can usually just be 0 unless you want multiple sets of connections
|
||||
// unIP is the local IP address to bind to
|
||||
// pass in 0 if you just want the default local IP
|
||||
// unPort is the port to use
|
||||
// pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only
|
||||
virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, SteamIPAddress_t nIP, uint16 nPort, bool bAllowUseOfPacketRelay ) = 0;
|
||||
|
||||
// creates a socket and begin connection to a remote destination
|
||||
// can connect via a known steamID (client or game server), or directly to an IP
|
||||
// on success will trigger a SocketStatusCallback_t callback
|
||||
// on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
|
||||
virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay ) = 0;
|
||||
virtual SNetSocket_t CreateConnectionSocket( SteamIPAddress_t nIP, uint16 nPort, int nTimeoutSec ) = 0;
|
||||
|
||||
// disconnects the connection to the socket, if any, and invalidates the handle
|
||||
// any unread data on the socket will be thrown away
|
||||
// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
|
||||
virtual bool DestroySocket( SNetSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
|
||||
// destroying a listen socket will automatically kill all the regular sockets generated from it
|
||||
virtual bool DestroyListenSocket( SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
|
||||
|
||||
// sending data
|
||||
// must be a handle to a connected socket
|
||||
// data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
|
||||
// use the reliable flag with caution; although the resend rate is pretty aggressive,
|
||||
// it can still cause stalls in receiving data (like TCP)
|
||||
virtual bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable ) = 0;
|
||||
|
||||
// receiving data
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
virtual bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
virtual bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// checks for data from any socket that has been connected off this listen socket
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
|
||||
|
||||
// retrieves data from any socket that has been connected off this listen socket
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
|
||||
|
||||
// returns information about the specified socket, filling out the contents of the pointers
|
||||
virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, SteamIPAddress_t *punIPRemote, uint16 *punPortRemote ) = 0;
|
||||
|
||||
// returns which local port the listen socket is bound to
|
||||
// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
|
||||
virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, SteamIPAddress_t *pnIP, uint16 *pnPort ) = 0;
|
||||
|
||||
// returns true to describe how the socket ended up connecting
|
||||
virtual ESNetSocketConnectionType GetSocketConnectionType( SNetSocket_t hSocket ) = 0;
|
||||
|
||||
// max packet size, in bytes
|
||||
virtual int GetMaxPacketSize( SNetSocket_t hSocket ) = 0;
|
||||
};
|
||||
#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking006"
|
||||
|
||||
// Global interface accessor
|
||||
inline ISteamNetworking *SteamNetworking();
|
||||
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworking *, SteamNetworking, STEAMNETWORKING_INTERFACE_VERSION );
|
||||
|
||||
// Global accessor for the gameserver client
|
||||
inline ISteamNetworking *SteamGameServerNetworking();
|
||||
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworking *, SteamGameServerNetworking, STEAMNETWORKING_INTERFACE_VERSION );
|
||||
|
||||
// callbacks
|
||||
#if defined( VALVE_CALLBACK_PACK_SMALL )
|
||||
#pragma pack( push, 4 )
|
||||
#elif defined( VALVE_CALLBACK_PACK_LARGE )
|
||||
#pragma pack( push, 8 )
|
||||
#else
|
||||
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
|
||||
#endif
|
||||
|
||||
// callback notification - a user wants to talk to us over the P2P channel via the SendP2PPacket() API
|
||||
// in response, a call to AcceptP2PPacketsFromUser() needs to be made, if you want to talk with them
|
||||
struct P2PSessionRequest_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 2 };
|
||||
CSteamID m_steamIDRemote; // user who wants to talk to us
|
||||
};
|
||||
|
||||
|
||||
// callback notification - packets can't get through to the specified user via the SendP2PPacket() API
|
||||
// all packets queued packets unsent at this point will be dropped
|
||||
// further attempts to send will retry making the connection (but will be dropped if we fail again)
|
||||
struct P2PSessionConnectFail_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 3 };
|
||||
CSteamID m_steamIDRemote; // user we were sending packets to
|
||||
uint8 m_eP2PSessionError; // EP2PSessionError indicating why we're having trouble
|
||||
};
|
||||
|
||||
|
||||
// callback notification - status of a socket has changed
|
||||
// used as part of the CreateListenSocket() / CreateP2PConnectionSocket()
|
||||
struct SocketStatusCallback_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 1 };
|
||||
SNetSocket_t m_hSocket; // the socket used to send/receive data to the remote host
|
||||
SNetListenSocket_t m_hListenSocket; // this is the server socket that we were listening on; NULL if this was an outgoing connection
|
||||
CSteamID m_steamIDRemote; // remote steamID we have connected to, if it has one
|
||||
int m_eSNetSocketState; // socket state, ESNetSocketState
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
#endif // ISTEAMNETWORKING
|
||||
@@ -0,0 +1,201 @@
|
||||
//====== 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, if the session has failed or was closed by the peer and
|
||||
/// k_nSteamNetworkingSend_AutoRestartBrokenSession was not specified. (You can
|
||||
/// use GetSessionConnectionInfo to get the details.) In order to acknowledge the
|
||||
/// broken session and start a new one, you must call CloseSessionWithUser, or you may
|
||||
/// repeat the call with k_nSteamNetworkingSend_AutoRestartBrokenSession. See
|
||||
/// k_nSteamNetworkingSend_AutoRestartBrokenSession for more details.
|
||||
/// - 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, SteamNetConnectionRealTimeStatus_t *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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Load Diff
File diff suppressed because it is too large
Load Diff
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Reference in New Issue
Block a user