mirror of
https://github.com/suyu-emu/Yucom.git
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lsteamclient: Synthesize SDK version 0.99y
For SteamClient006, SteamFriends002, SteamGameServer003, SteamMatchMaking001, STEAMUSERSTATS_INTERFACE_VERSION002, and SteamUser008.
This commit is contained in:
@@ -0,0 +1,38 @@
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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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//-----------------------------------------------------------------------------
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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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// returns 0 if the key does not exist
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// this may be true on first call, since the app data may not be cached locally yet
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// If you expect it to exists wait for the AppDataChanged_t after the first failure and ask again
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virtual int GetAppData( AppId_t nAppID, const char *pchKey, char *pchValue, int cchValueMax ) = 0;
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};
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#define STEAMAPPS_INTERFACE_VERSION "STEAMAPPS_INTERFACE_VERSION001"
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//-----------------------------------------------------------------------------
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// Purpose: called when new information about an app has arrived
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//-----------------------------------------------------------------------------
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struct AppDataChanged_t
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{
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enum { k_iCallback = k_iSteamAppsCallbacks + 1 };
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uint32 m_nAppID; // appid that changed
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bool m_bBySteamUI; // change came from SteamUI
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bool m_bCDDBUpdate; // the cddb entry for this app changed
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};
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#endif // ISTEAMAPPS_H
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@@ -0,0 +1,137 @@
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//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: Main interface for loading and accessing Steamworks API's from the
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// Steam client.
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// For most uses, this code is wrapped inside of SteamAPI_Init()
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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 "steamtypes.h"
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#include "steamclientpublic.h"
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// handle to a communication pipe to the Steam client
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typedef int32 HSteamPipe;
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// handle to single instance of a steam user
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typedef int32 HSteamUser;
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// function prototype
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#if defined( POSIX ) && !defined( _CYGWIN )
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#define __cdecl
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#endif
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extern "C" typedef void (__cdecl *SteamAPIWarningMessageHook_t)(int, const char *);
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// interface predec
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class ISteamUser;
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class ISteamGameServer;
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class ISteamFriends;
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class ISteamUtils;
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class ISteamMatchmaking;
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class ISteamContentServer;
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class ISteamMasterServerUpdater;
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class ISteamMatchmakingServers;
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class ISteamUserStats;
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class ISteamApps;
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class ISteamNetworking;
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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 to use these interfaces if you have a more complex versioning scheme,
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// where you want to get different versions of the same interface in different dll's in your project.
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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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virtual HSteamPipe CreateSteamPipe() = 0;
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// Releases a previously created communications pipe
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virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
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virtual HSteamUser CreateGlobalUser( HSteamPipe *phSteamPipe ) = 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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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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virtual HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe ) = 0;
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// removes an allocated user
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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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virtual void *GetIVAC( HSteamUser hSteamUser ) = 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( uint32 unIP, uint16 usPort ) = 0;
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virtual const char *GetUniverseName( EUniverse eUniverse ) = 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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virtual void *GetISteamBilling( HSteamUser hSteamUser, 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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virtual ISteamApps *GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamContentServer interface
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virtual ISteamContentServer *GetISteamContentServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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// returns the ISteamMasterServerUpdater interface
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virtual ISteamMasterServerUpdater *GetISteamMasterServerUpdater( 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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// this needs to be called every frame to process matchmaking results
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// redundant if you're already calling SteamAPI_RunCallbacks()
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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
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// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
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// control how often you do them.
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virtual uint32 GetIPCCallCount() = 0;
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};
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#define STEAMCLIENT_INTERFACE_VERSION "SteamClient006"
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//-----------------------------------------------------------------------------
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// Purpose: Base values for callback identifiers, each callback must
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// have a unique ID.
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//-----------------------------------------------------------------------------
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enum { k_iSteamUserCallbacks = 100 };
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enum { k_iSteamGameServerCallbacks = 200 };
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enum { k_iSteamFriendsCallbacks = 300 };
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enum { k_iSteamBillingCallbacks = 400 };
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enum { k_iSteamMatchmakingCallbacks = 500 };
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enum { k_iSteamContentServerCallbacks = 600 };
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enum { k_iSteamUtilsCallbacks = 700 };
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enum { k_iClientFriendsCallbacks = 800 };
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enum { k_iClientUserCallbacks = 900 };
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enum { k_iSteamAppsCallbacks = 1000 };
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enum { k_iSteamUserStatsCallbacks = 1100 };
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enum { k_iSteamNetworkingCallbacks = 1200 };
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#endif // ISTEAMCLIENT_H
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@@ -0,0 +1,207 @@
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//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to both friends list data and general information about users
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//
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//=============================================================================
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#ifndef ISTEAMFRIENDS_H
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#define ISTEAMFRIENDS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "isteamclient.h"
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//-----------------------------------------------------------------------------
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// Purpose: set of relationships to other users
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//-----------------------------------------------------------------------------
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enum EFriendRelationship
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{
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k_EFriendRelationshipNone = 0,
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k_EFriendRelationshipBlocked = 1,
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k_EFriendRelationshipRequestRecipient = 2,
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k_EFriendRelationshipFriend = 3,
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k_EFriendRelationshipRequestInitiator = 4,
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k_EFriendRelationshipIgnored = 5,
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k_EFriendRelationshipIgnoredFriend = 6,
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};
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//-----------------------------------------------------------------------------
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// Purpose: list of states a friend can be in
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//-----------------------------------------------------------------------------
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enum EPersonaState
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{
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k_EPersonaStateOffline = 0, // friend is not currently logged on
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k_EPersonaStateOnline = 1, // friend is logged on
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k_EPersonaStateBusy = 2, // user is on, but busy
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k_EPersonaStateAway = 3, // auto-away feature
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k_EPersonaStateSnooze = 4, // auto-away for a long time
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k_EPersonaStateMax,
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};
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//-----------------------------------------------------------------------------
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// Purpose: flags for enumerating friends list, or quickly checking a the relationship between users
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//-----------------------------------------------------------------------------
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enum k_EFriendFlags
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{
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k_EFriendFlagNone = 0x00,
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k_EFriendFlagBlocked = 0x01,
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k_EFriendFlagFriendshipRequested = 0x02,
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k_EFriendFlagImmediate = 0x04, // "regular" friend
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k_EFriendFlagClanMember = 0x08,
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k_EFriendFlagOnGameServer = 0x10,
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// k_EFriendFlagHasPlayedWith = 0x20, // not currently used
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// k_EFriendFlagFriendOfFriend = 0x40, // not currently used
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k_EFriendFlagRequestingFriendship = 0x80,
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k_EFriendFlagRequestingInfo = 0x100,
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k_EFriendFlagIgnored = 0x200,
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k_EFriendFlagIgnoredFriend = 0x400,
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k_EFriendFlagAll = 0xFFFF,
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};
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// maximum number of characters in a users name
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enum { k_cchPersonaNameMax = 128 };
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// size limit on chat room or member metadata
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const uint32 k_cubChatMetadataMax = 4096;
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//-----------------------------------------------------------------------------
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// Purpose: interface to accessing information about individual users,
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// that can be a friend, in a group, on a game server or in a lobby with the local user
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//-----------------------------------------------------------------------------
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class ISteamFriends
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{
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public:
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// returns the local players name - guaranteed to not be NULL.
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// this is the same name as on the users community profile page
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// this is stored in UTF-8 format
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// like all the other interface functions that return a char *, it's important that this pointer is not saved
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// off; it will eventually be free'd or re-allocated
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virtual const char *GetPersonaName() = 0;
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// sets the player name, stores it on the server and publishes the changes to all friends who are online
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virtual void SetPersonaName( const char *pchPersonaName ) = 0;
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// gets the status of the current user
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virtual EPersonaState GetPersonaState() = 0;
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virtual void SetPersonaState( EPersonaState ePersonaState ) = 0;
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// friend iteration
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// takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria
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// then GetFriendByIndex() can then be used to return the id's of each of those users
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virtual int GetFriendCount( int iFriendFlags ) = 0;
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// returns the steamID of a user
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// iFriend is a index of range [0, GetFriendCount())
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// iFriendsFlags must be the same value as used in GetFriendCount()
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// the returned CSteamID can then be used by all the functions below to access details about the user
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virtual CSteamID GetFriendByIndex( int iFriend, int iFriendFlags ) = 0;
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// returns a relationship to a user
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virtual EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend ) = 0;
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// returns the current status of the specified user
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// this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user
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virtual EPersonaState GetFriendPersonaState( CSteamID steamIDFriend ) = 0;
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// returns the name another user - guaranteed to not be NULL.
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// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
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// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
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//
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virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;
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virtual void SetFriendRegValue( CSteamID steamIDFriend, const char *pchKey, const char *pchValue ) = 0;
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virtual const char *GetFriendRegValue( CSteamID steamIDFriend, const char *pchKey ) = 0;
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// returns true if the friend is actually in a game
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virtual bool GetFriendGamePlayed( CSteamID steamIDFriend, uint64 *pulGameID, uint32 *punGameIP, uint16 *pusGamePort, uint16 *pusQueryPort ) = 0;
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// accesses old friends names - returns an empty string when their are no more items in the history
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virtual const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName ) = 0;
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// returns true if the specified user meets any of the criteria specified in iFriendFlags
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// iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values
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virtual bool AddFriend( CSteamID steamIDFriend ) = 0;
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virtual bool RemoveFriend( CSteamID steamIDFriend ) = 0;
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virtual bool HasFriend( CSteamID steamIDFriend, int iFriendFlags ) = 0;
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virtual int32 AddFriendByName( const char *pchEmailOrAccountName ) = 0;
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virtual bool InviteFriendByEmail( const char *pchEmailAccount ) = 0;
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virtual int GetChatMessage( CSteamID steamIDFriend, int iChatID, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
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virtual bool SendMsgToFriend( CSteamID steamIDFriend, EChatEntryType eChatEntryType, const void *pvMsgBody, int cubMsgBody ) = 0;
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virtual int GetChatIDOfChatHistoryStart( CSteamID steamIDFriend ) = 0;
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virtual void SetChatHistoryStart( CSteamID steamIDFriend, int iChatID ) = 0;
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virtual void ClearChatHistory( CSteamID steamIDFriend ) = 0;
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// clan (group) iteration and access functions
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virtual int GetClanCount() = 0;
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virtual CSteamID GetClanByIndex( int iClan ) = 0;
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virtual const char *GetClanName( CSteamID steamIDClan ) = 0;
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virtual bool InviteFriendToClan( CSteamID steamIDFriend, CSteamID steamIDClan ) = 0;
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virtual bool AcknowledgeInviteToClan( CSteamID steamIDClan, bool bAcceptOrDenyClanInvite ) = 0;
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// iterators for getting users in a chat room, lobby, game server or clan
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// note that large clans that cannot be iterated by the local user
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// steamIDSource can be the steamID of a group, game server, lobby or chat room
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virtual int GetFriendCountFromSource( CSteamID steamIDSource ) = 0;
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virtual CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend ) = 0;
|
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};
|
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#define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends002"
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//-----------------------------------------------------------------------------
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// Purpose: called when a friends' status changes
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//-----------------------------------------------------------------------------
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struct PersonaStateChange_t
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{
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enum { k_iCallback = k_iSteamFriendsCallbacks + 4 };
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uint64 m_ulSteamID; // steamID of the friend who changed
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int m_nChangeFlags; // what's changed
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};
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// used in PersonaStateChange_t::m_nChangeFlags to describe what's changed about a user
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// these flags describe what the client has learned has changed recently, so on startup you'll see a name, avatar & relationship change for every friend
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enum EPersonaChange
|
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{
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k_EPersonaChangeName = 0x001,
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k_EPersonaChangeStatus = 0x002,
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k_EPersonaChangeComeOnline = 0x004,
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k_EPersonaChangeGoneOffline = 0x008,
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k_EPersonaChangeGamePlayed = 0x010,
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k_EPersonaChangeGameServer = 0x020,
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k_EPersonaChangeAvatar = 0x040,
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k_EPersonaChangeJoinedSource= 0x080,
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k_EPersonaChangeLeftSource = 0x100,
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k_EPersonaChangeRelationshipChanged = 0x200,
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k_EPersonaChangeNameFirstSet = 0x400,
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||||
};
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||||
|
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||||
//-----------------------------------------------------------------------------
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||||
// Purpose: posted when game overlay activates or deactivates
|
||||
// the game can use this to be pause or resume single player games
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameOverlayActivated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 31 };
|
||||
uint8 m_bActive; // true if it's just been activated, false otherwise
|
||||
};
|
||||
|
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|
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//-----------------------------------------------------------------------------
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||||
// Purpose: called when the user tries to join a different game server from their friends list
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||||
// game client should attempt to connect to specified server when this is received
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameServerChangeRequested_t
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||||
{
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enum { k_iCallback = k_iSteamFriendsCallbacks + 32 };
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char m_rgchServer[64]; // server address ("127.0.0.1:27015", "tf2.valvesoftware.com")
|
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char m_rgchPassword[64]; // server password, if any
|
||||
};
|
||||
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#endif // ISTEAMFRIENDS_H
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||||
@@ -0,0 +1,110 @@
|
||||
//====== Copyright © 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 "isteamclient.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for authenticating users via Steam to play on a game server
|
||||
//-----------------------------------------------------------------------------
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class ISteamGameServer
|
||||
{
|
||||
public:
|
||||
// connection functions
|
||||
virtual void LogOn() = 0;
|
||||
virtual void LogOff() = 0;
|
||||
|
||||
// status functions
|
||||
virtual bool BLoggedOn() = 0;
|
||||
virtual bool BSecure() = 0;
|
||||
virtual CSteamID GetSteamID() = 0;
|
||||
|
||||
virtual bool GSGetSteam2GetEncryptionKeyToSendToNewClient( void *pvEncryptionKey, uint32 *pcbEncryptionKey, uint32 cbMaxEncryptionKey ) = 0;
|
||||
virtual bool GSSendUserConnect( uint32 unUserID, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie ) = 0;
|
||||
virtual bool GSRemoveUserConnect( uint32 unUserID ) = 0;
|
||||
virtual bool GSSendUserDisconnect( CSteamID steamID, uint32 unUserID ) = 0;
|
||||
virtual void GSSetSpawnCount( uint32 ucSpawn ) = 0;
|
||||
virtual bool GSSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
|
||||
virtual bool GSUpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName ) = 0;
|
||||
virtual bool GSCreateUnauthenticatedUser( CSteamID *pSteamID ) = 0;
|
||||
virtual bool GSSetUserData( CSteamID steamID, const char *pPlayerName, uint32 nFrags ) = 0;
|
||||
virtual void GSUpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
|
||||
virtual void GSSetGameType( const char *pchType ) = 0;
|
||||
virtual bool GSGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer003"
|
||||
|
||||
// game server flags
|
||||
const uint32 k_unServerFlagNone = 0x00;
|
||||
const uint32 k_unServerFlagActive = 0x01; // server has users playing
|
||||
const uint32 k_unServerFlagSecure = 0x02; // server wants to be secure
|
||||
const uint32 k_unServerFlagDedicated = 0x04; // server is dedicated
|
||||
const uint32 k_unServerFlagLinux = 0x08; // linux build
|
||||
const uint32 k_unServerFlagPassworded = 0x10; // password protected
|
||||
const uint32 k_unServerFlagPrivate = 0x20; // server shouldn't list on master server and
|
||||
// won't enforce authentication of users that connect to the server.
|
||||
// Useful when you run a server where the clients may not
|
||||
// be connected to the internet but you want them to play (i.e LANs)
|
||||
|
||||
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
// client has been approved to connect to this game server
|
||||
struct GSClientApprove_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
|
||||
CSteamID m_SteamID;
|
||||
};
|
||||
|
||||
|
||||
// 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;
|
||||
};
|
||||
|
||||
#endif // ISTEAMGAMESERVER_H
|
||||
@@ -0,0 +1,103 @@
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam for retrieving list of game servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMMASTERSERVERUPDATER_H
|
||||
#define ISTEAMMASTERSERVERUPDATER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Game engines use this to tell the Steam master servers
|
||||
// about their games so their games can show up in the server browser.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMasterServerUpdater
|
||||
{
|
||||
public:
|
||||
|
||||
// Call this as often as you like to tell the master server updater whether or not
|
||||
// you want it to be active (default: off).
|
||||
virtual void SetActive( bool bActive ) = 0;
|
||||
|
||||
// You usually don't need to modify this.
|
||||
// Pass -1 to use the default value for iHeartbeatInterval.
|
||||
// Some mods change this.
|
||||
virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
|
||||
|
||||
|
||||
// These are in GameSocketShare mode, where instead of ISteamMasterServerUpdater creating its own
|
||||
// socket to talk to the master server on, it lets the game use its socket to forward messages
|
||||
// back and forth. This prevents us from requiring server ops to open up yet another port
|
||||
// in their firewalls.
|
||||
//
|
||||
// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
|
||||
|
||||
// These are used when you've elected to multiplex the game server's UDP socket
|
||||
// rather than having the master server updater use its own sockets.
|
||||
//
|
||||
// Source games use this to simplify the job of the server admins, so they
|
||||
// don't have to open up more ports on their firewalls.
|
||||
|
||||
// Call this when a packet that starts with 0xFFFFFFFF comes in. That means
|
||||
// it's for us.
|
||||
virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
|
||||
|
||||
// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
|
||||
// This gets a packet that the master server updater needs to send out on UDP.
|
||||
// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
|
||||
// Call this each frame until it returns 0.
|
||||
virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
|
||||
|
||||
|
||||
// Functions to set various fields that are used to respond to queries.
|
||||
|
||||
// Call this to set basic data that is passed to the server browser.
|
||||
virtual void SetBasicServerData(
|
||||
unsigned short nProtocolVersion,
|
||||
bool bDedicatedServer,
|
||||
const char *pRegionName,
|
||||
const char *pProductName,
|
||||
unsigned short nMaxReportedClients,
|
||||
bool bPasswordProtected,
|
||||
const char *pGameDescription ) = 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;
|
||||
|
||||
|
||||
// You can call this upon shutdown to clear out data stored for this game server and
|
||||
// to tell the master servers that this server is going away.
|
||||
virtual void NotifyShutdown() = 0;
|
||||
|
||||
// Returns true if the master server has requested a restart.
|
||||
// Only returns true once per request.
|
||||
virtual bool WasRestartRequested() = 0;
|
||||
|
||||
// Force it to request a heartbeat from the master servers.
|
||||
virtual void ForceHeartbeat() = 0;
|
||||
|
||||
// Manually edit and query the master server list.
|
||||
// It will provide name resolution and use the default master server port if none is provided.
|
||||
virtual bool AddMasterServer( const char *pServerAddress ) = 0;
|
||||
virtual bool RemoveMasterServer( const char *pServerAddress ) = 0;
|
||||
|
||||
virtual int GetNumMasterServers() = 0;
|
||||
|
||||
// Returns the # of bytes written to pOut.
|
||||
virtual int GetMasterServerAddress( int iServer, char *pOut, int outBufferSize ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMMASTERSERVERUPDATER_INTERFACE_VERSION "SteamMasterServerUpdater001"
|
||||
|
||||
#endif // ISTEAMMASTERSERVERUPDATER_H
|
||||
@@ -0,0 +1,435 @@
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam managing game server/client match making
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMMATCHMAKING
|
||||
#define ISTEAMMATCHMAKING
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steamtypes.h"
|
||||
#include "steamclientpublic.h"
|
||||
#include "matchmakingtypes.h"
|
||||
#include "isteamclient.h"
|
||||
#include "isteamfriends.h"
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to favorites
|
||||
// and to operate on game lobbies.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmaking
|
||||
{
|
||||
public:
|
||||
// game server favorites storage
|
||||
// saves basic details about a multiplayer game server locally
|
||||
|
||||
// returns the number of favorites servers the user has stored
|
||||
virtual int GetFavoriteGameCount() = 0;
|
||||
|
||||
// returns the details of the game server
|
||||
// iGame is of range [0,GetFavoriteGameCount())
|
||||
// *pnIP, *pnConnPort are filled in the with IP:port of the game server
|
||||
// *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections
|
||||
// *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added
|
||||
virtual bool GetFavoriteGame( int iGame, uint32 *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0;
|
||||
|
||||
// adds the game server to the local list; updates the time played of the server if it already exists in the list
|
||||
virtual int AddFavoriteGame( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) = 0;
|
||||
|
||||
// removes the game server from the local storage; returns true if one was removed
|
||||
virtual bool RemoveFavoriteGame( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint32 unFlags ) = 0;
|
||||
|
||||
virtual bool GetFavoriteGame2( int iGame, uint32 *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0;
|
||||
virtual int AddFavoriteGame2( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) = 0;
|
||||
virtual bool RemoveFavoriteGame2( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0;
|
||||
|
||||
///////
|
||||
// Game lobby functions
|
||||
virtual void RequestLobbyList( uint64 ulGameID, MatchMakingKeyValuePair_t *pFilters, uint32 nFilters ) = 0;
|
||||
|
||||
virtual CSteamID GetLobbyByIndex( int iLobby ) = 0;
|
||||
virtual void CreateLobby( uint64 ulGameID, bool bPrivate ) = 0;
|
||||
virtual void JoinLobby( CSteamID steamIDLobby ) = 0;
|
||||
virtual void LeaveLobby( CSteamID steamIDLobby ) = 0;
|
||||
virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0;
|
||||
virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0;
|
||||
virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0;
|
||||
|
||||
virtual const char *GetLobbyData( CSteamID SteamIDLobby, const char *pchKey ) = 0;
|
||||
|
||||
// Sets a key/value pair in the lobby metadata
|
||||
// each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data
|
||||
// this can be used to set lobby names, map, etc.
|
||||
// to reset a key, just set it to ""
|
||||
// other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback
|
||||
virtual bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
|
||||
|
||||
// As above, but gets per-user data for someone in this lobby
|
||||
virtual const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) = 0;
|
||||
// Sets per-user metadata (for the local user implicitly)
|
||||
virtual bool SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
|
||||
|
||||
// Broadcasts a chat message to the all the users in the lobby
|
||||
// users in the lobby (including the local user) will receive a LobbyChatMsg_t callback
|
||||
// returns true if the message is successfully sent
|
||||
virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0;
|
||||
// Get a chat message as specified in a LobbyChatMsg_t callback
|
||||
// iChatID is the LobbyChatMsg_t::m_iChatID value in the callback
|
||||
// *pSteamIDUser is filled in with the CSteamID of the member
|
||||
// *pvData is filled in with the message itself
|
||||
// return value is the number of bytes written into the buffer
|
||||
virtual int GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
|
||||
|
||||
// Fetch metadata for a lobby you're not necessarily in right now
|
||||
// this will send down all the metadata associated with a lobby
|
||||
// this is an asynchronous call
|
||||
// returns false if the local user is not connected to the Steam servers
|
||||
virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0;
|
||||
|
||||
};
|
||||
#define STEAMMATCHMAKING_INTERFACE_VERSION "SteamMatchMaking001"
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Callback interfaces for server list functions (see ISteamMatchmakingServers below)
|
||||
//
|
||||
// The idea here is that your game code implements objects that implement these
|
||||
// interfaces to receive callback notifications after calling asynchronous functions
|
||||
// inside the ISteamMatchmakingServers() interface below.
|
||||
//
|
||||
// This is different than normal Steam callback handling due to the potentially
|
||||
// large size of server lists.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after a server list refresh
|
||||
// or an individual server update.
|
||||
//
|
||||
// Since you get these callbacks after requesting full list refreshes you will
|
||||
// usually implement this interface inside an object like CServerBrowser. If that
|
||||
// object is getting destructed you should use ISteamMatchMakingServers()->CancelQuery()
|
||||
// to cancel any in-progress queries so you don't get a callback into the destructed
|
||||
// object and crash.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingServerListResponse
|
||||
{
|
||||
public:
|
||||
// Server has responded ok with updated data
|
||||
virtual void ServerResponded( int iServer ) = 0;
|
||||
|
||||
// Server has failed to respond
|
||||
virtual void ServerFailedToRespond( int iServer ) = 0;
|
||||
|
||||
// A list refresh you had initiated is now 100% completed
|
||||
virtual void RefreshComplete( EMatchMakingServerResponse response ) = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after pinging an individual server
|
||||
//
|
||||
// These callbacks all occur in response to querying an individual server
|
||||
// via the ISteamMatchmakingServers()->PingServer() call below. If you are
|
||||
// destructing an object that implements this interface then you should call
|
||||
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
||||
// which is in progress. Failure to cancel in progress queries when destructing
|
||||
// a callback handler may result in a crash when a callback later occurs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingPingResponse
|
||||
{
|
||||
public:
|
||||
// Server has responded successfully and has updated data
|
||||
virtual void ServerResponded( gameserveritem_t &server ) = 0;
|
||||
|
||||
// Server failed to respond to the ping request
|
||||
virtual void ServerFailedToRespond() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after requesting details on
|
||||
// who is playing on a particular server.
|
||||
//
|
||||
// These callbacks all occur in response to querying an individual server
|
||||
// via the ISteamMatchmakingServers()->PlayerDetails() call below. If you are
|
||||
// destructing an object that implements this interface then you should call
|
||||
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
||||
// which is in progress. Failure to cancel in progress queries when destructing
|
||||
// a callback handler may result in a crash when a callback later occurs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingPlayersResponse
|
||||
{
|
||||
public:
|
||||
// Got data on a new player on the server -- you'll get this callback once per player
|
||||
// on the server which you have requested player data on.
|
||||
virtual void AddPlayerToList( const char *pchName, int nScore, float flTimePlayed ) = 0;
|
||||
|
||||
// The server failed to respond to the request for player details
|
||||
virtual void PlayersFailedToRespond() = 0;
|
||||
|
||||
// The server has finished responding to the player details request
|
||||
// (ie, you won't get anymore AddPlayerToList callbacks)
|
||||
virtual void PlayersRefreshComplete() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after requesting rules
|
||||
// details on a particular server.
|
||||
//
|
||||
// These callbacks all occur in response to querying an individual server
|
||||
// via the ISteamMatchmakingServers()->ServerRules() call below. If you are
|
||||
// destructing an object that implements this interface then you should call
|
||||
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
||||
// which is in progress. Failure to cancel in progress queries when destructing
|
||||
// a callback handler may result in a crash when a callback later occurs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingRulesResponse
|
||||
{
|
||||
public:
|
||||
// Got data on a rule on the server -- you'll get one of these per rule defined on
|
||||
// the server you are querying
|
||||
virtual void RulesResponded( const char *pchRule, const char *pchValue ) = 0;
|
||||
|
||||
// The server failed to respond to the request for rule details
|
||||
virtual void RulesFailedToRespond() = 0;
|
||||
|
||||
// The server has finished responding to the rule details request
|
||||
// (ie, you won't get anymore RulesResponded callbacks)
|
||||
virtual void RulesRefreshComplete() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Typedef for handle type you will receive when querying details on an individual server.
|
||||
//-----------------------------------------------------------------------------
|
||||
typedef int HServerQuery;
|
||||
const int HSERVERQUERY_INVALID = 0xffffffff;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to game lists and details
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingServers
|
||||
{
|
||||
public:
|
||||
// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
|
||||
virtual void RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Get details on a given server in the list, you can get the valid range of index
|
||||
// values by calling GetServerCount(). You will also receive index values in
|
||||
// ISteamMatchmakingServerListResponse::ServerResponded() callbacks
|
||||
virtual gameserveritem_t *GetServerDetails( EMatchMakingType eType, int iServer ) = 0;
|
||||
|
||||
// Cancel an request which is operation on the given list type. You should call this to cancel
|
||||
// any in-progress requests before destructing a callback object that may have been passed
|
||||
// to one of the above list request calls. Not doing so may result in a crash when a callback
|
||||
// occurs on the destructed object.
|
||||
virtual void CancelQuery( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Ping every server in your list again but don't update the list of servers
|
||||
virtual void RefreshQuery( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Returns true if the list is currently refreshing its server list
|
||||
virtual bool IsRefreshing( EMatchMakingType eType ) = 0;
|
||||
|
||||
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
|
||||
virtual int GetServerCount( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Refresh a single server inside of a query (rather than all the servers )
|
||||
virtual void RefreshServer( EMatchMakingType eType, int iServer ) = 0;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Queries to individual servers directly via IP/Port
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Request updated ping time and other details from a single server
|
||||
virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Request the list of players currently playing on a server
|
||||
virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Request the list of rules that the server is running (See ISteamMasterServerUpdater->SetKeyValue() to set the rules server side)
|
||||
virtual HServerQuery ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel
|
||||
// any in-progress requests before destructing a callback object that may have been passed
|
||||
// to one of the above calls to avoid crashing when callbacks occur.
|
||||
virtual void CancelServerQuery( HServerQuery hServerQuery ) = 0;
|
||||
};
|
||||
#define STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION "SteamMatchMakingServers001"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Callbacks for ISteamMatchmaking which go through the regular Steam callback registration system
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// game server flags
|
||||
const uint32 k_unFavoriteFlagNone = 0x00;
|
||||
const uint32 k_unFavoriteFlagFavorite = 0x01; // this game favorite entry is for the favorites list
|
||||
const uint32 k_unFavoriteFlagHistory = 0x02; // this game favorite entry is for the history list
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a server was added/removed from the favorites list, you should refresh now
|
||||
//-----------------------------------------------------------------------------
|
||||
struct FavoritesListChanged_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 2 };
|
||||
uint32 m_nIP; // an IP of 0 means reload the whole list, any other value means just one server
|
||||
uint32 m_nQueryPort;
|
||||
uint32 m_nConnPort;
|
||||
uint32 m_nAppID;
|
||||
uint32 m_nFlags;
|
||||
bool m_bAdd; // true if this is adding the entry, otherwise it is a remove
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Someone has invited you to join a Lobby
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyInvite_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 3 };
|
||||
|
||||
uint64 m_ulSteamIDUser; // Steam ID of the person making the invite
|
||||
uint64 m_ulSteamIDLobby; // Steam ID of the Lobby
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sent on entering a Lobby
|
||||
// m_EChatRoomEnterResponse will be set to k_EChatRoomEnterResponseSuccess on success,
|
||||
// or a higher value on failure (see enum EChatRoomEnterResponse)
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyEnter_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 4 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // SteamID of the Lobby you have entered
|
||||
uint32 m_rgfChatPermissions; // Permissions of the current user
|
||||
bool m_bLocked; // If true, then only invited users may join
|
||||
uint32 m_EChatRoomEnterResponse; // EChatRoomEnterResponse
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The lobby metadata has changed
|
||||
// if m_ulSteamIDMember is the steamID of a lobby member, use GetLobbyMemberData() to access per-user details
|
||||
// if m_ulSteamIDMember == m_ulSteamIDLobby, use GetLobbyData() to access lobby metadata
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyDataUpdate_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 5 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // steamID of the Lobby
|
||||
uint64 m_ulSteamIDMember; // steamID of the member whose data changed, or the room itself
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The lobby chat room state has changed
|
||||
// this is usually sent when a user has joined or left the lobby
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyChatUpdate_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 6 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // Lobby ID
|
||||
uint64 m_ulSteamIDUserChanged; // user who's status in the lobby just changed - can be recipient
|
||||
uint64 m_ulSteamIDMakingChange; // Chat member who made the change (different from SteamIDUserChange if kicking, muting, etc.)
|
||||
// for example, if one user kicks another from the lobby, this will be set to the id of the user who initiated the kick
|
||||
uint32 m_rgfChatMemberStateChange; // bitfield of EChatMemberStateChange values
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: A chat message for this lobby has been sent
|
||||
// use GetLobbyChatEntry( m_iChatID ) to retrieve the contents of this message
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyChatMsg_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 7 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // the lobby id this is in
|
||||
uint64 m_ulSteamIDUser; // steamID of the user who has sent this message
|
||||
uint8 m_eChatEntryType; // type of message
|
||||
uint32 m_iChatID; // index of the chat entry to lookup
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: A game created a game for all the members of the lobby to join,
|
||||
// as triggered by a SetLobbyGameServer()
|
||||
// it's up to the individual clients to take action on this; the usual
|
||||
// game behavior is to leave the lobby and connect to the specified game server
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyGameCreated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 9 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // the lobby we were in
|
||||
uint64 m_ulSteamIDGameServer; // the new game server that has been created or found for the lobby members
|
||||
uint32 m_unIP; // IP & Port of the game server (if any)
|
||||
uint16 m_usPort;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Number of matching lobbies found
|
||||
// iterate the returned lobbies with GetLobbyByIndex(), from values 0 to m_nLobbiesMatching-1
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyMatchList_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 10 };
|
||||
uint32 m_nLobbiesMatching; // Number of lobbies that matched search criteria and we have SteamIDs for
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Called when the lobby is being forcefully closed
|
||||
// lobby details functions will no longer be updated
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyClosing_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 11 };
|
||||
uint64 m_ulSteamIDLobby; // Lobby
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Called when the local user has been kicked from the lobby
|
||||
// lobby details functions will no longer be updated
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyKicked_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 12 };
|
||||
uint64 m_ulSteamIDLobby; // Lobby
|
||||
uint64 m_ulSteamIDAdmin; // User who kicked you
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Result of our request to create a Lobby
|
||||
// m_eResult == k_EResultOK on success
|
||||
// at this point, the local user may not have finishing joining this lobby;
|
||||
// game code should wait until the subsequent LobbyEnter_t callback is received
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyCreated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 13 };
|
||||
EResult m_eResult; // Result
|
||||
uint64 m_ulSteamIDLobby; // chat room, zero if failed
|
||||
};
|
||||
|
||||
#endif // ISTEAMMATCHMAKING
|
||||
@@ -0,0 +1,135 @@
|
||||
//====== 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 "steamtypes.h"
|
||||
#include "steamclientpublic.h"
|
||||
|
||||
// handle to a socket
|
||||
typedef uint32 SNetSocket_t;
|
||||
typedef uint32 SNetListenSocket_t;
|
||||
|
||||
|
||||
// connection progress indicators
|
||||
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
|
||||
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for making connections and sending data between clients,
|
||||
// traversing NAT's where possible
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamNetworking
|
||||
{
|
||||
public:
|
||||
// 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, uint32 nIP, uint16 nPort ) = 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 SocketConnectCallback_t callback
|
||||
// on failure or timeout will trigger a SocketConnectionFailureCallback_t callback
|
||||
virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec ) = 0;
|
||||
virtual SNetSocket_t CreateConnectionSocket( uint32 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 size cannot be more than 8k, although in UDP mode (default),
|
||||
// it's recommended packets be no larger than 1300 bytes
|
||||
// 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, uint32 *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, uint32 *pnIP, uint16 *pnPort ) = 0;
|
||||
|
||||
};
|
||||
#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking001"
|
||||
|
||||
|
||||
// callback notification - status of a socket has changed
|
||||
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
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMNETWORKING
|
||||
@@ -0,0 +1,150 @@
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to user account information in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUSER_H
|
||||
#define ISTEAMUSER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
// structure that contains client callback data
|
||||
// see callbacks documentation for more details
|
||||
struct CallbackMsg_t
|
||||
{
|
||||
HSteamUser m_hSteamUser;
|
||||
int m_iCallback;
|
||||
uint8 *m_pubParam;
|
||||
int m_cubParam;
|
||||
};
|
||||
|
||||
// reference to a steam call, to filter results by
|
||||
typedef int32 HSteamCall;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for accessing and manipulating a steam account
|
||||
// associated with one client instance
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamUser
|
||||
{
|
||||
public:
|
||||
// returns the HSteamUser this interface represents
|
||||
// this is only used internally by the API, and by a few select interfaces that support multi-user
|
||||
virtual HSteamUser GetHSteamUser() = 0;
|
||||
|
||||
// returns true if the Steam client current has a live connection to the Steam servers.
|
||||
// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
|
||||
// The Steam client will automatically be trying to recreate the connection as often as possible.
|
||||
virtual bool BLoggedOn() = 0;
|
||||
|
||||
// returns the CSteamID of the account currently logged into the Steam client
|
||||
// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API
|
||||
virtual CSteamID GetSteamID() = 0;
|
||||
|
||||
// Multiplayer Authentication functions
|
||||
|
||||
// InitiateGameConnection() starts the state machine for authenticating the game client with the game server
|
||||
// It is the client portion of a three-way handshake between the client, the game server, and the steam servers
|
||||
//
|
||||
// Parameters:
|
||||
// void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token.
|
||||
// int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes.
|
||||
// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
|
||||
// CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( <appID> )
|
||||
// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
|
||||
// bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running)
|
||||
//
|
||||
// return value - returns the number of bytes written to pBlob. If the return is 0, then the buffer passed in was too small, and the call has failed
|
||||
// The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process.
|
||||
virtual int InitiateGameConnection( void *pBlob, int cbMaxBlob, CSteamID steamID, CGameID gameID, uint32 unIPServer, uint16 usPortServer, bool bSecure, void *pvSteam2GetEncryptionKey, int cbSteam2GetEncryptionKey ) = 0;
|
||||
|
||||
// notify of disconnect
|
||||
// needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call
|
||||
virtual void TerminateGameConnection( uint32 unIPServer, uint16 usPortServer ) = 0;
|
||||
|
||||
// Legacy functions
|
||||
|
||||
// used by only a few games to track usage events
|
||||
virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;
|
||||
|
||||
// legacy authentication support - need to be called if the game server rejects the user with a 'bad ticket' error
|
||||
// this is only needed under very specific circumstances
|
||||
virtual void RefreshSteam2Login() = 0;
|
||||
};
|
||||
|
||||
#define STEAMUSER_INTERFACE_VERSION "SteamUser008"
|
||||
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a connections to the Steam back-end has been established
|
||||
// this means the Steam client now has a working connection to the Steam servers
|
||||
// usually this will have occurred before the game has launched, and should
|
||||
// only be seen if the user has dropped connection due to a networking issue
|
||||
// or a Steam server update
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamServersConnected_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 1 };
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a connection attempt has failed
|
||||
// this will occur periodically if the Steam client is not connected,
|
||||
// and has failed in it's retry to establish a connection
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamServerConnectFailure_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 2 };
|
||||
EResult m_eResult;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called if the client has lost connection to the Steam servers
|
||||
// real-time services will be disabled until a matching SteamServersConnected_t has been posted
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamServersDisconnected_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 3 };
|
||||
EResult m_eResult;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sent by the Steam server to the client telling it to disconnect from the specified game server,
|
||||
// which it may be in the process of or already connected to.
|
||||
// The game client should immediately disconnect upon receiving this message.
|
||||
// This can usually occur if the user doesn't have rights to play on the game server.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct ClientGameServerDeny_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 13 };
|
||||
|
||||
uint32 m_uAppID;
|
||||
uint32 m_unGameServerIP;
|
||||
uint16 m_usGameServerPort;
|
||||
uint16 m_bSecure;
|
||||
uint32 m_uReason;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the callback system for this client is in an error state (and has flushed pending callbacks)
|
||||
// When getting this message the client should disconnect from Steam, reset any stored Steam state and reconnect.
|
||||
// This usually occurs in the rare event the Steam client has some kind of fatal error.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct CallbackPipeFailure_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 17 };
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMUSER_H
|
||||
@@ -0,0 +1,83 @@
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to user account information in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUSERSTATS_H
|
||||
#define ISTEAMUSERSTATS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
// size limit on stat or achievement name
|
||||
const uint32 k_cchStatNameMax = 128;
|
||||
|
||||
class ISteamUserStats
|
||||
{
|
||||
public:
|
||||
virtual uint32 GetNumStats( CGameID nGameID ) = 0;
|
||||
virtual const char *GetStatName( CGameID nGameID, uint32 iStat ) = 0;
|
||||
virtual ESteamUserStatType GetStatType( CGameID nGameID, const char *pchName ) = 0;
|
||||
virtual uint32 GetNumAchievements( CGameID nGameID ) = 0;
|
||||
virtual const char *GetAchievementName( CGameID nGameID, uint32 iAchievement ) = 0;
|
||||
virtual bool RequestCurrentStats( CGameID nGameID ) = 0;
|
||||
virtual bool GetStat( CGameID nGameID, const char *pchName, int32 *pData ) = 0;
|
||||
virtual bool GetStat( CGameID nGameID, const char *pchName, float *pData ) = 0;
|
||||
virtual bool SetStat( CGameID nGameID, const char *pchName, int32 nData ) = 0;
|
||||
virtual bool SetStat( CGameID nGameID, const char *pchName, float fData ) = 0;
|
||||
virtual bool UpdateAvgRateStat( CGameID nGameID, const char *pchName, float flCountThisSession, double dSessionLength ) = 0;
|
||||
virtual bool GetAchievement( CGameID nGameID, const char *pchName, bool *pbAchieved ) = 0;
|
||||
virtual bool SetAchievement( CGameID nGameID, const char *pchName ) = 0;
|
||||
virtual bool ClearAchievement( CGameID nGameID, const char *pchName ) = 0;
|
||||
virtual bool StoreStats( CGameID nGameID ) = 0;
|
||||
virtual int GetAchievementIcon( CGameID nGameID, const char *pchName ) = 0;
|
||||
virtual const char *GetAchievementDisplayAttribute( CGameID nGameID, const char *pchName, const char *pchKey ) = 0;
|
||||
virtual bool IndicateAchievementProgress( CGameID nGameID, const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) = 0;
|
||||
};
|
||||
|
||||
|
||||
#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION002"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the latests stats and achievements have been received
|
||||
// from the server
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsReceived_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 1 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // Success / error fetching the stats
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the user stats for a game
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsStored_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 2 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // success / error
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the achievements for a game, or an
|
||||
// "indicate progress" call. If both m_nCurProgress and m_nMaxProgress
|
||||
// are zero, that means the achievement has been fully unlocked.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserAchievementStored_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 3 };
|
||||
|
||||
uint64 m_nGameID; // Game this is for
|
||||
bool m_bGroupAchievement; // if this is a "group" achievement
|
||||
char m_rgchAchievementName[k_cchStatNameMax]; // name of the achievement
|
||||
uint32 m_nCurProgress; // current progress towards the achievement
|
||||
uint32 m_nMaxProgress; // "out of" this many
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMUSER_H
|
||||
@@ -0,0 +1,77 @@
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to utility functions in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUTILS_H
|
||||
#define ISTEAMUTILS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to user independent utility functions
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamUtils
|
||||
{
|
||||
public:
|
||||
// return the number of seconds since the user
|
||||
virtual uint32 GetSecondsSinceAppActive() = 0;
|
||||
virtual uint32 GetSecondsSinceComputerActive() = 0;
|
||||
|
||||
// the universe this client is connecting to
|
||||
virtual EUniverse GetConnectedUniverse() = 0;
|
||||
|
||||
// Steam server time - in PST, number of seconds since January 1, 1970 (i.e unix time)
|
||||
virtual uint32 GetServerRealTime() = 0;
|
||||
|
||||
// returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via an IP-to-location database)
|
||||
// e.g "US" or "UK".
|
||||
virtual const char *GetIPCountry() = 0;
|
||||
|
||||
// returns true if the image exists, and valid sizes were filled out
|
||||
virtual bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) = 0;
|
||||
|
||||
// returns true if the image exists, and the buffer was successfully filled out
|
||||
// results are returned in RGBA format
|
||||
// the destination buffer size should be 4 * height * width * sizeof(char)
|
||||
virtual bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) = 0;
|
||||
|
||||
// returns the IP of the reporting server for valve - currently only used in Source engine games
|
||||
virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0;
|
||||
|
||||
// return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
|
||||
virtual uint8 GetCurrentBatteryPower() = 0;
|
||||
|
||||
// returns the appID of the current process
|
||||
virtual uint32 GetAppID() = 0;
|
||||
};
|
||||
|
||||
#define STEAMUTILS_INTERFACE_VERSION "SteamUtils002"
|
||||
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The country of the user changed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct IPCountry_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 1 };
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Fired when running on a laptop and less than 10 minutes of battery is left, fires then every minute
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LowBatteryPower_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 2 };
|
||||
uint8 m_nMinutesBatteryLeft;
|
||||
};
|
||||
|
||||
#endif // ISTEAMUTILS_H
|
||||
@@ -0,0 +1,239 @@
|
||||
//========= Copyright © 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#ifndef MATCHMAKINGTYPES_H
|
||||
#define MATCHMAKINGTYPES_H
|
||||
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
#ifdef POSIX
|
||||
#define _snprintf snprintf
|
||||
#endif
|
||||
|
||||
struct MatchMakingKeyValuePair_t
|
||||
{
|
||||
MatchMakingKeyValuePair_t() { m_szKey[0] = m_szValue[0] = 0; }
|
||||
MatchMakingKeyValuePair_t( const char *pchKey, const char *pchValue )
|
||||
{
|
||||
strncpy( m_szKey, pchKey, sizeof(m_szKey) ); // this is a public header, use basic c library string funcs only!
|
||||
strncpy( m_szValue, pchValue, sizeof(m_szValue) );
|
||||
}
|
||||
char m_szKey[ 256 ];
|
||||
char m_szValue[ 256 ];
|
||||
};
|
||||
|
||||
|
||||
enum EMatchMakingServerResponse
|
||||
{
|
||||
eServerResponded = 0,
|
||||
eServerFailedToRespond,
|
||||
eNoServersListedOnMasterServer // for the Internet query type, returned in response callback if no servers of this type match
|
||||
};
|
||||
|
||||
enum EMatchMakingType
|
||||
{
|
||||
eInternetServer = 0,
|
||||
eLANServer,
|
||||
eFriendsServer,
|
||||
eFavoritesServer,
|
||||
eHistoryServer,
|
||||
eSpectatorServer,
|
||||
eInvalidServer
|
||||
};
|
||||
|
||||
|
||||
// servernetadr_t is all the addressing info the serverbrowser needs to know about a game server,
|
||||
// namely: its IP, its connection port, and its query port.
|
||||
class servernetadr_t
|
||||
{
|
||||
public:
|
||||
|
||||
void Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort );
|
||||
#ifdef NETADR_H
|
||||
void Init( const netadr_t &ipAndQueryPort, uint16 usConnectionPort );
|
||||
netadr_t& GetIPAndQueryPort();
|
||||
#endif
|
||||
|
||||
// Access the query port.
|
||||
uint16 GetQueryPort() const;
|
||||
void SetQueryPort( uint16 usPort );
|
||||
|
||||
// Access the connection port.
|
||||
uint16 GetConnectionPort() const;
|
||||
void SetConnectionPort( uint16 usPort );
|
||||
|
||||
// Access the IP
|
||||
uint32 GetIP() const;
|
||||
void SetIP( uint32 );
|
||||
|
||||
// This gets the 'a.b.c.d:port' string with the connection port (instead of the query port).
|
||||
const char *GetConnectionAddressString() const;
|
||||
const char *GetQueryAddressString() const;
|
||||
|
||||
// Comparison operators and functions.
|
||||
bool operator<(const servernetadr_t &netadr) const;
|
||||
void operator=( const servernetadr_t &that )
|
||||
{
|
||||
m_usConnectionPort = that.m_usConnectionPort;
|
||||
m_usQueryPort = that.m_usQueryPort;
|
||||
m_unIP = that.m_unIP;
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
const char *ToString( uint32 unIP, uint16 usPort ) const;
|
||||
uint16 m_usConnectionPort; // (in HOST byte order)
|
||||
uint16 m_usQueryPort;
|
||||
uint32 m_unIP;
|
||||
};
|
||||
|
||||
|
||||
inline void servernetadr_t::Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort )
|
||||
{
|
||||
m_unIP = ip;
|
||||
m_usQueryPort = usQueryPort;
|
||||
m_usConnectionPort = usConnectionPort;
|
||||
}
|
||||
|
||||
#ifdef NETADR_H
|
||||
inline void servernetadr_t::Init( const netadr_t &ipAndQueryPort, uint16 usConnectionPort )
|
||||
{
|
||||
Init( ipAndQueryPort.GetIP(), ipAndQueryPort.GetPort(), usConnectionPort );
|
||||
}
|
||||
|
||||
inline netadr_t& servernetadr_t::GetIPAndQueryPort()
|
||||
{
|
||||
static netadr_t netAdr;
|
||||
netAdr.SetIP( m_unIP );
|
||||
netAdr.SetPort( m_usQueryPort );
|
||||
return netAdr;
|
||||
}
|
||||
#endif
|
||||
|
||||
inline uint16 servernetadr_t::GetQueryPort() const
|
||||
{
|
||||
return m_usQueryPort;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetQueryPort( uint16 usPort )
|
||||
{
|
||||
m_usQueryPort = usPort;
|
||||
}
|
||||
|
||||
inline uint16 servernetadr_t::GetConnectionPort() const
|
||||
{
|
||||
return m_usConnectionPort;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetConnectionPort( uint16 usPort )
|
||||
{
|
||||
m_usConnectionPort = usPort;
|
||||
}
|
||||
|
||||
inline uint32 servernetadr_t::GetIP() const
|
||||
{
|
||||
return m_unIP;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetIP( uint32 unIP )
|
||||
{
|
||||
m_unIP = unIP;
|
||||
}
|
||||
|
||||
inline const char *servernetadr_t::ToString( uint32 unIP, uint16 usPort ) const
|
||||
{
|
||||
static char s[4][64];
|
||||
static int nBuf = 0;
|
||||
unsigned char *ipByte = (unsigned char *)&unIP;
|
||||
_snprintf (s[nBuf], sizeof( s[nBuf] ), "%u.%u.%u.%u:%i", (int)(ipByte[3]), (int)(ipByte[2]), (int)(ipByte[1]), (int)(ipByte[0]), usPort );
|
||||
const char *pchRet = s[nBuf];
|
||||
++nBuf;
|
||||
nBuf %= ( (sizeof(s)/sizeof(s[0])) );
|
||||
return pchRet;
|
||||
}
|
||||
|
||||
inline const char* servernetadr_t::GetConnectionAddressString() const
|
||||
{
|
||||
return ToString( m_unIP, m_usConnectionPort );
|
||||
}
|
||||
|
||||
inline const char* servernetadr_t::GetQueryAddressString() const
|
||||
{
|
||||
return ToString( m_unIP, m_usQueryPort );
|
||||
}
|
||||
|
||||
inline bool servernetadr_t::operator<(const servernetadr_t &netadr) const
|
||||
{
|
||||
return ( m_unIP < netadr.m_unIP ) || ( m_unIP == netadr.m_unIP && m_usQueryPort < netadr.m_usQueryPort );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Data describing a single server
|
||||
//-----------------------------------------------------------------------------
|
||||
class gameserveritem_t
|
||||
{
|
||||
public:
|
||||
gameserveritem_t();
|
||||
|
||||
const char* GetName() const;
|
||||
void SetName( const char *pName );
|
||||
|
||||
public:
|
||||
servernetadr_t m_NetAdr; // IP/Query Port/Connection Port for this server
|
||||
int m_nPing; // current ping time in milliseconds
|
||||
bool m_bHadSuccessfulResponse; // server has responded successfully in the past
|
||||
bool m_bDoNotRefresh; // server is marked as not responding and should no longer be refreshed
|
||||
char m_szGameDir[32]; // current game directory
|
||||
char m_szMap[32]; // current map
|
||||
char m_szGameDescription[64]; // game description
|
||||
int m_nAppID; // Steam App ID of this server
|
||||
int m_nPlayers; // current number of players on the server
|
||||
int m_nMaxPlayers; // Maximum players that can join this server
|
||||
int m_nBotPlayers; // Number of bots (i.e simulated players) on this server
|
||||
bool m_bPassword; // true if this server needs a password to join
|
||||
bool m_bSecure; // Is this server protected by VAC
|
||||
uint32 m_ulTimeLastPlayed; // time (in unix time) when this server was last played on (for favorite/history servers)
|
||||
int m_nServerVersion; // server version as reported to Steam
|
||||
|
||||
private:
|
||||
char m_szServerName[64]; // Game server name
|
||||
|
||||
// For data added after SteamMatchMaking001 add it here
|
||||
public:
|
||||
char m_szGameTags[128]; // the tags this server exposes
|
||||
};
|
||||
|
||||
|
||||
inline gameserveritem_t::gameserveritem_t()
|
||||
{
|
||||
m_szGameDir[0] = m_szMap[0] = m_szGameDescription[0] = m_szServerName[0] = 0;
|
||||
m_bHadSuccessfulResponse = m_bDoNotRefresh = m_bPassword = m_bSecure = false;
|
||||
m_nPing = m_nAppID = m_nPlayers = m_nMaxPlayers = m_nBotPlayers = m_ulTimeLastPlayed = m_nServerVersion = 0;
|
||||
m_szGameTags[0] = 0;
|
||||
}
|
||||
|
||||
inline const char* gameserveritem_t::GetName() const
|
||||
{
|
||||
// Use the IP address as the name if nothing is set yet.
|
||||
if ( m_szServerName[0] == 0 )
|
||||
return m_NetAdr.GetConnectionAddressString();
|
||||
else
|
||||
return m_szServerName;
|
||||
}
|
||||
|
||||
inline void gameserveritem_t::SetName( const char *pName )
|
||||
{
|
||||
strncpy( m_szServerName, pName, sizeof( m_szServerName ) );
|
||||
}
|
||||
|
||||
|
||||
#endif // MATCHMAKINGTYPES_H
|
||||
@@ -0,0 +1,308 @@
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_API_H
|
||||
#define STEAM_API_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
#include "isteamuser.h"
|
||||
#include "isteamfriends.h"
|
||||
#include "isteamutils.h"
|
||||
#include "isteammatchmaking.h"
|
||||
#include "isteamuserstats.h"
|
||||
#include "isteamapps.h"
|
||||
#include "isteamnetworking.h"
|
||||
|
||||
// Steam API export macro
|
||||
#if defined( _WIN32 ) && !defined( _X360 )
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C" __declspec( dllexport )
|
||||
#elif defined( STEAM_API_NODLL )
|
||||
#define S_API extern "C"
|
||||
#else
|
||||
#define S_API extern "C" __declspec( dllimport )
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#elif defined( _LINUX )
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C" __attribute__ ((visibility("default")))
|
||||
#else
|
||||
#define S_API extern "C"
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#else // !WIN32
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C"
|
||||
#else
|
||||
#define S_API extern "C"
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// Steam API setup & shutdown
|
||||
//
|
||||
// These functions manage loading, initializing and shutdown of the steamclient.dll
|
||||
//
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// S_API void SteamAPI_Init(); (see below)
|
||||
S_API void SteamAPI_Shutdown();
|
||||
|
||||
// crash dump recording functions
|
||||
S_API void SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID );
|
||||
S_API void SteamAPI_SetMiniDumpComment( const char *pchMsg );
|
||||
|
||||
// interface pointers, configured by SteamAPI_Init()
|
||||
S_API ISteamClient *SteamClient();
|
||||
|
||||
|
||||
//
|
||||
// VERSION_SAFE_STEAM_API_INTERFACES is usually not necessary, but it provides safety against releasing
|
||||
// new steam_api.dll's without recompiling/rereleasing modules that use it.
|
||||
//
|
||||
// If you use VERSION_SAFE_STEAM_API_INTERFACES, then you should call SteamAPI_InitSafe(). Also, to get the
|
||||
// Steam interfaces, you must create and Init() a CSteamAPIContext (below) and use the interfaces in there.
|
||||
//
|
||||
// If you don't use VERSION_SAFE_STEAM_API_INTERFACES, then you can use SteamAPI_Init() and the SteamXXXX()
|
||||
// functions below to get at the Steam interfaces.
|
||||
//
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
S_API bool SteamAPI_InitSafe();
|
||||
#else
|
||||
S_API bool SteamAPI_Init();
|
||||
|
||||
S_API ISteamUser *SteamUser();
|
||||
S_API ISteamFriends *SteamFriends();
|
||||
S_API ISteamUtils *SteamUtils();
|
||||
S_API ISteamMatchmaking *SteamMatchmaking();
|
||||
S_API ISteamUserStats *SteamUserStats();
|
||||
S_API ISteamApps *SteamApps();
|
||||
S_API ISteamNetworking *SteamNetworking();
|
||||
S_API ISteamMatchmakingServers *SteamMatchmakingServers();
|
||||
#endif // VERSION_SAFE_STEAM_API_INTERFACES
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steam callback helper functions
|
||||
//
|
||||
// The following classes/macros are used to be able to easily multiplex callbacks
|
||||
// from the Steam API into various objects in the app in a thread-safe manner
|
||||
//
|
||||
// These functors are triggered via the SteamAPI_RunCallbacks() function, mapping the callback
|
||||
// to as many functions/objects as are registered to it
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
S_API void SteamAPI_RunCallbacks();
|
||||
|
||||
|
||||
|
||||
// functions used by the utility CCallback objects to receive callbacks
|
||||
S_API void SteamAPI_RegisterCallback( class CCallbackBase *pCallback, int iCallback );
|
||||
S_API void SteamAPI_UnregisterCallback( class CCallbackBase *pCallback );
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: base for callbacks,
|
||||
// used only by CCallback, shouldn't be used directly
|
||||
//-----------------------------------------------------------------------------
|
||||
class CCallbackBase
|
||||
{
|
||||
public:
|
||||
CCallbackBase() { m_nCallbackFlags = 0; }
|
||||
// don't add a virtual destructor because we export this binary interface across dll's
|
||||
virtual void Run( void *pvParam ) = 0;
|
||||
|
||||
protected:
|
||||
enum { k_ECallbackFlagsRegistered = 0x01, k_ECallbackFlagsGameServer = 0x02 };
|
||||
uint8 m_nCallbackFlags;
|
||||
private:
|
||||
int m_iCallback;
|
||||
friend class CCallbackMgr;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: maps a steam callback to a class member function
|
||||
// template params: T = local class, P = parameter struct
|
||||
//-----------------------------------------------------------------------------
|
||||
template< class T, class P, bool bGameServer >
|
||||
class CCallback : private CCallbackBase
|
||||
{
|
||||
public:
|
||||
typedef void (T::*func_t)( P* );
|
||||
|
||||
// If you can't support constructing a callback with the correct parameters
|
||||
// then uncomment the empty constructor below and manually call
|
||||
// ::Register() for your object
|
||||
//CCallback() {}
|
||||
|
||||
// constructor for initializing this object in owner's constructor
|
||||
CCallback( T *pObj, func_t func ) : m_pObj( pObj ), m_Func( func )
|
||||
{
|
||||
if ( bGameServer )
|
||||
{
|
||||
m_nCallbackFlags |= k_ECallbackFlagsGameServer;
|
||||
}
|
||||
|
||||
Register( pObj, func );
|
||||
}
|
||||
|
||||
~CCallback()
|
||||
{
|
||||
SteamAPI_UnregisterCallback( this );
|
||||
}
|
||||
|
||||
// manual registration of the callback
|
||||
void Register( T *pObj, func_t func )
|
||||
{
|
||||
m_pObj = pObj;
|
||||
m_Func = func;
|
||||
SteamAPI_RegisterCallback( this, P::k_iCallback );
|
||||
}
|
||||
|
||||
private:
|
||||
virtual void Run( void *pvParam )
|
||||
{
|
||||
(m_pObj->*m_Func)( (P *)pvParam );
|
||||
}
|
||||
|
||||
T *m_pObj;
|
||||
func_t m_Func;
|
||||
};
|
||||
|
||||
|
||||
// utility macro for declaring the function and callback object together
|
||||
#define STEAM_CALLBACK( thisclass, func, param, var ) CCallback< thisclass, param, false > var; void func( param *pParam )
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
// disable this warning; this pattern need for steam callback registration
|
||||
#pragma warning( disable: 4355 ) // 'this' : used in base member initializer list
|
||||
#endif
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steamclient.dll private wrapper functions
|
||||
//
|
||||
// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// pumps out all the steam messages, calling the register callback
|
||||
S_API void Steam_RunCallbacks( HSteamPipe hSteamPipe, bool bGameServerCallbacks );
|
||||
|
||||
// register the callback funcs to use to interact with the steam dll
|
||||
S_API void Steam_RegisterInterfaceFuncs( void *hModule );
|
||||
|
||||
// returns the HSteamUser of the last user to dispatch a callback
|
||||
S_API HSteamUser Steam_GetHSteamUserCurrent();
|
||||
|
||||
// returns the filename path of the current running Steam process, used if you need to load an explicit steam dll by name
|
||||
S_API const char *SteamAPI_GetSteamInstallPath();
|
||||
|
||||
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that
|
||||
// lets them each specify the interface versions they are compiled with.
|
||||
//
|
||||
// It's important that these stay inlined in the header so the calling module specifies the interface versions
|
||||
// for whatever Steam API version it has.
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
S_API HSteamPipe GetHSteamPipe();
|
||||
S_API HSteamUser GetHSteamUser();
|
||||
|
||||
class CSteamAPIContext
|
||||
{
|
||||
public:
|
||||
CSteamAPIContext();
|
||||
void Clear();
|
||||
|
||||
bool Init();
|
||||
|
||||
ISteamUser* SteamUser() { return m_pSteamUser; }
|
||||
ISteamFriends* SteamFriends() { return m_pSteamFriends; }
|
||||
ISteamUtils* SteamUtils() { return m_pSteamUtils; }
|
||||
ISteamMatchmaking* SteamMatchmaking() { return m_pSteamMatchmaking; }
|
||||
ISteamUserStats* SteamUserStats() { return m_pSteamUserStats; }
|
||||
ISteamApps* SteamApps() { return m_pSteamApps; }
|
||||
ISteamMatchmakingServers* SteamMatchmakingServers() { return m_pSteamMatchmakingServers; }
|
||||
ISteamNetworking* SteamNetworking() { return m_pSteamNetworking; }
|
||||
|
||||
private:
|
||||
ISteamUser *m_pSteamUser;
|
||||
ISteamFriends *m_pSteamFriends;
|
||||
ISteamUtils *m_pSteamUtils;
|
||||
ISteamMatchmaking *m_pSteamMatchmaking;
|
||||
ISteamUserStats *m_pSteamUserStats;
|
||||
ISteamApps *m_pSteamApps;
|
||||
ISteamMatchmakingServers *m_pSteamMatchmakingServers;
|
||||
ISteamNetworking *m_pSteamNetworking;
|
||||
};
|
||||
|
||||
inline CSteamAPIContext::CSteamAPIContext()
|
||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
inline void CSteamAPIContext::Clear()
|
||||
{
|
||||
m_pSteamUser = NULL;
|
||||
m_pSteamFriends = NULL;
|
||||
m_pSteamUtils = NULL;
|
||||
m_pSteamMatchmaking = NULL;
|
||||
m_pSteamUserStats = NULL;
|
||||
m_pSteamApps = NULL;
|
||||
m_pSteamMatchmakingServers = NULL;
|
||||
m_pSteamNetworking = NULL;
|
||||
}
|
||||
|
||||
// This function must be inlined so the module using steam_api.dll gets the version names they want.
|
||||
inline bool CSteamAPIContext::Init()
|
||||
{
|
||||
if ( !SteamClient() )
|
||||
return false;
|
||||
|
||||
HSteamUser hSteamUser = GetHSteamUser();
|
||||
HSteamPipe hSteamPipe = GetHSteamPipe();
|
||||
|
||||
m_pSteamUser = SteamClient()->GetISteamUser( hSteamUser, hSteamPipe, STEAMUSER_INTERFACE_VERSION );
|
||||
if ( !m_pSteamUser )
|
||||
return false;
|
||||
|
||||
m_pSteamFriends = SteamClient()->GetISteamFriends( hSteamUser, hSteamPipe, STEAMFRIENDS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamFriends )
|
||||
return false;
|
||||
|
||||
m_pSteamUtils = SteamClient()->GetISteamUtils( hSteamUser, STEAMUTILS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamUtils )
|
||||
return false;
|
||||
|
||||
m_pSteamMatchmaking = SteamClient()->GetISteamMatchmaking( hSteamUser, hSteamPipe, STEAMMATCHMAKING_INTERFACE_VERSION );
|
||||
if ( !m_pSteamMatchmaking )
|
||||
return false;
|
||||
|
||||
m_pSteamMatchmakingServers = SteamClient()->GetISteamMatchmakingServers( hSteamUser, hSteamPipe, STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamMatchmakingServers )
|
||||
return false;
|
||||
|
||||
m_pSteamUserStats = SteamClient()->GetISteamUserStats( hSteamUser, hSteamPipe, STEAMUSERSTATS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamUserStats )
|
||||
return false;
|
||||
|
||||
m_pSteamApps = SteamClient()->GetISteamApps( hSteamUser, hSteamPipe, STEAMAPPS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamApps )
|
||||
return false;
|
||||
|
||||
m_pSteamNetworking = SteamClient()->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION );
|
||||
if ( !m_pSteamNetworking )
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif // VERSION_SAFE_STEAM_API_INTERFACES
|
||||
|
||||
#endif // STEAM_API_H
|
||||
@@ -0,0 +1,45 @@
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_GAMESERVER_H
|
||||
#define STEAM_GAMESERVER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api.h"
|
||||
#include "isteamgameserver.h"
|
||||
#include "isteammasterserverupdater.h"
|
||||
|
||||
enum EServerMode
|
||||
{
|
||||
eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
|
||||
eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
|
||||
eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
|
||||
};
|
||||
|
||||
// Note: if you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it will use "GameSocketShare" mode,
|
||||
// which means that the game is responsible for sending and receiving UDP packets for the master
|
||||
// server updater. See references to GameSocketShare in isteammasterserverupdater.h.
|
||||
//
|
||||
// Pass 0 for usGamePort or usSpectatorPort if you're not using that. Then, the master server updater will report
|
||||
// what's running based on that.
|
||||
S_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, int nGameAppId, const char *pchGameDir, const char *pchVersionString );
|
||||
S_API void SteamGameServer_Shutdown();
|
||||
S_API void SteamGameServer_RunCallbacks();
|
||||
|
||||
S_API bool SteamGameServer_BSecure();
|
||||
S_API uint64 SteamGameServer_GetSteamID();
|
||||
|
||||
S_API ISteamGameServer *SteamGameServer();
|
||||
S_API ISteamUtils *SteamGameServerUtils();
|
||||
S_API ISteamMasterServerUpdater *SteamMasterServerUpdater();
|
||||
S_API ISteamNetworking *SteamGameServerNetworking();
|
||||
|
||||
#define STEAM_GAMESERVER_CALLBACK( thisclass, func, param, var ) CCallback< thisclass, param, true > var; void func( param *pParam )
|
||||
|
||||
|
||||
#endif // STEAM_GAMESERVER_H
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,92 @@
|
||||
//========= Copyright © 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMTYPES_H
|
||||
#define STEAMTYPES_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#if defined( __GNUC__ ) && !defined(POSIX)
|
||||
#if __GNUC__ < 4
|
||||
#error "Steamworks requires GCC 4.X (4.2 or 4.4 have been tested)"
|
||||
#endif
|
||||
#define POSIX 1
|
||||
#endif
|
||||
|
||||
// Steam-specific types. Defined here so this header file can be included in other code bases.
|
||||
#ifndef WCHARTYPES_H
|
||||
typedef unsigned char uint8;
|
||||
#endif
|
||||
|
||||
|
||||
#if defined(__x86_64__) || defined(_WIN64)
|
||||
#define X64BITS
|
||||
#endif
|
||||
|
||||
typedef unsigned char uint8;
|
||||
typedef signed char int8;
|
||||
|
||||
#if defined( _WIN32 )
|
||||
|
||||
typedef __int16 int16;
|
||||
typedef unsigned __int16 uint16;
|
||||
typedef __int32 int32;
|
||||
typedef unsigned __int32 uint32;
|
||||
typedef __int64 int64;
|
||||
typedef unsigned __int64 uint64;
|
||||
|
||||
#ifdef X64BITS
|
||||
typedef __int64 intp; // intp is an integer that can accomodate a pointer
|
||||
typedef unsigned __int64 uintp; // (ie, sizeof(intp) >= sizeof(int) && sizeof(intp) >= sizeof(void *)
|
||||
#else
|
||||
typedef __int32 intp;
|
||||
typedef unsigned __int32 uintp;
|
||||
#endif
|
||||
|
||||
#else // _WIN32
|
||||
|
||||
typedef short int16;
|
||||
typedef unsigned short uint16;
|
||||
typedef int int32;
|
||||
typedef unsigned int uint32;
|
||||
typedef long long int64;
|
||||
typedef unsigned long long uint64;
|
||||
#ifdef X64BITS
|
||||
typedef long long intp;
|
||||
typedef unsigned long long uintp;
|
||||
#else
|
||||
typedef int intp;
|
||||
typedef unsigned int uintp;
|
||||
#endif
|
||||
|
||||
#endif // else _WIN32
|
||||
|
||||
const int k_cubDigestSize = 20; // CryptoPP::SHA::DIGESTSIZE
|
||||
const int k_cubSaltSize = 8;
|
||||
|
||||
typedef uint8 SHADigest_t[ k_cubDigestSize ];
|
||||
typedef uint8 Salt_t[ k_cubSaltSize ];
|
||||
|
||||
typedef uint64 GID_t; // globally unique identifier
|
||||
|
||||
// this is baked into client messages and interfaces as an int,
|
||||
// make sure we never break this.
|
||||
typedef uint32 PackageId_t;
|
||||
const PackageId_t k_uPackageIdInvalid = 0xFFFFFFFF;
|
||||
|
||||
|
||||
// this is baked into client messages and interfaces as an int,
|
||||
// make sure we never break this.
|
||||
typedef uint32 AppId_t;
|
||||
const AppId_t k_uAppIdInvalid = 0xFFFFFFFF;
|
||||
|
||||
// RTime32
|
||||
// We use this 32 bit time representing real world time.
|
||||
// It offers 1 second resolution beginning on January 1, 1970 (Unix time)
|
||||
typedef uint32 RTime32;
|
||||
|
||||
#endif // STEAMTYPES_H
|
||||
Reference in New Issue
Block a user