lsteamclient: Synthesize SDK version 1.32x

For STEAMUGC_INTERFACE_VERSION004.
This commit is contained in:
Andrew Eikum
2019-02-14 08:32:39 -06:00
parent 62644cfefc
commit 73b03443ea
44 changed files with 10725 additions and 0 deletions
@@ -0,0 +1,180 @@
#include "steam_defs.h"
#include "steamworks_sdk_132x/steam_api.h"
#include "steamclient_private.h"
#include "cppISteamUGC_STEAMUGC_INTERFACE_VERSION004.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "struct_converters_132x.h"
UGCQueryHandle_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_CreateQueryUserUGCRequest(void *linux_side, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage)
{
return ((ISteamUGC*)linux_side)->CreateQueryUserUGCRequest((AccountID_t)unAccountID, (EUserUGCList)eListType, (EUGCMatchingUGCType)eMatchingUGCType, (EUserUGCListSortOrder)eSortOrder, (AppId_t)nCreatorAppID, (AppId_t)nConsumerAppID, (uint32)unPage);
}
UGCQueryHandle_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_CreateQueryAllUGCRequest(void *linux_side, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage)
{
return ((ISteamUGC*)linux_side)->CreateQueryAllUGCRequest((EUGCQuery)eQueryType, (EUGCMatchingUGCType)eMatchingeMatchingUGCTypeFileType, (AppId_t)nCreatorAppID, (AppId_t)nConsumerAppID, (uint32)unPage);
}
SteamAPICall_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SendQueryUGCRequest(void *linux_side, UGCQueryHandle_t handle)
{
return ((ISteamUGC*)linux_side)->SendQueryUGCRequest((UGCQueryHandle_t)handle);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_GetQueryUGCResult(void *linux_side, UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t * pDetails)
{
SteamUGCDetails_t lin_pDetails;
win_to_lin_struct_SteamUGCDetails_t_132x(pDetails, &lin_pDetails);
bool retval = ((ISteamUGC*)linux_side)->GetQueryUGCResult((UGCQueryHandle_t)handle, (uint32)index, &lin_pDetails);
lin_to_win_struct_SteamUGCDetails_t_132x(&lin_pDetails, pDetails);
return retval;
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_ReleaseQueryUGCRequest(void *linux_side, UGCQueryHandle_t handle)
{
return ((ISteamUGC*)linux_side)->ReleaseQueryUGCRequest((UGCQueryHandle_t)handle);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_AddRequiredTag(void *linux_side, UGCQueryHandle_t handle, const char * pTagName)
{
return ((ISteamUGC*)linux_side)->AddRequiredTag((UGCQueryHandle_t)handle, (const char *)pTagName);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_AddExcludedTag(void *linux_side, UGCQueryHandle_t handle, const char * pTagName)
{
return ((ISteamUGC*)linux_side)->AddExcludedTag((UGCQueryHandle_t)handle, (const char *)pTagName);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetReturnLongDescription(void *linux_side, UGCQueryHandle_t handle, bool bReturnLongDescription)
{
return ((ISteamUGC*)linux_side)->SetReturnLongDescription((UGCQueryHandle_t)handle, (bool)bReturnLongDescription);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetReturnTotalOnly(void *linux_side, UGCQueryHandle_t handle, bool bReturnTotalOnly)
{
return ((ISteamUGC*)linux_side)->SetReturnTotalOnly((UGCQueryHandle_t)handle, (bool)bReturnTotalOnly);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetAllowCachedResponse(void *linux_side, UGCQueryHandle_t handle, uint32 unMaxAgeSeconds)
{
return ((ISteamUGC*)linux_side)->SetAllowCachedResponse((UGCQueryHandle_t)handle, (uint32)unMaxAgeSeconds);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetCloudFileNameFilter(void *linux_side, UGCQueryHandle_t handle, const char * pMatchCloudFileName)
{
return ((ISteamUGC*)linux_side)->SetCloudFileNameFilter((UGCQueryHandle_t)handle, (const char *)pMatchCloudFileName);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetMatchAnyTag(void *linux_side, UGCQueryHandle_t handle, bool bMatchAnyTag)
{
return ((ISteamUGC*)linux_side)->SetMatchAnyTag((UGCQueryHandle_t)handle, (bool)bMatchAnyTag);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetSearchText(void *linux_side, UGCQueryHandle_t handle, const char * pSearchText)
{
return ((ISteamUGC*)linux_side)->SetSearchText((UGCQueryHandle_t)handle, (const char *)pSearchText);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetRankedByTrendDays(void *linux_side, UGCQueryHandle_t handle, uint32 unDays)
{
return ((ISteamUGC*)linux_side)->SetRankedByTrendDays((UGCQueryHandle_t)handle, (uint32)unDays);
}
SteamAPICall_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_RequestUGCDetails(void *linux_side, PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds)
{
return ((ISteamUGC*)linux_side)->RequestUGCDetails((PublishedFileId_t)nPublishedFileID, (uint32)unMaxAgeSeconds);
}
SteamAPICall_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_CreateItem(void *linux_side, AppId_t nConsumerAppId, EWorkshopFileType eFileType)
{
return ((ISteamUGC*)linux_side)->CreateItem((AppId_t)nConsumerAppId, (EWorkshopFileType)eFileType);
}
UGCUpdateHandle_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_StartItemUpdate(void *linux_side, AppId_t nConsumerAppId, PublishedFileId_t nPublishedFileID)
{
return ((ISteamUGC*)linux_side)->StartItemUpdate((AppId_t)nConsumerAppId, (PublishedFileId_t)nPublishedFileID);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetItemTitle(void *linux_side, UGCUpdateHandle_t handle, const char * pchTitle)
{
return ((ISteamUGC*)linux_side)->SetItemTitle((UGCUpdateHandle_t)handle, (const char *)pchTitle);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetItemDescription(void *linux_side, UGCUpdateHandle_t handle, const char * pchDescription)
{
return ((ISteamUGC*)linux_side)->SetItemDescription((UGCUpdateHandle_t)handle, (const char *)pchDescription);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetItemVisibility(void *linux_side, UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility)
{
return ((ISteamUGC*)linux_side)->SetItemVisibility((UGCUpdateHandle_t)handle, (ERemoteStoragePublishedFileVisibility)eVisibility);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetItemTags(void *linux_side, UGCUpdateHandle_t updateHandle, const SteamParamStringArray_t * pTags)
{
return ((ISteamUGC*)linux_side)->SetItemTags((UGCUpdateHandle_t)updateHandle, (const SteamParamStringArray_t *)pTags);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetItemContent(void *linux_side, UGCUpdateHandle_t handle, const char * pszContentFolder)
{
return ((ISteamUGC*)linux_side)->SetItemContent((UGCUpdateHandle_t)handle, (const char *)pszContentFolder);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetItemPreview(void *linux_side, UGCUpdateHandle_t handle, const char * pszPreviewFile)
{
return ((ISteamUGC*)linux_side)->SetItemPreview((UGCUpdateHandle_t)handle, (const char *)pszPreviewFile);
}
SteamAPICall_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SubmitItemUpdate(void *linux_side, UGCUpdateHandle_t handle, const char * pchChangeNote)
{
return ((ISteamUGC*)linux_side)->SubmitItemUpdate((UGCUpdateHandle_t)handle, (const char *)pchChangeNote);
}
EItemUpdateStatus cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_GetItemUpdateProgress(void *linux_side, UGCUpdateHandle_t handle, uint64 * punBytesProcessed, uint64 * punBytesTotal)
{
return ((ISteamUGC*)linux_side)->GetItemUpdateProgress((UGCUpdateHandle_t)handle, (uint64 *)punBytesProcessed, (uint64 *)punBytesTotal);
}
SteamAPICall_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SubscribeItem(void *linux_side, PublishedFileId_t nPublishedFileID)
{
return ((ISteamUGC*)linux_side)->SubscribeItem((PublishedFileId_t)nPublishedFileID);
}
SteamAPICall_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_UnsubscribeItem(void *linux_side, PublishedFileId_t nPublishedFileID)
{
return ((ISteamUGC*)linux_side)->UnsubscribeItem((PublishedFileId_t)nPublishedFileID);
}
uint32 cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_GetNumSubscribedItems(void *linux_side)
{
return ((ISteamUGC*)linux_side)->GetNumSubscribedItems();
}
uint32 cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_GetSubscribedItems(void *linux_side, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries)
{
return ((ISteamUGC*)linux_side)->GetSubscribedItems((PublishedFileId_t *)pvecPublishedFileID, (uint32)cMaxEntries);
}
uint32 cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_GetItemState(void *linux_side, PublishedFileId_t nPublishedFileID)
{
return ((ISteamUGC*)linux_side)->GetItemState((PublishedFileId_t)nPublishedFileID);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_GetItemInstallInfo(void *linux_side, PublishedFileId_t nPublishedFileID, uint64 * punSizeOnDisk, char * pchFolder, uint32 cchFolderSize, uint32 * punTimeStamp)
{
return ((ISteamUGC*)linux_side)->GetItemInstallInfo((PublishedFileId_t)nPublishedFileID, (uint64 *)punSizeOnDisk, (char *)pchFolder, (uint32)cchFolderSize, (uint32 *)punTimeStamp);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_GetItemDownloadInfo(void *linux_side, PublishedFileId_t nPublishedFileID, uint64 * punBytesDownloaded, uint64 * punBytesTotal)
{
return ((ISteamUGC*)linux_side)->GetItemDownloadInfo((PublishedFileId_t)nPublishedFileID, (uint64 *)punBytesDownloaded, (uint64 *)punBytesTotal);
}
bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_DownloadItem(void *linux_side, PublishedFileId_t nPublishedFileID, bool bHighPriority)
{
return ((ISteamUGC*)linux_side)->DownloadItem((PublishedFileId_t)nPublishedFileID, (bool)bHighPriority);
}
#ifdef __cplusplus
}
#endif
@@ -0,0 +1,39 @@
#ifdef __cplusplus
extern "C" {
#endif
extern UGCQueryHandle_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_CreateQueryUserUGCRequest(void *, AccountID_t, EUserUGCList, EUGCMatchingUGCType, EUserUGCListSortOrder, AppId_t, AppId_t, uint32);
extern UGCQueryHandle_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_CreateQueryAllUGCRequest(void *, EUGCQuery, EUGCMatchingUGCType, AppId_t, AppId_t, uint32);
extern SteamAPICall_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SendQueryUGCRequest(void *, UGCQueryHandle_t);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_GetQueryUGCResult(void *, UGCQueryHandle_t, uint32, SteamUGCDetails_t *);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_ReleaseQueryUGCRequest(void *, UGCQueryHandle_t);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_AddRequiredTag(void *, UGCQueryHandle_t, const char *);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_AddExcludedTag(void *, UGCQueryHandle_t, const char *);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetReturnLongDescription(void *, UGCQueryHandle_t, bool);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetReturnTotalOnly(void *, UGCQueryHandle_t, bool);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetAllowCachedResponse(void *, UGCQueryHandle_t, uint32);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetCloudFileNameFilter(void *, UGCQueryHandle_t, const char *);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetMatchAnyTag(void *, UGCQueryHandle_t, bool);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetSearchText(void *, UGCQueryHandle_t, const char *);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetRankedByTrendDays(void *, UGCQueryHandle_t, uint32);
extern SteamAPICall_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_RequestUGCDetails(void *, PublishedFileId_t, uint32);
extern SteamAPICall_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_CreateItem(void *, AppId_t, EWorkshopFileType);
extern UGCUpdateHandle_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_StartItemUpdate(void *, AppId_t, PublishedFileId_t);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetItemTitle(void *, UGCUpdateHandle_t, const char *);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetItemDescription(void *, UGCUpdateHandle_t, const char *);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetItemVisibility(void *, UGCUpdateHandle_t, ERemoteStoragePublishedFileVisibility);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetItemTags(void *, UGCUpdateHandle_t, const SteamParamStringArray_t *);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetItemContent(void *, UGCUpdateHandle_t, const char *);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SetItemPreview(void *, UGCUpdateHandle_t, const char *);
extern SteamAPICall_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SubmitItemUpdate(void *, UGCUpdateHandle_t, const char *);
extern EItemUpdateStatus cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_GetItemUpdateProgress(void *, UGCUpdateHandle_t, uint64 *, uint64 *);
extern SteamAPICall_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_SubscribeItem(void *, PublishedFileId_t);
extern SteamAPICall_t cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_UnsubscribeItem(void *, PublishedFileId_t);
extern uint32 cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_GetNumSubscribedItems(void *);
extern uint32 cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_GetSubscribedItems(void *, PublishedFileId_t *, uint32);
extern uint32 cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_GetItemState(void *, PublishedFileId_t);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_GetItemInstallInfo(void *, PublishedFileId_t, uint64 *, char *, uint32, uint32 *);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_GetItemDownloadInfo(void *, PublishedFileId_t, uint64 *, uint64 *);
extern bool cppISteamUGC_STEAMUGC_INTERFACE_VERSION004_DownloadItem(void *, PublishedFileId_t, bool);
#ifdef __cplusplus
}
#endif
+1
View File
@@ -27,6 +27,7 @@ sdk_versions = [
"133b",
"133a",
"133",
"132x",
"132",
"131",
"130",
@@ -0,0 +1,63 @@
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to app data in Steam
//
//=============================================================================
#ifndef ISTEAMAPPLIST_H
#define ISTEAMAPPLIST_H
#ifdef _WIN32
#pragma once
#endif
#include "isteamclient.h"
#include "steamtypes.h"
//-----------------------------------------------------------------------------
// Purpose: This is a restricted interface that can only be used by previously approved apps,
// contact your Steam Account Manager if you believe you need access to this API.
// This interface lets you detect installed apps for the local Steam client, useful for debugging tools
// to offer lists of apps to debug via Steam.
//-----------------------------------------------------------------------------
class ISteamAppList
{
public:
virtual uint32 GetNumInstalledApps() = 0;
virtual uint32 GetInstalledApps( AppId_t *pvecAppID, uint32 unMaxAppIDs ) = 0;
virtual int GetAppName( AppId_t nAppID, char *pchName, int cchNameMax ) = 0; // returns -1 if no name was found
virtual int GetAppInstallDir( AppId_t nAppID, char *pchDirectory, int cchNameMax ) = 0; // returns -1 if no dir was found
virtual int GetAppBuildId( AppId_t nAppID ) = 0; // return the buildid of this app, may change at any time based on backend updates to the game
};
#define STEAMAPPLIST_INTERFACE_VERSION "STEAMAPPLIST_INTERFACE_VERSION001"
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
//---------------------------------------------------------------------------------
// Purpose: Sent when a new app is installed
//---------------------------------------------------------------------------------
DEFINE_CALLBACK( SteamAppInstalled_t, k_iSteamAppListCallbacks + 1 );
CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs
END_DEFINE_CALLBACK_1()
//---------------------------------------------------------------------------------
// Purpose: Sent when an app is uninstalled
//---------------------------------------------------------------------------------
DEFINE_CALLBACK( SteamAppUninstalled_t, k_iSteamAppListCallbacks + 2 );
CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs
END_DEFINE_CALLBACK_1()
#pragma pack( pop )
#endif // ISTEAMAPPLIST_H
@@ -0,0 +1,154 @@
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to app data in Steam
//
//=============================================================================
#ifndef ISTEAMAPPS_H
#define ISTEAMAPPS_H
#ifdef _WIN32
#pragma once
#endif
const int k_cubAppProofOfPurchaseKeyMax = 64; // max bytes of a legacy cd key we support
//-----------------------------------------------------------------------------
// Purpose: interface to app data
//-----------------------------------------------------------------------------
class ISteamApps
{
public:
virtual bool BIsSubscribed() = 0;
virtual bool BIsLowViolence() = 0;
virtual bool BIsCybercafe() = 0;
virtual bool BIsVACBanned() = 0;
virtual const char *GetCurrentGameLanguage() = 0;
virtual const char *GetAvailableGameLanguages() = 0;
// only use this member if you need to check ownership of another game related to yours, a demo for example
virtual bool BIsSubscribedApp( AppId_t appID ) = 0;
// Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
virtual bool BIsDlcInstalled( AppId_t appID ) = 0;
// returns the Unix time of the purchase of the app
virtual uint32 GetEarliestPurchaseUnixTime( AppId_t nAppID ) = 0;
// Checks if the user is subscribed to the current app through a free weekend
// This function will return false for users who have a retail or other type of license
// Before using, please ask your Valve technical contact how to package and secure your free weekened
virtual bool BIsSubscribedFromFreeWeekend() = 0;
// Returns the number of DLC pieces for the running app
virtual int GetDLCCount() = 0;
// Returns metadata for DLC by index, of range [0, GetDLCCount()]
virtual bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize ) = 0;
// Install/Uninstall control for optional DLC
virtual void InstallDLC( AppId_t nAppID ) = 0;
virtual void UninstallDLC( AppId_t nAppID ) = 0;
// Request cd-key for yourself or owned DLC. If you are interested in this
// data then make sure you provide us with a list of valid keys to be distributed
// to users when they purchase the game, before the game ships.
// You'll receive an AppProofOfPurchaseKeyResponse_t callback when
// the key is available (which may be immediately).
virtual void RequestAppProofOfPurchaseKey( AppId_t nAppID ) = 0;
virtual bool GetCurrentBetaName( char *pchName, int cchNameBufferSize ) = 0; // returns current beta branch name, 'public' is the default branch
virtual bool MarkContentCorrupt( bool bMissingFilesOnly ) = 0; // signal Steam that game files seems corrupt or missing
virtual uint32 GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots ) = 0; // return installed depots in mount order
// returns current app install folder for AppID, returns folder name length
virtual uint32 GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ) = 0;
virtual bool BIsAppInstalled( AppId_t appID ) = 0; // returns true if that app is installed (not necessarily owned)
virtual CSteamID GetAppOwner() = 0; // returns the SteamID of the original owner. If different from current user, it's borrowed
// Returns the associated launch param if the game is run via steam://run/<appid>//?param1=value1;param2=value2;param3=value3 etc.
// Parameter names starting with the character '@' are reserved for internal use and will always return and empty string.
// Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game,
// but it is advised that you not param names beginning with an underscore for your own features.
virtual const char *GetLaunchQueryParam( const char *pchKey ) = 0;
// get download progress for optional DLC
virtual bool GetDlcDownloadProgress( AppId_t nAppID, uint64 *punBytesDownloaded, uint64 *punBytesTotal ) = 0;
// return the buildid of this app, may change at any time based on backend updates to the game
virtual int GetAppBuildId() = 0;
#ifdef _PS3
// Result returned in a RegisterActivationCodeResponse_t callresult
virtual SteamAPICall_t RegisterActivationCode( const char *pchActivationCode ) = 0;
#endif
};
#define STEAMAPPS_INTERFACE_VERSION "STEAMAPPS_INTERFACE_VERSION007"
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
//-----------------------------------------------------------------------------
// Purpose: posted after the user gains ownership of DLC & that DLC is installed
//-----------------------------------------------------------------------------
struct DlcInstalled_t
{
enum { k_iCallback = k_iSteamAppsCallbacks + 5 };
AppId_t m_nAppID; // AppID of the DLC
};
//-----------------------------------------------------------------------------
// Purpose: possible results when registering an activation code
//-----------------------------------------------------------------------------
enum ERegisterActivationCodeResult
{
k_ERegisterActivationCodeResultOK = 0,
k_ERegisterActivationCodeResultFail = 1,
k_ERegisterActivationCodeResultAlreadyRegistered = 2,
k_ERegisterActivationCodeResultTimeout = 3,
k_ERegisterActivationCodeAlreadyOwned = 4,
};
//-----------------------------------------------------------------------------
// Purpose: response to RegisterActivationCode()
//-----------------------------------------------------------------------------
struct RegisterActivationCodeResponse_t
{
enum { k_iCallback = k_iSteamAppsCallbacks + 8 };
ERegisterActivationCodeResult m_eResult;
uint32 m_unPackageRegistered; // package that was registered. Only set on success
};
//-----------------------------------------------------------------------------
// Purpose: response to RegisterActivationCode()
//-----------------------------------------------------------------------------
struct AppProofOfPurchaseKeyResponse_t
{
enum { k_iCallback = k_iSteamAppsCallbacks + 13 };
EResult m_eResult;
uint32 m_nAppID;
char m_rgchKey[ k_cubAppProofOfPurchaseKeyMax ];
};
//---------------------------------------------------------------------------------
// Purpose: posted after the user gains executes a steam url with query parameters
// such as steam://run/<appid>//?param1=value1;param2=value2;param3=value3; etc
// while the game is already running. The new params can be queried
// with GetLaunchQueryParam.
//---------------------------------------------------------------------------------
struct NewLaunchQueryParameters_t
{
enum { k_iCallback = k_iSteamAppsCallbacks + 14 };
};
#pragma pack( pop )
#endif // ISTEAMAPPS_H
@@ -0,0 +1,32 @@
//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: a private, but well versioned, interface to get at critical bits
// of a steam3 appticket - consumed by the simple drm wrapper to let it
// ask about ownership with greater confidence.
//
//=============================================================================
#ifndef ISTEAMAPPTICKET_H
#define ISTEAMAPPTICKET_H
#ifdef WIN32
#pragma once
#endif
#include "steamtypes.h"
//-----------------------------------------------------------------------------
// Purpose: hand out a reasonable "future proof" view of an app ownership ticket
// the raw (signed) buffer, and indices into that buffer where the appid and
// steamid are located. the sizes of the appid and steamid are implicit in
// (each version of) the interface - currently uin32 appid and uint64 steamid
//-----------------------------------------------------------------------------
class ISteamAppTicket
{
public:
virtual uint32 GetAppOwnershipTicketData( uint32 nAppID, void *pvBuffer, uint32 cbBufferLength, uint32 *piAppId, uint32 *piSteamId, uint32 *piSignature, uint32 *pcbSignature ) = 0;
};
#define STEAMAPPTICKET_INTERFACE_VERSION "STEAMAPPTICKET_INTERFACE_VERSION001"
#endif // ISTEAMAPPTICKET_H
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,138 @@
//====== Copyright 1996-2013, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to valve controller
//
//=============================================================================
#ifndef ISTEAMCONTROLLER_H
#define ISTEAMCONTROLLER_H
#ifdef _WIN32
#pragma once
#endif
#include "isteamclient.h"
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
#define MAX_STEAM_CONTROLLERS 16
#pragma pack( pop )
#define STEAM_RIGHT_TRIGGER_MASK 0x0000001
#define STEAM_LEFT_TRIGGER_MASK 0x0000002
#define STEAM_RIGHT_BUMPER_MASK 0x0000004
#define STEAM_LEFT_BUMPER_MASK 0x0000008
#define STEAM_BUTTON_0_MASK 0x0000010
#define STEAM_BUTTON_1_MASK 0x0000020
#define STEAM_BUTTON_2_MASK 0x0000040
#define STEAM_BUTTON_3_MASK 0x0000080
#define STEAM_TOUCH_0_MASK 0x0000100
#define STEAM_TOUCH_1_MASK 0x0000200
#define STEAM_TOUCH_2_MASK 0x0000400
#define STEAM_TOUCH_3_MASK 0x0000800
#define STEAM_BUTTON_MENU_MASK 0x0001000
#define STEAM_BUTTON_STEAM_MASK 0x0002000
#define STEAM_BUTTON_ESCAPE_MASK 0x0004000
#define STEAM_BUTTON_BACK_LEFT_MASK 0x0008000
#define STEAM_BUTTON_BACK_RIGHT_MASK 0x0010000
#define STEAM_BUTTON_LEFTPAD_CLICKED_MASK 0x0020000
#define STEAM_BUTTON_RIGHTPAD_CLICKED_MASK 0x0040000
#define STEAM_LEFTPAD_FINGERDOWN_MASK 0x0080000
#define STEAM_RIGHTPAD_FINGERDOWN_MASK 0x0100000
#define STEAM_JOYSTICK_BUTTON_MASK 0x0400000
#pragma pack( push, 1 )
struct SteamControllerState001_t
{
// If packet num matches that on your prior call, then the controller state hasn't been changed since
// your last call and there is no need to process it
uint32 unPacketNum;
// bit flags for each of the buttons
uint64 ulButtons;
// Left pad coordinates
short sLeftPadX;
short sLeftPadY;
// Right pad coordinates
short sRightPadX;
short sRightPadY;
};
#pragma pack( pop )
#define SteamControllerState_t SteamControllerState001_t
enum ESteamControllerPad
{
k_ESteamControllerPad_Left,
k_ESteamControllerPad_Right
};
//-----------------------------------------------------------------------------
// Purpose: Native Steam controller support API
//-----------------------------------------------------------------------------
class ISteamController
{
public:
//
// Native controller support API
//
// Must call init and shutdown when starting/ending use of the interface
virtual bool Init( const char *pchAbsolutePathToControllerConfigVDF ) = 0;
virtual bool Shutdown() = 0;
// Pump callback/callresult events, SteamAPI_RunCallbacks will do this for you,
// normally never need to call directly.
virtual void RunFrame() = 0;
// Get the state of the specified controller, returns false if that controller is not connected
virtual bool GetControllerState( uint32 unControllerIndex, SteamControllerState_t *pState ) = 0;
// Trigger a haptic pulse on the controller
virtual void TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;
// Set the override mode which is used to choose to use different base/legacy bindings from your config file
virtual void SetOverrideMode( const char *pchMode ) = 0;
};
#define STEAMCONTROLLER_INTERFACE_VERSION "STEAMCONTROLLER_INTERFACE_VERSION"
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
/*
struct ControllerCallback_t
{
enum { k_iCallback = k_iSteamControllerCallbacks + 1 };
};
*/
#pragma pack( pop )
#endif // ISTEAMCONTROLLER_H
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,76 @@
//====== Copyright ©, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to the game coordinator for this application
//
//=============================================================================
#ifndef ISTEAMGAMECOORDINATOR
#define ISTEAMGAMECOORDINATOR
#ifdef _WIN32
#pragma once
#endif
#include "isteamclient.h"
#include "steamtypes.h"
#include "steamclientpublic.h"
// list of possible return values from the ISteamGameCoordinator API
enum EGCResults
{
k_EGCResultOK = 0,
k_EGCResultNoMessage = 1, // There is no message in the queue
k_EGCResultBufferTooSmall = 2, // The buffer is too small for the requested message
k_EGCResultNotLoggedOn = 3, // The client is not logged onto Steam
k_EGCResultInvalidMessage = 4, // Something was wrong with the message being sent with SendMessage
};
//-----------------------------------------------------------------------------
// Purpose: Functions for sending and receiving messages from the Game Coordinator
// for this application
//-----------------------------------------------------------------------------
class ISteamGameCoordinator
{
public:
// sends a message to the Game Coordinator
virtual EGCResults SendMessage( uint32 unMsgType, const void *pubData, uint32 cubData ) = 0;
// returns true if there is a message waiting from the game coordinator
virtual bool IsMessageAvailable( uint32 *pcubMsgSize ) = 0;
// fills the provided buffer with the first message in the queue and returns k_EGCResultOK or
// returns k_EGCResultNoMessage if there is no message waiting. pcubMsgSize is filled with the message size.
// If the provided buffer is not large enough to fit the entire message, k_EGCResultBufferTooSmall is returned
// and the message remains at the head of the queue.
virtual EGCResults RetrieveMessage( uint32 *punMsgType, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
};
#define STEAMGAMECOORDINATOR_INTERFACE_VERSION "SteamGameCoordinator001"
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
// callback notification - A new message is available for reading from the message queue
struct GCMessageAvailable_t
{
enum { k_iCallback = k_iSteamGameCoordinatorCallbacks + 1 };
uint32 m_nMessageSize;
};
// callback notification - A message failed to make it to the GC. It may be down temporarily
struct GCMessageFailed_t
{
enum { k_iCallback = k_iSteamGameCoordinatorCallbacks + 2 };
};
#pragma pack( pop )
#endif // ISTEAMGAMECOORDINATOR
@@ -0,0 +1,384 @@
//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to steam for game servers
//
//=============================================================================
#ifndef ISTEAMGAMESERVER_H
#define ISTEAMGAMESERVER_H
#ifdef _WIN32
#pragma once
#endif
#include "isteamclient.h"
#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
//-----------------------------------------------------------------------------
// Purpose: Functions for authenticating users via Steam to play on a game server
//-----------------------------------------------------------------------------
class ISteamGameServer
{
public:
//
// Basic server data. These properties, if set, must be set before before calling LogOn. They
// may not be changed after logged in.
//
/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0;
/// Game product identifier. This is currently used by the master server for version checking purposes.
/// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
virtual void SetProduct( const char *pszProduct ) = 0;
/// Description of the game. This is a required field and is displayed in the steam server browser....for now.
/// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
virtual void SetGameDescription( const char *pszGameDescription ) = 0;
/// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
/// this application is the original game, not a mod.
///
/// @see k_cbMaxGameServerGameDir
virtual void SetModDir( const char *pszModDir ) = 0;
/// Is this is a dedicated server? The default value is false.
virtual void SetDedicatedServer( bool bDedicated ) = 0;
//
// Login
//
/// Begin process to login to a persistent game server account
///
/// You need to register for callbacks to determine the result of this operation.
/// @see SteamServersConnected_t
/// @see SteamServerConnectFailure_t
/// @see SteamServersDisconnected_t
virtual void LogOn( const char *pszToken ) = 0;
/// Login to a generic, anonymous account.
///
/// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,
/// but this is no longer the case.
virtual void LogOnAnonymous() = 0;
/// Begin process of logging game server out of steam
virtual void LogOff() = 0;
// status functions
virtual bool BLoggedOn() = 0;
virtual bool BSecure() = 0;
virtual CSteamID GetSteamID() = 0;
/// Returns true if the master server has requested a restart.
/// Only returns true once per request.
virtual bool WasRestartRequested() = 0;
//
// Server state. These properties may be changed at any time.
//
/// Max player count that will be reported to server browser and client queries
virtual void SetMaxPlayerCount( int cPlayersMax ) = 0;
/// Number of bots. Default value is zero
virtual void SetBotPlayerCount( int cBotplayers ) = 0;
/// Set the name of server as it will appear in the server browser
///
/// @see k_cbMaxGameServerName
virtual void SetServerName( const char *pszServerName ) = 0;
/// Set name of map to report in the server browser
///
/// @see k_cbMaxGameServerName
virtual void SetMapName( const char *pszMapName ) = 0;
/// Let people know if your server will require a password
virtual void SetPasswordProtected( bool bPasswordProtected ) = 0;
/// Spectator server. The default value is zero, meaning the service
/// is not used.
virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0;
/// Name of the spectator server. (Only used if spectator port is nonzero.)
///
/// @see k_cbMaxGameServerMapName
virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0;
/// Call this to clear the whole list of key/values that are sent in rules queries.
virtual void ClearAllKeyValues() = 0;
/// Call this to add/update a key/value pair.
virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0;
/// Sets a string defining the "gametags" for this server, this is optional, but if it is set
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
///
/// @see k_cbMaxGameServerTags
virtual void SetGameTags( const char *pchGameTags ) = 0;
/// Sets a string defining the "gamedata" for this server, this is optional, but if it is set
/// it allows users to filter in the matchmaking/server-browser interfaces based on the value
/// don't set this unless it actually changes, its only uploaded to the master once (when
/// acknowledged)
///
/// @see k_cbMaxGameServerGameData
virtual void SetGameData( const char *pchGameData ) = 0;
/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
virtual void SetRegion( const char *pszRegion ) = 0;
//
// Player list management / authentication
//
// Handles receiving a new connection from a Steam user. This call will ask the Steam
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
// are off-line, then it will validate the cached ticket itself which will validate app ownership
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
// and must then be sent up to the game server for authentication.
//
// Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
//
// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
// when this user leaves the server just like you would for a real user.
virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
// Should be called whenever a user leaves our game server, this lets Steam internally
// track which users are currently on which servers for the purposes of preventing a single
// account being logged into multiple servers, showing who is currently on a server, etc.
virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
// currently connected to the server. For regular users you must call this after you receive a
// GSUserValidationSuccess callback.
//
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
// New auth system APIs - do not mix with the old auth system APIs.
// ----------------------------------------------------------------
// Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
// pcbTicket retrieves the length of the actual ticket.
virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
// Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused
// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0;
// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
virtual void EndAuthSession( CSteamID steamID ) = 0;
// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0;
// After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function
// to determine if the user owns downloadable content specified by the provided AppID.
virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
// Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
// returns false if we're not connected to the steam servers and thus cannot ask
virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0;
// these two functions s are deprecated, and will not return results
// they will be removed in a future version of the SDK
virtual void GetGameplayStats( ) = 0;
virtual SteamAPICall_t GetServerReputation( ) = 0;
// Returns the public IP of the server according to Steam, useful when the server is
// behind NAT and you want to advertise its IP in a lobby for other clients to directly
// connect to
virtual uint32 GetPublicIP() = 0;
// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
// socket to talk to the master server on, it lets the game use its socket to forward messages
// back and forth. This prevents us from requiring server ops to open up yet another port
// in their firewalls.
//
// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
// These are used when you've elected to multiplex the game server's UDP socket
// rather than having the master server updater use its own sockets.
//
// Source games use this to simplify the job of the server admins, so they
// don't have to open up more ports on their firewalls.
// Call this when a packet that starts with 0xFFFFFFFF comes in. That means
// it's for us.
virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
// This gets a packet that the master server updater needs to send out on UDP.
// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
// Call this each frame until it returns 0.
virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
//
// Control heartbeats / advertisement with master server
//
// Call this as often as you like to tell the master server updater whether or not
// you want it to be active (default: off).
virtual void EnableHeartbeats( bool bActive ) = 0;
// You usually don't need to modify this.
// Pass -1 to use the default value for iHeartbeatInterval.
// Some mods change this.
virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
// Force a heartbeat to steam at the next opportunity
virtual void ForceHeartbeat() = 0;
// associate this game server with this clan for the purposes of computing player compat
virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0;
// ask if any of the current players dont want to play with this new player - or vice versa
virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0;
};
#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer012"
// 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
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
// client has been approved to connect to this game server
struct GSClientApprove_t
{
enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
CSteamID m_SteamID; // SteamID of approved player
CSteamID m_OwnerSteamID; // SteamID of original owner for game license
};
// client has been denied to connection to this game server
struct GSClientDeny_t
{
enum { k_iCallback = k_iSteamGameServerCallbacks + 2 };
CSteamID m_SteamID;
EDenyReason m_eDenyReason;
char m_rgchOptionalText[128];
};
// request the game server should kick the user
struct GSClientKick_t
{
enum { k_iCallback = k_iSteamGameServerCallbacks + 3 };
CSteamID m_SteamID;
EDenyReason m_eDenyReason;
};
// NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks,
// do not reuse them here.
// client achievement info
struct GSClientAchievementStatus_t
{
enum { k_iCallback = k_iSteamGameServerCallbacks + 6 };
uint64 m_SteamID;
char m_pchAchievement[128];
bool m_bUnlocked;
};
// received when the game server requests to be displayed as secure (VAC protected)
// m_bSecure is true if the game server should display itself as secure to users, false otherwise
struct GSPolicyResponse_t
{
enum { k_iCallback = k_iSteamUserCallbacks + 15 };
uint8 m_bSecure;
};
// GS gameplay stats info
struct GSGameplayStats_t
{
enum { k_iCallback = k_iSteamGameServerCallbacks + 7 };
EResult m_eResult; // Result of the call
int32 m_nRank; // Overall rank of the server (0-based)
uint32 m_unTotalConnects; // Total number of clients who have ever connected to the server
uint32 m_unTotalMinutesPlayed; // Total number of minutes ever played on the server
};
// send as a reply to RequestUserGroupStatus()
struct GSClientGroupStatus_t
{
enum { k_iCallback = k_iSteamGameServerCallbacks + 8 };
CSteamID m_SteamIDUser;
CSteamID m_SteamIDGroup;
bool m_bMember;
bool m_bOfficer;
};
// Sent as a reply to GetServerReputation()
struct GSReputation_t
{
enum { k_iCallback = k_iSteamGameServerCallbacks + 9 };
EResult m_eResult; // Result of the call;
uint32 m_unReputationScore; // The reputation score for the game server
bool m_bBanned; // True if the server is banned from the Steam
// master servers
// The following members are only filled out if m_bBanned is true. They will all
// be set to zero otherwise. Master server bans are by IP so it is possible to be
// banned even when the score is good high if there is a bad server on another port.
// This information can be used to determine which server is bad.
uint32 m_unBannedIP; // The IP of the banned server
uint16 m_usBannedPort; // The port of the banned server
uint64 m_ulBannedGameID; // The game ID the banned server is serving
uint32 m_unBanExpires; // Time the ban expires, expressed in the Unix epoch (seconds since 1/1/1970)
};
// Sent as a reply to AssociateWithClan()
struct AssociateWithClanResult_t
{
enum { k_iCallback = k_iSteamGameServerCallbacks + 10 };
EResult m_eResult; // Result of the call;
};
// Sent as a reply to ComputeNewPlayerCompatibility()
struct ComputeNewPlayerCompatibilityResult_t
{
enum { k_iCallback = k_iSteamGameServerCallbacks + 11 };
EResult m_eResult; // Result of the call;
int m_cPlayersThatDontLikeCandidate;
int m_cPlayersThatCandidateDoesntLike;
int m_cClanPlayersThatDontLikeCandidate;
CSteamID m_SteamIDCandidate;
};
#pragma pack( pop )
#endif // ISTEAMGAMESERVER_H
@@ -0,0 +1,99 @@
//====== Copyright © Valve Corporation, All rights reserved. =======
//
// Purpose: interface for game servers to steam stats and achievements
//
//=============================================================================
#ifndef ISTEAMGAMESERVERSTATS_H
#define ISTEAMGAMESERVERSTATS_H
#ifdef _WIN32
#pragma once
#endif
#include "isteamclient.h"
//-----------------------------------------------------------------------------
// Purpose: Functions for authenticating users via Steam to play on a game server
//-----------------------------------------------------------------------------
class ISteamGameServerStats
{
public:
// downloads stats for the user
// returns a GSStatsReceived_t callback when completed
// if the user has no stats, GSStatsReceived_t.m_eResult will be set to k_EResultFail
// these stats will only be auto-updated for clients playing on the server. For other
// users you'll need to call RequestUserStats() again to refresh any data
virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0;
// requests stat information for a user, usable after a successful call to RequestUserStats()
virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0;
virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) = 0;
virtual bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) = 0;
// Set / update stats and achievements.
// Note: These updates will work only on stats game servers are allowed to edit and only for
// game servers that have been declared as officially controlled by the game creators.
// Set the IP range of your official servers on the Steamworks page
virtual bool SetUserStat( CSteamID steamIDUser, const char *pchName, int32 nData ) = 0;
virtual bool SetUserStat( CSteamID steamIDUser, const char *pchName, float fData ) = 0;
virtual bool UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength ) = 0;
virtual bool SetUserAchievement( CSteamID steamIDUser, const char *pchName ) = 0;
virtual bool ClearUserAchievement( CSteamID steamIDUser, const char *pchName ) = 0;
// Store the current data on the server, will get a GSStatsStored_t callback when set.
//
// If the callback has a result of k_EResultInvalidParam, one or more stats
// uploaded has been rejected, either because they broke constraints
// or were out of date. In this case the server sends back updated values.
// The stats should be re-iterated to keep in sync.
virtual SteamAPICall_t StoreUserStats( CSteamID steamIDUser ) = 0;
};
#define STEAMGAMESERVERSTATS_INTERFACE_VERSION "SteamGameServerStats001"
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
//-----------------------------------------------------------------------------
// Purpose: called when the latests stats and achievements have been received
// from the server
//-----------------------------------------------------------------------------
struct GSStatsReceived_t
{
enum { k_iCallback = k_iSteamGameServerStatsCallbacks };
EResult m_eResult; // Success / error fetching the stats
CSteamID m_steamIDUser; // The user for whom the stats are retrieved for
};
//-----------------------------------------------------------------------------
// Purpose: result of a request to store the user stats for a game
//-----------------------------------------------------------------------------
struct GSStatsStored_t
{
enum { k_iCallback = k_iSteamGameServerStatsCallbacks + 1 };
EResult m_eResult; // success / error
CSteamID m_steamIDUser; // The user for whom the stats were stored
};
//-----------------------------------------------------------------------------
// Purpose: Callback indicating that a user's stats have been unloaded.
// Call RequestUserStats again to access stats for this user
//-----------------------------------------------------------------------------
struct GSStatsUnloaded_t
{
enum { k_iCallback = k_iSteamUserStatsCallbacks + 8 };
CSteamID m_steamIDUser; // User whose stats have been unloaded
};
#pragma pack( pop )
#endif // ISTEAMGAMESERVERSTATS_H
@@ -0,0 +1,438 @@
//====== Copyright 1996-2013, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to display html pages in a texture
//
//=============================================================================
#ifndef ISTEAMHTMLSURFACE_H
#define ISTEAMHTMLSURFACE_H
#ifdef _WIN32
#pragma once
#endif
#include "isteamclient.h"
typedef uint32 HHTMLBrowser;
const uint32 INVALID_HTMLBROWSER = 0;
//-----------------------------------------------------------------------------
// Purpose: Functions for displaying HTML pages and interacting with them
//-----------------------------------------------------------------------------
class ISteamHTMLSurface
{
public:
virtual ~ISteamHTMLSurface() {}
// Must call init and shutdown when starting/ending use of the interface
virtual bool Init() = 0;
virtual bool Shutdown() = 0;
// Create a browser object for display of a html page, when creation is complete the call handle
// will return a HTML_BrowserReady_t callback for the HHTMLBrowser of your new browser.
// The user agent string is a substring to be added to the general user agent string so you can
// identify your client on web servers.
// The userCSS string lets you apply a CSS style sheet to every displayed page, leave null if
// you do not require this functionality.
virtual SteamAPICall_t CreateBrowser( const char *pchUserAgent, const char *pchUserCSS ) = 0;
// Call this when you are done with a html surface, this lets us free the resources being used by it
virtual void RemoveBrowser( HHTMLBrowser unBrowserHandle ) = 0;
// Navigate to this URL, results in a HTML_StartRequest_t as the request commences
virtual void LoadURL( HHTMLBrowser unBrowserHandle, const char *pchURL, const char *pchPostData ) = 0;
// Tells the surface the size in pixels to display the surface
virtual void SetSize( HHTMLBrowser unBrowserHandle, uint32 unWidth, uint32 unHeight ) = 0;
// Stop the load of the current html page
virtual void StopLoad( HHTMLBrowser unBrowserHandle ) = 0;
// Reload (most likely from local cache) the current page
virtual void Reload( HHTMLBrowser unBrowserHandle ) = 0;
// navigate back in the page history
virtual void GoBack( HHTMLBrowser unBrowserHandle ) = 0;
// navigate forward in the page history
virtual void GoForward( HHTMLBrowser unBrowserHandle ) = 0;
// add this header to any url requests from this browser
virtual void AddHeader( HHTMLBrowser unBrowserHandle, const char *pchKey, const char *pchValue ) = 0;
// run this javascript script in the currently loaded page
virtual void ExecuteJavascript( HHTMLBrowser unBrowserHandle, const char *pchScript ) = 0;
enum EHTMLMouseButton
{
eHTMLMouseButton_Left = 0,
eHTMLMouseButton_Right = 1,
eHTMLMouseButton_Middle = 2,
};
// Mouse click and mouse movement commands
virtual void MouseUp( HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton ) = 0;
virtual void MouseDown( HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton ) = 0;
virtual void MouseDoubleClick( HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton ) = 0;
// x and y are relative to the HTML bounds
virtual void MouseMove( HHTMLBrowser unBrowserHandle, int x, int y ) = 0;
// nDelta is pixels of scroll
virtual void MouseWheel( HHTMLBrowser unBrowserHandle, int32 nDelta ) = 0;
enum EMouseCursor
{
dc_user = 0,
dc_none,
dc_arrow,
dc_ibeam,
dc_hourglass,
dc_waitarrow,
dc_crosshair,
dc_up,
dc_sizenw,
dc_sizese,
dc_sizene,
dc_sizesw,
dc_sizew,
dc_sizee,
dc_sizen,
dc_sizes,
dc_sizewe,
dc_sizens,
dc_sizeall,
dc_no,
dc_hand,
dc_blank, // don't show any custom cursor, just use your default
dc_middle_pan,
dc_north_pan,
dc_north_east_pan,
dc_east_pan,
dc_south_east_pan,
dc_south_pan,
dc_south_west_pan,
dc_west_pan,
dc_north_west_pan,
dc_alias,
dc_cell,
dc_colresize,
dc_copycur,
dc_verticaltext,
dc_rowresize,
dc_zoomin,
dc_zoomout,
dc_help,
dc_custom,
dc_last, // custom cursors start from this value and up
};
enum EHTMLKeyModifiers
{
k_eHTMLKeyModifier_None = 0,
k_eHTMLKeyModifier_AltDown = 1 << 0,
k_eHTMLKeyModifier_CtrlDown = 1 << 1,
k_eHTMLKeyModifier_ShiftDown = 1 << 2,
};
// keyboard interactions, native keycode is the virtual key code value from your OS
virtual void KeyDown( HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers ) = 0;
virtual void KeyUp( HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers ) = 0;
// cUnicodeChar is the unicode character point for this keypress (and potentially multiple chars per press)
virtual void KeyChar( HHTMLBrowser unBrowserHandle, uint32 cUnicodeChar, EHTMLKeyModifiers eHTMLKeyModifiers ) = 0;
// programmatically scroll this many pixels on the page
virtual void SetHorizontalScroll( HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll ) = 0;
virtual void SetVerticalScroll( HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll ) = 0;
// tell the html control if it has key focus currently, controls showing the I-beam cursor in text controls amongst other things
virtual void SetKeyFocus( HHTMLBrowser unBrowserHandle, bool bHasKeyFocus ) = 0;
// open the current pages html code in the local editor of choice, used for debugging
virtual void ViewSource( HHTMLBrowser unBrowserHandle ) = 0;
// copy the currently selected text on the html page to the local clipboard
virtual void CopyToClipboard( HHTMLBrowser unBrowserHandle ) = 0;
// paste from the local clipboard to the current html page
virtual void PasteFromClipboard( HHTMLBrowser unBrowserHandle ) = 0;
// find this string in the browser, if bCurrentlyInFind is true then instead cycle to the next matching element
virtual void Find( HHTMLBrowser unBrowserHandle, const char *pchSearchStr, bool bCurrentlyInFind, bool bReverse ) = 0;
// cancel a currently running find
virtual void StopFind( HHTMLBrowser unBrowserHandle ) = 0;
// return details about the link at position x,y on the current page
virtual void GetLinkAtPosition( HHTMLBrowser unBrowserHandle, int x, int y ) = 0;
// set a webcookie for the hostname in question
virtual void SetCookie( const char *pchHostname, const char *pchKey, const char *pchValue, const char *pchPath = "/", RTime32 nExpires = 0, bool bSecure = false, bool bHTTPOnly = false ) = 0;
// Zoom the current page by flZoom ( from 0.0 to 2.0, so to zoom to 120% use 1.2 ), zooming around point X,Y in the page (use 0,0 if you don't care)
virtual void SetPageScaleFactor( HHTMLBrowser unBrowserHandle, float flZoom, int nPointX, int nPointY ) = 0;
// CALLBACKS
//
// These set of functions are used as responses to callback requests
//
// You MUST call this in response to a HTML_StartRequest_t callback
// Set bAllowed to true to allow this navigation, false to cancel it and stay
// on the current page. You can use this feature to limit the valid pages
// allowed in your HTML surface.
virtual void AllowStartRequest( HHTMLBrowser unBrowserHandle, bool bAllowed ) = 0;
// You MUST call this in response to a HTML_JSAlert_t or HTML_JSConfirm_t callback
// Set bResult to true for the OK option of a confirm, use false otherwise
virtual void JSDialogResponse( HHTMLBrowser unBrowserHandle, bool bResult ) = 0;
// You MUST call this in response to a HTML_FileOpenDialog_t callback
virtual void FileLoadDialogResponse( HHTMLBrowser unBrowserHandle, const char **pchSelectedFiles ) = 0;
};
#define STEAMHTMLSURFACE_INTERFACE_VERSION "STEAMHTMLSURFACE_INTERFACE_VERSION_002"
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
//-----------------------------------------------------------------------------
// Purpose: The browser is ready for use
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_BrowserReady_t, k_iSteamHTMLSurfaceCallbacks + 1 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // this browser is now fully created and ready to navigate to pages
END_DEFINE_CALLBACK_1()
//-----------------------------------------------------------------------------
// Purpose: the browser has a pending paint
//-----------------------------------------------------------------------------
DEFINE_CALLBACK(HTML_NeedsPaint_t, k_iSteamHTMLSurfaceCallbacks + 2)
CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the browser that needs the paint
CALLBACK_MEMBER(1, const char *, pBGRA ) // a pointer to the B8G8R8A8 data for this surface, valid until SteamAPI_RunCallbacks is next called
CALLBACK_MEMBER(2, uint32, unWide) // the total width of the pBGRA texture
CALLBACK_MEMBER(3, uint32, unTall) // the total height of the pBGRA texture
CALLBACK_MEMBER(4, uint32, unUpdateX) // the offset in X for the damage rect for this update
CALLBACK_MEMBER(5, uint32, unUpdateY) // the offset in Y for the damage rect for this update
CALLBACK_MEMBER(6, uint32, unUpdateWide) // the width of the damage rect for this update
CALLBACK_MEMBER(7, uint32, unUpdateTall) // the height of the damage rect for this update
CALLBACK_MEMBER(8, uint32, unScrollX) // the page scroll the browser was at when this texture was rendered
CALLBACK_MEMBER(9, uint32, unScrollY) // the page scroll the browser was at when this texture was rendered
CALLBACK_MEMBER(10, float, flPageScale) // the page scale factor on this page when rendered
CALLBACK_MEMBER(11, uint32, unPageSerial) // incremented on each new page load, you can use this to reject draws while navigating to new pages
END_DEFINE_CALLBACK_12()
//-----------------------------------------------------------------------------
// Purpose: The browser wanted to navigate to a new page
// NOTE - you MUST call AllowStartRequest in response to this callback
//-----------------------------------------------------------------------------
DEFINE_CALLBACK(HTML_StartRequest_t, k_iSteamHTMLSurfaceCallbacks + 3)
CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface navigating
CALLBACK_MEMBER(1, const char *, pchURL) // the url they wish to navigate to
CALLBACK_MEMBER(2, const char *, pchTarget) // the html link target type (i.e _blank, _self, _parent, _top )
CALLBACK_MEMBER(3, const char *, pchPostData ) // any posted data for the request
CALLBACK_MEMBER(4, bool, bIsRedirect) // true if this was a http/html redirect from the last load request
END_DEFINE_CALLBACK_5()
//-----------------------------------------------------------------------------
// Purpose: The browser has been requested to close due to user interaction (usually from a javascript window.close() call)
//-----------------------------------------------------------------------------
DEFINE_CALLBACK(HTML_CloseBrowser_t, k_iSteamHTMLSurfaceCallbacks + 4)
CALLBACK_MEMBER(0, HHTMLBrowser, unBrowserHandle) // the handle of the surface
END_DEFINE_CALLBACK_1()
//-----------------------------------------------------------------------------
// Purpose: the browser is navigating to a new url
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_URLChanged_t, k_iSteamHTMLSurfaceCallbacks + 5 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface navigating
CALLBACK_MEMBER( 1, const char *, pchURL ) // the url they wish to navigate to
CALLBACK_MEMBER( 2, const char *, pchPostData ) // any posted data for the request
CALLBACK_MEMBER( 3, bool, bIsRedirect ) // true if this was a http/html redirect from the last load request
CALLBACK_MEMBER( 4, const char *, pchPageTitle ) // the title of the page
CALLBACK_MEMBER( 5, bool, bNewNavigation ) // true if this was from a fresh tab and not a click on an existing page
END_DEFINE_CALLBACK_6()
//-----------------------------------------------------------------------------
// Purpose: A page is finished loading
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_FinishedRequest_t, k_iSteamHTMLSurfaceCallbacks + 6 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
CALLBACK_MEMBER( 1, const char *, pchURL ) //
CALLBACK_MEMBER( 2, const char *, pchPageTitle ) //
END_DEFINE_CALLBACK_3()
//-----------------------------------------------------------------------------
// Purpose: a request to load this url in a new tab
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_OpenLinkInNewTab_t, k_iSteamHTMLSurfaceCallbacks + 7 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
CALLBACK_MEMBER( 1, const char *, pchURL ) //
END_DEFINE_CALLBACK_2()
//-----------------------------------------------------------------------------
// Purpose: the page has a new title now
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_ChangedTitle_t, k_iSteamHTMLSurfaceCallbacks + 8 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
CALLBACK_MEMBER( 1, const char *, pchTitle ) //
END_DEFINE_CALLBACK_2()
//-----------------------------------------------------------------------------
// Purpose: results from a search
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_SearchResults_t, k_iSteamHTMLSurfaceCallbacks + 9 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
CALLBACK_MEMBER( 1, uint32, unResults ) //
CALLBACK_MEMBER( 2, uint32, unCurrentMatch ) //
END_DEFINE_CALLBACK_3()
//-----------------------------------------------------------------------------
// Purpose: page history status changed on the ability to go backwards and forward
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_CanGoBackAndForward_t, k_iSteamHTMLSurfaceCallbacks + 10 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
CALLBACK_MEMBER( 1, bool, bCanGoBack ) //
CALLBACK_MEMBER( 2, bool, bCanGoForward ) //
END_DEFINE_CALLBACK_3()
//-----------------------------------------------------------------------------
// Purpose: details on the visibility and size of the horizontal scrollbar
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_HorizontalScroll_t, k_iSteamHTMLSurfaceCallbacks + 11 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
CALLBACK_MEMBER( 1, uint32, unScrollMax ) //
CALLBACK_MEMBER( 2, uint32, unScrollCurrent ) //
CALLBACK_MEMBER( 3, float, flPageScale ) //
CALLBACK_MEMBER( 4, bool , bVisible ) //
CALLBACK_MEMBER( 5, uint32, unPageSize ) //
END_DEFINE_CALLBACK_6()
//-----------------------------------------------------------------------------
// Purpose: details on the visibility and size of the vertical scrollbar
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_VerticalScroll_t, k_iSteamHTMLSurfaceCallbacks + 12 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
CALLBACK_MEMBER( 1, uint32, unScrollMax ) //
CALLBACK_MEMBER( 2, uint32, unScrollCurrent ) //
CALLBACK_MEMBER( 3, float, flPageScale ) //
CALLBACK_MEMBER( 4, bool, bVisible ) //
CALLBACK_MEMBER( 5, uint32, unPageSize ) //
END_DEFINE_CALLBACK_6()
//-----------------------------------------------------------------------------
// Purpose: response to GetLinkAtPosition call
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_LinkAtPosition_t, k_iSteamHTMLSurfaceCallbacks + 13 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
CALLBACK_MEMBER( 1, uint32, x ) // NOTE - Not currently set
CALLBACK_MEMBER( 2, uint32, y ) // NOTE - Not currently set
CALLBACK_MEMBER( 3, const char *, pchURL ) //
CALLBACK_MEMBER( 4, bool, bInput ) //
CALLBACK_MEMBER( 5, bool, bLiveLink ) //
END_DEFINE_CALLBACK_6()
//-----------------------------------------------------------------------------
// Purpose: show a Javascript alert dialog, call JSDialogResponse
// when the user dismisses this dialog (or right away to ignore it)
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_JSAlert_t, k_iSteamHTMLSurfaceCallbacks + 14 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
CALLBACK_MEMBER( 1, const char *, pchMessage ) //
END_DEFINE_CALLBACK_2()
//-----------------------------------------------------------------------------
// Purpose: show a Javascript confirmation dialog, call JSDialogResponse
// when the user dismisses this dialog (or right away to ignore it)
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_JSConfirm_t, k_iSteamHTMLSurfaceCallbacks + 15 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
CALLBACK_MEMBER( 1, const char *, pchMessage ) //
END_DEFINE_CALLBACK_2()
//-----------------------------------------------------------------------------
// Purpose: when received show a file open dialog
// then call FileLoadDialogResponse with the file(s) the user selected.
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_FileOpenDialog_t, k_iSteamHTMLSurfaceCallbacks + 16 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
CALLBACK_MEMBER( 1, const char *, pchTitle ) //
CALLBACK_MEMBER( 2, const char *, pchInitialFile ) //
END_DEFINE_CALLBACK_3()
//-----------------------------------------------------------------------------
// Purpose: a new html window has been created
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_NewWindow_t, k_iSteamHTMLSurfaceCallbacks + 21 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the current surface
CALLBACK_MEMBER( 1, const char *, pchURL ) // the page to load
CALLBACK_MEMBER( 2, uint32, unX ) // the x pos into the page to display the popup
CALLBACK_MEMBER( 3, uint32, unY ) // the y pos into the page to display the popup
CALLBACK_MEMBER( 4, uint32, unWide ) // the total width of the pBGRA texture
CALLBACK_MEMBER( 5, uint32, unTall ) // the total height of the pBGRA texture
CALLBACK_MEMBER( 6, HHTMLBrowser, unNewWindow_BrowserHandle ) // the handle of the new window surface
END_DEFINE_CALLBACK_7()
//-----------------------------------------------------------------------------
// Purpose: change the cursor to display
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_SetCursor_t, k_iSteamHTMLSurfaceCallbacks + 22 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
CALLBACK_MEMBER( 1, uint32, eMouseCursor ) // the EMouseCursor to display
END_DEFINE_CALLBACK_2()
//-----------------------------------------------------------------------------
// Purpose: informational message from the browser
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_StatusText_t, k_iSteamHTMLSurfaceCallbacks + 23 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
CALLBACK_MEMBER( 1, const char *, pchMsg ) // the EMouseCursor to display
END_DEFINE_CALLBACK_2()
//-----------------------------------------------------------------------------
// Purpose: show a tooltip
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_ShowToolTip_t, k_iSteamHTMLSurfaceCallbacks + 24 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
CALLBACK_MEMBER( 1, const char *, pchMsg ) // the EMouseCursor to display
END_DEFINE_CALLBACK_2()
//-----------------------------------------------------------------------------
// Purpose: update the text of an existing tooltip
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_UpdateToolTip_t, k_iSteamHTMLSurfaceCallbacks + 25 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
CALLBACK_MEMBER( 1, const char *, pchMsg ) // the EMouseCursor to display
END_DEFINE_CALLBACK_2()
//-----------------------------------------------------------------------------
// Purpose: hide the tooltip you are showing
//-----------------------------------------------------------------------------
DEFINE_CALLBACK( HTML_HideToolTip_t, k_iSteamHTMLSurfaceCallbacks + 26 )
CALLBACK_MEMBER( 0, HHTMLBrowser, unBrowserHandle ) // the handle of the surface
END_DEFINE_CALLBACK_1()
#pragma pack( pop )
#endif // ISTEAMHTMLSURFACE_H
@@ -0,0 +1,210 @@
//====== Copyright © 1996-2009, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to http client
//
//=============================================================================
#ifndef ISTEAMHTTP_H
#define ISTEAMHTTP_H
#ifdef _WIN32
#pragma once
#endif
#include "isteamclient.h"
#include "steamhttpenums.h"
// Handle to a HTTP Request handle
typedef uint32 HTTPRequestHandle;
#define INVALID_HTTPREQUEST_HANDLE 0
typedef uint32 HTTPCookieContainerHandle;
#define INVALID_HTTPCOOKIE_HANDLE 0
//-----------------------------------------------------------------------------
// Purpose: interface to http client
//-----------------------------------------------------------------------------
class ISteamHTTP
{
public:
// Initializes a new HTTP request, returning a handle to use in further operations on it. Requires
// the method (GET or POST) and the absolute URL for the request. Both http and https are supported,
// so this string must start with http:// or https:// and should look like http://store.steampowered.com/app/250/
// or such.
virtual HTTPRequestHandle CreateHTTPRequest( EHTTPMethod eHTTPRequestMethod, const char *pchAbsoluteURL ) = 0;
// Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after
// sending the request. This is just so the caller can easily keep track of which callbacks go with which request data.
virtual bool SetHTTPRequestContextValue( HTTPRequestHandle hRequest, uint64 ulContextValue ) = 0;
// Set a timeout in seconds for the HTTP request, must be called prior to sending the request. Default
// timeout is 60 seconds if you don't call this. Returns false if the handle is invalid, or the request
// has already been sent.
virtual bool SetHTTPRequestNetworkActivityTimeout( HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ) = 0;
// Set a request header value for the request, must be called prior to sending the request. Will
// return false if the handle is invalid or the request is already sent.
virtual bool SetHTTPRequestHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, const char *pchHeaderValue ) = 0;
// Set a GET or POST parameter value on the request, which is set will depend on the EHTTPMethod specified
// when creating the request. Must be called prior to sending the request. Will return false if the
// handle is invalid or the request is already sent.
virtual bool SetHTTPRequestGetOrPostParameter( HTTPRequestHandle hRequest, const char *pchParamName, const char *pchParamValue ) = 0;
// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
// asynchronous response via callback.
//
// Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control
// header and only do a local cache lookup rather than sending any actual remote request.
virtual bool SendHTTPRequest( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0;
// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
// asynchronous response via callback for completion, and listen for HTTPRequestHeadersReceived_t and
// HTTPRequestDataReceived_t callbacks while streaming.
virtual bool SendHTTPRequestAndStreamResponse( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0;
// Defers a request you have sent, the actual HTTP client code may have many requests queued, and this will move
// the specified request to the tail of the queue. Returns false on invalid handle, or if the request is not yet sent.
virtual bool DeferHTTPRequest( HTTPRequestHandle hRequest ) = 0;
// Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move
// the specified request to the head of the queue. Returns false on invalid handle, or if the request is not yet sent.
virtual bool PrioritizeHTTPRequest( HTTPRequestHandle hRequest ) = 0;
// Checks if a response header is present in a HTTP response given a handle from HTTPRequestCompleted_t, also
// returns the size of the header value if present so the caller and allocate a correctly sized buffer for
// GetHTTPResponseHeaderValue.
virtual bool GetHTTPResponseHeaderSize( HTTPRequestHandle hRequest, const char *pchHeaderName, uint32 *unResponseHeaderSize ) = 0;
// Gets header values from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
// header is not present or if your buffer is too small to contain it's value. You should first call
// BGetHTTPResponseHeaderSize to check for the presence of the header and to find out the size buffer needed.
virtual bool GetHTTPResponseHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, uint8 *pHeaderValueBuffer, uint32 unBufferSize ) = 0;
// Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
// handle is invalid.
virtual bool GetHTTPResponseBodySize( HTTPRequestHandle hRequest, uint32 *unBodySize ) = 0;
// Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
// handle is invalid or is to a streaming response, or if the provided buffer is not the correct size. Use BGetHTTPResponseBodySize first to find out
// the correct buffer size to use.
virtual bool GetHTTPResponseBodyData( HTTPRequestHandle hRequest, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0;
// Gets the body data from a streaming HTTP response given a handle from HTTPRequestDataReceived_t. Will return false if the
// handle is invalid or is to a non-streaming response (meaning it wasn't sent with SendHTTPRequestAndStreamResponse), or if the buffer size and offset
// do not match the size and offset sent in HTTPRequestDataReceived_t.
virtual bool GetHTTPStreamingResponseBodyData( HTTPRequestHandle hRequest, uint32 cOffset, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0;
// Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t
// callback and finishing using the response.
virtual bool ReleaseHTTPRequest( HTTPRequestHandle hRequest ) = 0;
// Gets progress on downloading the body for the request. This will be zero unless a response header has already been
// received which included a content-length field. For responses that contain no content-length it will report
// zero for the duration of the request as the size is unknown until the connection closes.
virtual bool GetHTTPDownloadProgressPct( HTTPRequestHandle hRequest, float *pflPercentOut ) = 0;
// Sets the body for an HTTP Post request. Will fail and return false on a GET request, and will fail if POST params
// have already been set for the request. Setting this raw body makes it the only contents for the post, the pchContentType
// parameter will set the content-type header for the request so the server may know how to interpret the body.
virtual bool SetHTTPRequestRawPostBody( HTTPRequestHandle hRequest, const char *pchContentType, uint8 *pubBody, uint32 unBodyLen ) = 0;
// Creates a cookie container handle which you must later free with ReleaseCookieContainer(). If bAllowResponsesToModify=true
// than any response to your requests using this cookie container may add new cookies which may be transmitted with
// future requests. If bAllowResponsesToModify=false than only cookies you explicitly set will be sent. This API is just for
// during process lifetime, after steam restarts no cookies are persisted and you have no way to access the cookie container across
// repeat executions of your process.
virtual HTTPCookieContainerHandle CreateCookieContainer( bool bAllowResponsesToModify ) = 0;
// Release a cookie container you are finished using, freeing it's memory
virtual bool ReleaseCookieContainer( HTTPCookieContainerHandle hCookieContainer ) = 0;
// Adds a cookie to the specified cookie container that will be used with future requests.
virtual bool SetCookie( HTTPCookieContainerHandle hCookieContainer, const char *pchHost, const char *pchUrl, const char *pchCookie ) = 0;
// Set the cookie container to use for a HTTP request
virtual bool SetHTTPRequestCookieContainer( HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer ) = 0;
// Set the extra user agent info for a request, this doesn't clobber the normal user agent, it just adds the extra info on the end
virtual bool SetHTTPRequestUserAgentInfo( HTTPRequestHandle hRequest, const char *pchUserAgentInfo ) = 0;
// Set that https request should require verified SSL certificate via machines certificate trust store
virtual bool SetHTTPRequestRequiresVerifiedCertificate( HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate ) = 0;
// Set an absolute timeout on the HTTP request, this is just a total time timeout different than the network activity timeout
// which can bump everytime we get more data
virtual bool SetHTTPRequestAbsoluteTimeoutMS( HTTPRequestHandle hRequest, uint32 unMilliseconds ) = 0;
// Check if the reason the request failed was because we timed it out (rather than some harder failure)
virtual bool GetHTTPRequestWasTimedOut( HTTPRequestHandle hRequest, bool *pbWasTimedOut ) = 0;
};
#define STEAMHTTP_INTERFACE_VERSION "STEAMHTTP_INTERFACE_VERSION002"
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
struct HTTPRequestCompleted_t
{
enum { k_iCallback = k_iClientHTTPCallbacks + 1 };
// Handle value for the request that has completed.
HTTPRequestHandle m_hRequest;
// Context value that the user defined on the request that this callback is associated with, 0 if
// no context value was set.
uint64 m_ulContextValue;
// This will be true if we actually got any sort of response from the server (even an error).
// It will be false if we failed due to an internal error or client side network failure.
bool m_bRequestSuccessful;
// Will be the HTTP status code value returned by the server, k_EHTTPStatusCode200OK is the normal
// OK response, if you get something else you probably need to treat it as a failure.
EHTTPStatusCode m_eStatusCode;
uint32 m_unBodySize; // Same as GetHTTPResponseBodySize()
};
struct HTTPRequestHeadersReceived_t
{
enum { k_iCallback = k_iClientHTTPCallbacks + 2 };
// Handle value for the request that has received headers.
HTTPRequestHandle m_hRequest;
// Context value that the user defined on the request that this callback is associated with, 0 if
// no context value was set.
uint64 m_ulContextValue;
};
struct HTTPRequestDataReceived_t
{
enum { k_iCallback = k_iClientHTTPCallbacks + 3 };
// Handle value for the request that has received data.
HTTPRequestHandle m_hRequest;
// Context value that the user defined on the request that this callback is associated with, 0 if
// no context value was set.
uint64 m_ulContextValue;
// Offset to provide to GetHTTPStreamingResponseBodyData to get this chunk of data
uint32 m_cOffset;
// Size to provide to GetHTTPStreamingResponseBodyData to get this chunk of data
uint32 m_cBytesReceived;
};
#pragma pack( pop )
#endif // ISTEAMHTTP_H
@@ -0,0 +1,354 @@
//====== Copyright © 1996-2014 Valve Corporation, All rights reserved. =======
//
// Purpose: interface to Steam Inventory
//
//=============================================================================
#ifndef ISTEAMINVENTORY_H
#define ISTEAMINVENTORY_H
#ifdef _WIN32
#pragma once
#endif
#include "isteamclient.h"
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
// Every individual instance of an item has a globally-unique ItemInstanceID.
// This ID is unique to the combination of (player, specific item instance)
// and will not be transferred to another player or re-used for another item.
typedef uint64 SteamItemInstanceID_t;
static const SteamItemInstanceID_t k_SteamItemInstanceIDInvalid = ~(SteamItemInstanceID_t)0;
// Types of items in your game are identified by a 32-bit "item definition number".
// Valid definition numbers are between 1 and 999999999; numbers less than or equal to
// zero are invalid, and numbers greater than or equal to one billion (1x10^9) are
// reserved for internal Steam use.
typedef int32 SteamItemDef_t;
enum ESteamItemFlags
{
// Item status flags - these flags are permenantly attached to specific item instances
k_ESteamItemNoTrade = 1 << 0, // This item is account-locked and cannot be traded or given away.
// Action confirmation flags - these flags are set one time only, as part of a result set
k_ESteamItemRemoved = 1 << 8, // The item has been destroyed, traded away, expired, or otherwise invalidated
k_ESteamItemConsumed = 1 << 9, // The item quantity has been decreased by 1 via ConsumeItem API.
// All other flag bits are currently reserved for internal Steam use at this time.
// Do not assume anything about the state of other flags which are not defined here.
};
struct SteamItemDetails_t
{
SteamItemInstanceID_t m_itemId;
SteamItemDef_t m_iDefinition;
uint16 m_unQuantity;
uint16 m_unFlags; // see ESteamItemFlags
};
typedef int32 SteamInventoryResult_t;
static const SteamInventoryResult_t k_SteamInventoryResultInvalid = -1;
//-----------------------------------------------------------------------------
// Purpose: Steam Inventory query and manipulation API
//-----------------------------------------------------------------------------
class ISteamInventory
{
public:
// INVENTORY ASYNC RESULT MANAGEMENT
//
// Asynchronous inventory queries always output a result handle which can be used with
// GetResultStatus, GetResultItems, etc. A SteamInventoryResultReady_t callback will
// be triggered when the asynchronous result becomes ready (or fails).
//
// Find out the status of an asynchronous inventory result handle. Possible values:
// k_EResultPending - still in progress
// k_EResultOK - done, result ready
// k_EResultExpired - done, result ready, maybe out of date (see DeserializeResult)
// k_EResultInvalidParam - ERROR: invalid API call parameters
// k_EResultServiceUnavailable - ERROR: service temporarily down, you may retry later
// k_EResultLimitExceeded - ERROR: operation would exceed per-user inventory limits
// k_EResultFail - ERROR: unknown / generic error
METHOD_DESC(Find out the status of an asynchronous inventory result handle.)
virtual EResult GetResultStatus( SteamInventoryResult_t resultHandle ) = 0;
// Copies the contents of a result set into a flat array. The specific
// contents of the result set depend on which query which was used.
METHOD_DESC(Copies the contents of a result set into a flat array. The specific contents of the result set depend on which query which was used.)
virtual bool GetResultItems( SteamInventoryResult_t resultHandle,
OUT_ARRAY_COUNT( punOutItemsArraySize,Output array) SteamItemDetails_t *pOutItemsArray,
uint32 *punOutItemsArraySize ) = 0;
// Returns the server time at which the result was generated. Compare against
// the value of IClientUtils::GetServerRealTime() to determine age.
METHOD_DESC(Returns the server time at which the result was generated. Compare against the value of IClientUtils::GetServerRealTime() to determine age.)
virtual uint32 GetResultTimestamp( SteamInventoryResult_t resultHandle ) = 0;
// Returns true if the result belongs to the target steam ID, false if the
// result does not. This is important when using DeserializeResult, to verify
// that a remote player is not pretending to have a different user's inventory.
METHOD_DESC(Returns true if the result belongs to the target steam ID or false if the result does not. This is important when using DeserializeResult to verify that a remote player is not pretending to have a different users inventory.)
virtual bool CheckResultSteamID( SteamInventoryResult_t resultHandle, CSteamID steamIDExpected ) = 0;
// Destroys a result handle and frees all associated memory.
METHOD_DESC(Destroys a result handle and frees all associated memory.)
virtual void DestroyResult( SteamInventoryResult_t resultHandle ) = 0;
// INVENTORY ASYNC QUERY
//
// Captures the entire state of the current user's Steam inventory.
// You must call DestroyResult on this handle when you are done with it.
// Returns false and sets *pResultHandle to zero if inventory is unavailable.
// Note: calls to this function are subject to rate limits and may return
// cached results if called too frequently. It is suggested that you call
// this function only when you are about to display the user's full inventory,
// or if you expect that the inventory may have changed.
METHOD_DESC(Captures the entire state of the current users Steam inventory.)
virtual bool GetAllItems( SteamInventoryResult_t *pResultHandle ) = 0;
// Captures the state of a subset of the current user's Steam inventory,
// identified by an array of item instance IDs. The results from this call
// can be serialized and passed to other players to "prove" that the current
// user owns specific items, without exposing the user's entire inventory.
// For example, you could call GetItemsByID with the IDs of the user's
// currently equipped cosmetic items and serialize this to a buffer, and
// then transmit this buffer to other players upon joining a game.
METHOD_DESC(Captures the state of a subset of the current users Steam inventory identified by an array of item instance IDs.)
virtual bool GetItemsByID( SteamInventoryResult_t *pResultHandle, ARRAY_COUNT( unCountInstanceIDs ) const SteamItemInstanceID_t *pInstanceIDs, uint32 unCountInstanceIDs ) = 0;
// RESULT SERIALIZATION AND AUTHENTICATION
//
// Serialized result sets contain a short signature which can't be forged
// or replayed across different game sessions. A result set can be serialized
// on the local client, transmitted to other players via your game networking,
// and deserialized by the remote players. This is a secure way of preventing
// hackers from lying about posessing rare/high-value items.
// Serializes a result set with signature bytes to an output buffer. Pass
// NULL as an output buffer to get the required size via punOutBufferSize.
// The size of a serialized result depends on the number items which are being
// serialized. When securely transmitting items to other players, it is
// recommended to use "GetItemsByID" first to create a minimal result set.
// Results have a built-in timestamp which will be considered "expired" after
// an hour has elapsed. See DeserializeResult for expiration handling.
virtual bool SerializeResult( SteamInventoryResult_t resultHandle, OUT_BUFFER_COUNT(punOutBufferSize) void *pOutBuffer, uint32 *punOutBufferSize ) = 0;
// Deserializes a result set and verifies the signature bytes. Returns false
// if bRequireFullOnlineVerify is set but Steam is running in Offline mode.
// Otherwise returns true and then delivers error codes via GetResultStatus.
//
// The bRESERVED_MUST_BE_FALSE flag is reserved for future use and should not
// be set to true by your game at this time.
//
// DeserializeResult has a potential soft-failure mode where the handle status
// is set to k_EResultExpired. GetResultItems() still succeeds in this mode.
// The "expired" result could indicate that the data may be out of date - not
// just due to timed expiration (one hour), but also because one of the items
// in the result set may have been traded or consumed since the result set was
// generated. You could compare the timestamp from GetResultTimestamp() to
// ISteamUtils::GetServerRealTime() to determine how old the data is. You could
// simply ignore the "expired" result code and continue as normal, or you
// could challenge the player with expired data to send an updated result set.
virtual bool DeserializeResult( SteamInventoryResult_t *pOutResultHandle, BUFFER_COUNT(punOutBufferSize) const void *pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE = false ) = 0;
// INVENTORY ASYNC MODIFICATION
//
// GenerateItems() creates one or more items and then generates a SteamInventoryCallback_t
// notification with a matching nCallbackContext parameter. This API is insecure, and could
// be abused by hacked clients. It is, however, very useful as a development cheat or as
// a means of prototyping item-related features for your game. The use of GenerateItems can
// be restricted to certain item definitions or fully blocked via the Steamworks website.
// If punArrayQuantity is not NULL, it should be the same length as pArrayItems and should
// describe the quantity of each item to generate.
virtual bool GenerateItems( SteamInventoryResult_t *pResultHandle, ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength ) = 0;
// GrantPromoItems() checks the list of promotional items for which the user may be eligible
// and grants the items (one time only). On success, the result set will include items which
// were granted, if any. If no items were granted because the user isn't eligible for any
// promotions, this is still considered a success.
METHOD_DESC(GrantPromoItems() checks the list of promotional items for which the user may be eligible and grants the items (one time only).)
virtual bool GrantPromoItems( SteamInventoryResult_t *pResultHandle ) = 0;
// AddPromoItem() / AddPromoItems() are restricted versions of GrantPromoItems(). Instead of
// scanning for all eligible promotional items, the check is restricted to a single item
// definition or set of item definitions. This can be useful if your game has custom UI for
// showing a specific promo item to the user.
virtual bool AddPromoItem( SteamInventoryResult_t *pResultHandle, SteamItemDef_t itemDef ) = 0;
virtual bool AddPromoItems( SteamInventoryResult_t *pResultHandle, ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, uint32 unArrayLength ) = 0;
// ConsumeItem() removes items from the inventory, permenantly. They cannot be recovered.
// Not for the faint of heart - if your game implements item removal at all, a high-friction
// UI confirmation process is highly recommended. Similar to GenerateItems, punArrayQuantity
// can be NULL or else an array of the same length as pArrayItems which describe the quantity
// of each item to destroy. ConsumeItem can be restricted to certain item definitions or
// fully blocked via the Steamworks website to minimize support/abuse issues such as the
// clasic "my brother borrowed my laptop and deleted all of my rare items".
METHOD_DESC(ConsumeItem() removes items from the inventory permenantly.)
virtual bool ConsumeItem( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity ) = 0;
// ExchangeItems() is an atomic combination of GenerateItems and DestroyItems. It can be
// used to implement crafting recipes or transmutations, or items which unpack themselves
// into other items. Like GenerateItems, this is a flexible and dangerous API which is
// meant for rapid prototyping. You can configure restrictions on ExchangeItems via the
// Steamworks website, such as limiting it to a whitelist of input/output combinations
// corresponding to recipes.
// (Note: although GenerateItems may be hard or impossible to use securely in your game,
// ExchangeItems is perfectly reasonable to use once the whitelists are set accordingly.)
virtual bool ExchangeItems( SteamInventoryResult_t *pResultHandle,
ARRAY_COUNT(unArrayGenerateLength) const SteamItemDef_t *pArrayGenerate, ARRAY_COUNT(unArrayGenerateLength) const uint32 *punArrayGenerateQuantity, uint32 unArrayGenerateLength,
ARRAY_COUNT(unArrayDestroyLength) const SteamItemInstanceID_t *pArrayDestroy, ARRAY_COUNT(unArrayDestroyLength) const uint32 *punArrayDestroyQuantity, uint32 unArrayDestroyLength ) = 0;
// TransferItemQuantity() is intended for use with items which are "stackable" (can have
// quantity greater than one). It can be used to split a stack into two, or to transfer
// quantity from one stack into another stack of identical items. To split one stack into
// two, pass k_SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.
virtual bool TransferItemQuantity( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest ) = 0;
// TIMED DROPS AND PLAYTIME CREDIT
//
// Applications which use timed-drop mechanics should call SendItemDropHeartbeat() when
// active gameplay begins, and at least once every two minutes afterwards. The backend
// performs its own time calculations, so the precise timing of the heartbeat is not
// critical as long as you send at least one heartbeat every two minutes. Calling the
// function more often than that is not harmful, it will simply have no effect. Note:
// players may be able to spoof this message by hacking their client, so you should not
// attempt to use this as a mechanism to restrict playtime credits. It is simply meant
// to distinguish between being in any kind of gameplay situation vs the main menu or
// a pre-game launcher window. (If you are stingy with handing out playtime credit, it
// will only encourage players to run bots or use mouse/kb event simulators.)
//
// Playtime credit accumulation can be capped on a daily or weekly basis through your
// Steamworks configuration.
//
METHOD_DESC(Applications which use timed-drop mechanics should call SendItemDropHeartbeat() when active gameplay begins and at least once every two minutes afterwards.)
virtual void SendItemDropHeartbeat() = 0;
// Playtime credit must be consumed and turned into item drops by your game. Only item
// definitions which are marked as "playtime item generators" can be spawned. The call
// will return an empty result set if there is not enough playtime credit for a drop.
// Your game should call TriggerItemDrop at an appropriate time for the user to receive
// new items, such as between rounds or while the player is dead. Note that players who
// hack their clients could modify the value of "dropListDefinition", so do not use it
// to directly control rarity. It is primarily useful during testing and development,
// where you may wish to perform experiments with different types of drops.
METHOD_DESC(Playtime credit must be consumed and turned into item drops by your game.)
virtual bool TriggerItemDrop( SteamInventoryResult_t *pResultHandle, SteamItemDef_t dropListDefinition ) = 0;
// IN-GAME TRADING
//
// TradeItems() implements limited in-game trading of items, if you prefer not to use
// the overlay or an in-game web browser to perform Steam Trading through the website.
// You should implement a UI where both players can see and agree to a trade, and then
// each client should call TradeItems simultaneously (+/- 5 seconds) with matching
// (but reversed) parameters. The result is the same as if both players performed a
// Steam Trading transaction through the web. Each player will get an inventory result
// confirming the removal or quantity changes of the items given away, and the new
// item instance id numbers and quantities of the received items.
// (Note: new item instance IDs are generated whenever an item changes ownership.)
virtual bool TradeItems( SteamInventoryResult_t *pResultHandle, CSteamID steamIDTradePartner,
ARRAY_COUNT(nArrayGiveLength) const SteamItemInstanceID_t *pArrayGive, ARRAY_COUNT(nArrayGiveLength) const uint32 *pArrayGiveQuantity, uint32 nArrayGiveLength,
ARRAY_COUNT(nArrayGetLength) const SteamItemInstanceID_t *pArrayGet, ARRAY_COUNT(nArrayGetLength) const uint32 *pArrayGetQuantity, uint32 nArrayGetLength ) = 0;
// ITEM DEFINITIONS
//
// Item definitions are a mapping of "definition IDs" (integers between 1 and 1000000)
// to a set of string properties. Some of these properties are required to display items
// on the Steam community web site. Other properties can be defined by applications.
// Use of these functions is optional; there is no reason to call LoadItemDefinitions
// if your game hardcodes the numeric definition IDs (eg, purple face mask = 20, blue
// weapon mod = 55) and does not allow for adding new item types without a client patch.
//
// LoadItemDefinitions triggers the automatic load and refresh of item definitions.
// Every time new item definitions are available (eg, from the dynamic addition of new
// item types while players are still in-game), a SteamInventoryDefinitionUpdate_t
// callback will be fired.
METHOD_DESC(LoadItemDefinitions triggers the automatic load and refresh of item definitions.)
virtual bool LoadItemDefinitions() = 0;
// GetItemDefinitionIDs returns the set of all defined item definition IDs (which are
// defined via Steamworks configuration, and not necessarily contiguous integers).
// If pItemDefIDs is null, the call will return true and *punItemDefIDsArraySize will
// contain the total size necessary for a subsequent call. Otherwise, the call will
// return false if and only if there is not enough space in the output array.
virtual bool GetItemDefinitionIDs(
OUT_ARRAY_COUNT(punItemDefIDsArraySize,List of item definition IDs) SteamItemDef_t *pItemDefIDs,
DESC(Size of array is passed in and actual size used is returned in this param) uint32 *punItemDefIDsArraySize ) = 0;
// GetItemDefinitionProperty returns a string property from a given item definition.
// Note that some properties (for example, "name") may be localized and will depend
// on the current Steam language settings (see ISteamApps::GetCurrentGameLanguage).
// Property names are always composed of ASCII letters, numbers, and/or underscores.
// Pass a NULL pointer for pchPropertyName to get a comma - separated list of available
// property names.
virtual bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPropertyName,
OUT_STRING_COUNT(punValueBufferSize) char *pchValueBuffer, uint32 *punValueBufferSize ) = 0;
};
#define STEAMINVENTORY_INTERFACE_VERSION "STEAMINVENTORY_INTERFACE_V001"
// SteamInventoryResultReady_t callbacks are fired whenever asynchronous
// results transition from "Pending" to "OK" or an error state. There will
// always be exactly one callback per handle.
struct SteamInventoryResultReady_t
{
enum { k_iCallback = k_iClientInventoryCallbacks + 0 };
SteamInventoryResult_t m_handle;
EResult m_result;
};
// SteamInventoryFullUpdate_t callbacks are triggered when GetAllItems
// successfully returns a result which is newer / fresher than the last
// known result. (It will not trigger if the inventory hasn't changed,
// or if results from two overlapping calls are reversed in flight and
// the earlier result is already known to be stale/out-of-date.)
// The normal ResultReady callback will still be triggered immediately
// afterwards; this is an additional notification for your convenience.
struct SteamInventoryFullUpdate_t
{
enum { k_iCallback = k_iClientInventoryCallbacks + 1 };
SteamInventoryResult_t m_handle;
};
// A SteamInventoryDefinitionUpdate_t callback is triggered whenever
// item definitions have been updated, which could be in response to
// LoadItemDefinitions() or any other async request which required
// a definition update in order to process results from the server.
struct SteamInventoryDefinitionUpdate_t
{
enum { k_iCallback = k_iClientInventoryCallbacks + 2 };
};
#pragma pack( pop )
#endif // ISTEAMCONTROLLER_H
@@ -0,0 +1 @@
#error "This file isn't used any more"
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,67 @@
//============ Copyright (c) Valve Corporation, All rights reserved. ============
#ifndef ISTEAMMUSIC_H
#define ISTEAMMUSIC_H
#ifdef _WIN32
#pragma once
#endif
#include "isteamclient.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
enum AudioPlayback_Status
{
AudioPlayback_Undefined = 0,
AudioPlayback_Playing = 1,
AudioPlayback_Paused = 2,
AudioPlayback_Idle = 3
};
//-----------------------------------------------------------------------------
// Purpose: Functions to control music playback in the steam client
//-----------------------------------------------------------------------------
class ISteamMusic
{
public:
virtual bool BIsEnabled() = 0;
virtual bool BIsPlaying() = 0;
virtual AudioPlayback_Status GetPlaybackStatus() = 0;
virtual void Play() = 0;
virtual void Pause() = 0;
virtual void PlayPrevious() = 0;
virtual void PlayNext() = 0;
// volume is between 0.0 and 1.0
virtual void SetVolume( float flVolume ) = 0;
virtual float GetVolume() = 0;
};
#define STEAMMUSIC_INTERFACE_VERSION "STEAMMUSIC_INTERFACE_VERSION001"
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
DEFINE_CALLBACK( PlaybackStatusHasChanged_t, k_iSteamMusicCallbacks + 1 )
END_DEFINE_CALLBACK_0()
DEFINE_CALLBACK( VolumeHasChanged_t, k_iSteamMusicCallbacks + 2 )
CALLBACK_MEMBER( 0, float, m_flNewVolume )
END_DEFINE_CALLBACK_1()
#pragma pack( pop )
#endif // #define ISTEAMMUSIC_H
@@ -0,0 +1,129 @@
//============ Copyright (c) Valve Corporation, All rights reserved. ============
#ifndef ISTEAMMUSICREMOTE_H
#define ISTEAMMUSICREMOTE_H
#ifdef _WIN32
#pragma once
#endif
#include "isteamclient.h"
#include "isteammusic.h"
#define k_SteamMusicNameMaxLength 255
#define k_SteamMusicPNGMaxLength 65535
class ISteamMusicRemote
{
public:
// Service Definition
virtual bool RegisterSteamMusicRemote( const char *pchName ) = 0;
virtual bool DeregisterSteamMusicRemote() = 0;
virtual bool BIsCurrentMusicRemote() = 0;
virtual bool BActivationSuccess( bool bValue ) = 0;
virtual bool SetDisplayName( const char *pchDisplayName ) = 0;
virtual bool SetPNGIcon_64x64( void *pvBuffer, uint32 cbBufferLength ) = 0;
// Abilities for the user interface
virtual bool EnablePlayPrevious(bool bValue) = 0;
virtual bool EnablePlayNext( bool bValue ) = 0;
virtual bool EnableShuffled( bool bValue ) = 0;
virtual bool EnableLooped( bool bValue ) = 0;
virtual bool EnableQueue( bool bValue ) = 0;
virtual bool EnablePlaylists( bool bValue ) = 0;
// Status
virtual bool UpdatePlaybackStatus( AudioPlayback_Status nStatus ) = 0;
virtual bool UpdateShuffled( bool bValue ) = 0;
virtual bool UpdateLooped( bool bValue ) = 0;
virtual bool UpdateVolume( float flValue ) = 0; // volume is between 0.0 and 1.0
// Current Entry
virtual bool CurrentEntryWillChange() = 0;
virtual bool CurrentEntryIsAvailable( bool bAvailable ) = 0;
virtual bool UpdateCurrentEntryText( const char *pchText ) = 0;
virtual bool UpdateCurrentEntryElapsedSeconds( int nValue ) = 0;
virtual bool UpdateCurrentEntryCoverArt( void *pvBuffer, uint32 cbBufferLength ) = 0;
virtual bool CurrentEntryDidChange() = 0;
// Queue
virtual bool QueueWillChange() = 0;
virtual bool ResetQueueEntries() = 0;
virtual bool SetQueueEntry( int nID, int nPosition, const char *pchEntryText ) = 0;
virtual bool SetCurrentQueueEntry( int nID ) = 0;
virtual bool QueueDidChange() = 0;
// Playlist
virtual bool PlaylistWillChange() = 0;
virtual bool ResetPlaylistEntries() = 0;
virtual bool SetPlaylistEntry( int nID, int nPosition, const char *pchEntryText ) = 0;
virtual bool SetCurrentPlaylistEntry( int nID ) = 0;
virtual bool PlaylistDidChange() = 0;
};
#define STEAMMUSICREMOTE_INTERFACE_VERSION "STEAMMUSICREMOTE_INTERFACE_VERSION001"
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
DEFINE_CALLBACK( MusicPlayerRemoteWillActivate_t, k_iSteamMusicRemoteCallbacks + 1)
END_DEFINE_CALLBACK_0()
DEFINE_CALLBACK( MusicPlayerRemoteWillDeactivate_t, k_iSteamMusicRemoteCallbacks + 2 )
END_DEFINE_CALLBACK_0()
DEFINE_CALLBACK( MusicPlayerRemoteToFront_t, k_iSteamMusicRemoteCallbacks + 3 )
END_DEFINE_CALLBACK_0()
DEFINE_CALLBACK( MusicPlayerWillQuit_t, k_iSteamMusicRemoteCallbacks + 4 )
END_DEFINE_CALLBACK_0()
DEFINE_CALLBACK( MusicPlayerWantsPlay_t, k_iSteamMusicRemoteCallbacks + 5 )
END_DEFINE_CALLBACK_0()
DEFINE_CALLBACK( MusicPlayerWantsPause_t, k_iSteamMusicRemoteCallbacks + 6 )
END_DEFINE_CALLBACK_0()
DEFINE_CALLBACK( MusicPlayerWantsPlayPrevious_t, k_iSteamMusicRemoteCallbacks + 7 )
END_DEFINE_CALLBACK_0()
DEFINE_CALLBACK( MusicPlayerWantsPlayNext_t, k_iSteamMusicRemoteCallbacks + 8 )
END_DEFINE_CALLBACK_0()
DEFINE_CALLBACK( MusicPlayerWantsShuffled_t, k_iSteamMusicRemoteCallbacks + 9 )
CALLBACK_MEMBER( 0, bool, m_bShuffled )
END_DEFINE_CALLBACK_1()
DEFINE_CALLBACK( MusicPlayerWantsLooped_t, k_iSteamMusicRemoteCallbacks + 10 )
CALLBACK_MEMBER(0, bool, m_bLooped )
END_DEFINE_CALLBACK_1()
DEFINE_CALLBACK( MusicPlayerWantsVolume_t, k_iSteamMusicCallbacks + 11 )
CALLBACK_MEMBER(0, float, m_flNewVolume)
END_DEFINE_CALLBACK_1()
DEFINE_CALLBACK( MusicPlayerSelectsQueueEntry_t, k_iSteamMusicCallbacks + 12 )
CALLBACK_MEMBER(0, int, nID )
END_DEFINE_CALLBACK_1()
DEFINE_CALLBACK( MusicPlayerSelectsPlaylistEntry_t, k_iSteamMusicCallbacks + 13 )
CALLBACK_MEMBER(0, int, nID )
END_DEFINE_CALLBACK_1()
DEFINE_CALLBACK( MusicPlayerWantsPlayingRepeatStatus_t, k_iSteamMusicRemoteCallbacks + 14 )
CALLBACK_MEMBER(0, int, m_nPlayingRepeatStatus )
END_DEFINE_CALLBACK_1()
#pragma pack( pop )
#endif // #define ISTEAMMUSICREMOTE_H
@@ -0,0 +1,306 @@
//====== 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"
// list of possible errors returned by SendP2PPacket() API
// these will be posted in the P2PSessionConnectFail_t callback
enum EP2PSessionError
{
k_EP2PSessionErrorNone = 0,
k_EP2PSessionErrorNotRunningApp = 1, // target is not running the same game
k_EP2PSessionErrorNoRightsToApp = 2, // local user doesn't own the app that is running
k_EP2PSessionErrorDestinationNotLoggedIn = 3, // target user isn't connected to Steam
k_EP2PSessionErrorTimeout = 4, // target isn't responding, perhaps not calling AcceptP2PSessionWithUser()
// corporate firewalls can also block this (NAT traversal is not firewall traversal)
// make sure that UDP ports 3478, 4379, and 4380 are open in an outbound direction
k_EP2PSessionErrorMax = 5
};
// SendP2PPacket() send types
// Typically k_EP2PSendUnreliable is what you want for UDP-like packets, k_EP2PSendReliable for TCP-like packets
enum EP2PSend
{
// Basic UDP send. Packets can't be bigger than 1200 bytes (your typical MTU size). Can be lost, or arrive out of order (rare).
// The sending API does have some knowledge of the underlying connection, so if there is no NAT-traversal accomplished or
// there is a recognized adjustment happening on the connection, the packet will be batched until the connection is open again.
k_EP2PSendUnreliable = 0,
// As above, but if the underlying p2p connection isn't yet established the packet will just be thrown away. Using this on the first
// packet sent to a remote host almost guarantees the packet will be dropped.
// This is only really useful for kinds of data that should never buffer up, i.e. voice payload packets
k_EP2PSendUnreliableNoDelay = 1,
// Reliable message send. Can send up to 1MB of data in a single message.
// Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for efficient sends of large chunks of data.
k_EP2PSendReliable = 2,
// As above, but applies the Nagle algorithm to the send - sends will accumulate
// until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm).
// Useful if you want to send a set of smaller messages but have the coalesced into a single packet
// Since the reliable stream is all ordered, you can do several small message sends with k_EP2PSendReliableWithBuffering and then
// do a normal k_EP2PSendReliable to force all the buffered data to be sent.
k_EP2PSendReliableWithBuffering = 3,
};
// connection state to a specified user, returned by GetP2PSessionState()
// this is under-the-hood info about what's going on with a SendP2PPacket(), shouldn't be needed except for debuggin
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
struct P2PSessionState_t
{
uint8 m_bConnectionActive; // true if we've got an active open connection
uint8 m_bConnecting; // true if we're currently trying to establish a connection
uint8 m_eP2PSessionError; // last error recorded (see enum above)
uint8 m_bUsingRelay; // true if it's going through a relay server (TURN)
int32 m_nBytesQueuedForSend;
int32 m_nPacketsQueuedForSend;
uint32 m_nRemoteIP; // potential IP:Port of remote host. Could be TURN server.
uint16 m_nRemotePort; // Only exists for compatibility with older authentication api's
};
#pragma pack( pop )
// handle to a socket
typedef uint32 SNetSocket_t; // CreateP2PConnectionSocket()
typedef uint32 SNetListenSocket_t; // CreateListenSocket()
// connection progress indicators, used by CreateP2PConnectionSocket()
enum ESNetSocketState
{
k_ESNetSocketStateInvalid = 0,
// communication is valid
k_ESNetSocketStateConnected = 1,
// states while establishing a connection
k_ESNetSocketStateInitiated = 10, // the connection state machine has started
// p2p connections
k_ESNetSocketStateLocalCandidatesFound = 11, // we've found our local IP info
k_ESNetSocketStateReceivedRemoteCandidates = 12,// we've received information from the remote machine, via the Steam back-end, about their IP info
// direct connections
k_ESNetSocketStateChallengeHandshake = 15, // we've received a challenge packet from the server
// failure states
k_ESNetSocketStateDisconnecting = 21, // the API shut it down, and we're in the process of telling the other end
k_ESNetSocketStateLocalDisconnect = 22, // the API shut it down, and we've completed shutdown
k_ESNetSocketStateTimeoutDuringConnect = 23, // we timed out while trying to creating the connection
k_ESNetSocketStateRemoteEndDisconnected = 24, // the remote end has disconnected from us
k_ESNetSocketStateConnectionBroken = 25, // connection has been broken; either the other end has disappeared or our local network connection has broke
};
// describes how the socket is currently connected
enum ESNetSocketConnectionType
{
k_ESNetSocketConnectionTypeNotConnected = 0,
k_ESNetSocketConnectionTypeUDP = 1,
k_ESNetSocketConnectionTypeUDPRelay = 2,
};
//-----------------------------------------------------------------------------
// Purpose: Functions for making connections and sending data between clients,
// traversing NAT's where possible
//-----------------------------------------------------------------------------
class ISteamNetworking
{
public:
////////////////////////////////////////////////////////////////////////////////////////////
// Session-less connection functions
// automatically establishes NAT-traversing or Relay server connections
// Sends a P2P packet to the specified user
// UDP-like, unreliable and a max packet size of 1200 bytes
// the first packet send may be delayed as the NAT-traversal code runs
// if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t
// see EP2PSend enum above for the descriptions of the different ways of sending packets
//
// nChannel is a routing number you can use to help route message to different systems - you'll have to call ReadP2PPacket()
// with the same channel number in order to retrieve the data on the other end
// using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources
virtual bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel = 0 ) = 0;
// returns true if any data is available for read, and the amount of data that will need to be read
virtual bool IsP2PPacketAvailable( uint32 *pcubMsgSize, int nChannel = 0 ) = 0;
// reads in a packet that has been sent from another user via SendP2PPacket()
// returns the size of the message and the steamID of the user who sent it in the last two parameters
// if the buffer passed in is too small, the message will be truncated
// this call is not blocking, and will return false if no data is available
virtual bool ReadP2PPacket( void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, CSteamID *psteamIDRemote, int nChannel = 0 ) = 0;
// AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback
// P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet
// if you don't want to talk to the user, just ignore the request
// if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically
// this may be called multiple times for a single user
// (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request)
virtual bool AcceptP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
// call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood
// if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted
virtual bool CloseP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
// call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels
// open channels to a user have been closed, the open session to the user will be closed and new data from this
// user will trigger a P2PSessionRequest_t callback
virtual bool CloseP2PChannelWithUser( CSteamID steamIDRemote, int nChannel ) = 0;
// fills out P2PSessionState_t structure with details about the underlying connection to the user
// should only needed for debugging purposes
// returns false if no connection exists to the specified user
virtual bool GetP2PSessionState( CSteamID steamIDRemote, P2PSessionState_t *pConnectionState ) = 0;
// Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection
// or NAT-traversal cannot be established. Only applies to connections created after setting this value,
// or to existing connections that need to automatically reconnect after this value is set.
//
// P2P packet relay is allowed by default
virtual bool AllowP2PPacketRelay( bool bAllow ) = 0;
////////////////////////////////////////////////////////////////////////////////////////////
// LISTEN / CONNECT style interface functions
//
// This is an older set of functions designed around the Berkeley TCP sockets model
// it's preferential that you use the above P2P functions, they're more robust
// and these older functions will be removed eventually
//
////////////////////////////////////////////////////////////////////////////////////////////
// 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, bool bAllowUseOfPacketRelay ) = 0;
// creates a socket and begin connection to a remote destination
// can connect via a known steamID (client or game server), or directly to an IP
// on success will trigger a SocketStatusCallback_t callback
// on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay ) = 0;
virtual SNetSocket_t CreateConnectionSocket( 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 is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
// use the reliable flag with caution; although the resend rate is pretty aggressive,
// it can still cause stalls in receiving data (like TCP)
virtual bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable ) = 0;
// receiving data
// returns false if there is no data remaining
// fills out *pcubMsgSize with the size of the next message, in bytes
virtual bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize ) = 0;
// fills in pubDest with the contents of the message
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
// if *pcubMsgSize < cubDest, only partial data is written
// returns false if no data is available
virtual bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
// checks for data from any socket that has been connected off this listen socket
// returns false if there is no data remaining
// fills out *pcubMsgSize with the size of the next message, in bytes
// fills out *phSocket with the socket that data is available on
virtual bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
// retrieves data from any socket that has been connected off this listen socket
// fills in pubDest with the contents of the message
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
// if *pcubMsgSize < cubDest, only partial data is written
// returns false if no data is available
// fills out *phSocket with the socket that data is available on
virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
// returns information about the specified socket, filling out the contents of the pointers
virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, 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;
// returns true to describe how the socket ended up connecting
virtual ESNetSocketConnectionType GetSocketConnectionType( SNetSocket_t hSocket ) = 0;
// max packet size, in bytes
virtual int GetMaxPacketSize( SNetSocket_t hSocket ) = 0;
};
#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking005"
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
// callback notification - a user wants to talk to us over the P2P channel via the SendP2PPacket() API
// in response, a call to AcceptP2PPacketsFromUser() needs to be made, if you want to talk with them
struct P2PSessionRequest_t
{
enum { k_iCallback = k_iSteamNetworkingCallbacks + 2 };
CSteamID m_steamIDRemote; // user who wants to talk to us
};
// callback notification - packets can't get through to the specified user via the SendP2PPacket() API
// all packets queued packets unsent at this point will be dropped
// further attempts to send will retry making the connection (but will be dropped if we fail again)
struct P2PSessionConnectFail_t
{
enum { k_iCallback = k_iSteamNetworkingCallbacks + 3 };
CSteamID m_steamIDRemote; // user we were sending packets to
uint8 m_eP2PSessionError; // EP2PSessionError indicating why we're having trouble
};
// callback notification - status of a socket has changed
// used as part of the CreateListenSocket() / CreateP2PConnectionSocket()
struct SocketStatusCallback_t
{
enum { k_iCallback = k_iSteamNetworkingCallbacks + 1 };
SNetSocket_t m_hSocket; // the socket used to send/receive data to the remote host
SNetListenSocket_t m_hListenSocket; // this is the server socket that we were listening on; NULL if this was an outgoing connection
CSteamID m_steamIDRemote; // remote steamID we have connected to, if it has one
int m_eSNetSocketState; // socket state, ESNetSocketState
};
#pragma pack( pop )
#endif // ISTEAMNETWORKING

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