510 lines
18 KiB
C
510 lines
18 KiB
C
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//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef STEAM_API_H
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#define STEAM_API_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "isteamclient.h"
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#include "isteamuser.h"
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#include "isteamfriends.h"
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#include "isteamutils.h"
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#include "isteammatchmaking.h"
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#include "isteamuserstats.h"
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#include "isteamapps.h"
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#include "isteamnetworking.h"
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#include "isteamremotestorage.h"
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// Steam API export macro
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#if defined( _WIN32 ) && !defined( _X360 )
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#if defined( STEAM_API_EXPORTS )
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#define S_API extern "C" __declspec( dllexport )
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#elif defined( STEAM_API_NODLL )
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#define S_API extern "C"
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#else
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#define S_API extern "C" __declspec( dllimport )
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#endif // STEAM_API_EXPORTS
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#elif defined( GNUC )
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#if defined( STEAM_API_EXPORTS )
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#define S_API extern "C" __attribute__ ((visibility("default")))
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#else
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#define S_API extern "C"
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#endif // STEAM_API_EXPORTS
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#else // !WIN32
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#if defined( STEAM_API_EXPORTS )
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#define S_API extern "C"
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#else
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#define S_API extern "C"
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#endif // STEAM_API_EXPORTS
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#endif
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// Steam API setup & shutdown
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//
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// These functions manage loading, initializing and shutdown of the steamclient.dll
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//
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// S_API void SteamAPI_Init(); (see below)
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S_API void SteamAPI_Shutdown();
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// checks if a local Steam client is running
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S_API bool SteamAPI_IsSteamRunning();
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// Detects if your executable was launched through the Steam client, and restarts your game through
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// the client if necessary. The Steam client will be started if it is not running.
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//
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// Returns: true if your executable was NOT launched through the Steam client. This function will
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// then start your application through the client. Your current process should exit.
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//
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// false if your executable was started through the Steam client or a steam_appid.txt file
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// is present in your game's directory (for development). Your current process should continue.
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//
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// NOTE: This function should be used only if you are using CEG or not using Steam's DRM. Once applied
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// to your executable, Steam's DRM will handle restarting through Steam if necessary.
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S_API bool SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID );
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// crash dump recording functions
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S_API void SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID );
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S_API void SteamAPI_SetMiniDumpComment( const char *pchMsg );
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// this should be called before the game initialized the steam APIs
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// pchDate should be of the format "Mmm dd yyyy" (such as from the __DATE__ macro )
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// pchTime should be of the format "hh:mm:ss" (such as from the __TIME__ macro )
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// bFullMemoryDumps (Win32 only) -- writes out a uuid-full.dmp in the client/dumps folder
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// pvContext-- can be NULL, will be the void * context passed into m_pfnPreMinidumpCallback
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// PFNPreMinidumpCallback m_pfnPreMinidumpCallback -- optional callback which occurs just before a .dmp file is written during a crash. Applications can hook this to allow adding additional information into the .dmp comment stream.
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S_API void SteamAPI_UseBreakpadCrashHandler( char const *pchVersion, char const *pchDate, char const *pchTime, bool bFullMemoryDumps, void *pvContext, PFNPreMinidumpCallback m_pfnPreMinidumpCallback );
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S_API void SteamAPI_SetBreakpadAppID( uint32 unAppID );
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// interface pointers, configured by SteamAPI_Init()
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S_API ISteamClient *SteamClient();
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// PlayStation 3 initialization parameters
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//
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// The following structure must be passed to when loading steam_api_ps3.prx
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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#define STEAM_PS3_PATH_MAX 1055
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#define STEAM_PS3_SERVICE_ID_MAX 32
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struct SteamPS3Params_t
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{
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void *pReserved;
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AppId_t m_nAppId;
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char m_rgchInstallationPath[ STEAM_PS3_PATH_MAX ];
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char m_rgchSystemCache[ STEAM_PS3_PATH_MAX ]; // temp working cache, not persistent
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char m_rgchGameData[ STEAM_PS3_PATH_MAX ]; // persistent game data path for storing user data
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char m_rgchNpServiceID[ STEAM_PS3_SERVICE_ID_MAX ];
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// Should be SYS_TTYP3 through SYS_TTYP10, if it's 0 then Steam won't spawn a
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// thread to read console input at all. Using this let's you use Steam console commands
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// like: profile_on, profile_off, profile_dump, mem_stats, mem_validate.
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unsigned int m_cSteamInputTTY;
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struct Ps3netInit_t
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{
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bool m_bNeedInit;
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bool m_bNeedInitEx;
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void *m_pMemory;
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int m_nMemorySize;
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int m_flags;
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} m_sysNetInitInfo;
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struct Ps3jpgInit_t
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{
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bool m_bNeedInit;
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} m_sysJpgInitInfo;
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};
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//
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// VERSION_SAFE_STEAM_API_INTERFACES is usually not necessary, but it provides safety against releasing
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// new steam_api.dll's without recompiling/rereleasing modules that use it.
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//
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// If you use VERSION_SAFE_STEAM_API_INTERFACES, then you should call SteamAPI_InitSafe(). Also, to get the
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// Steam interfaces, you must create and Init() a CSteamAPIContext (below) and use the interfaces in there.
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//
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// If you don't use VERSION_SAFE_STEAM_API_INTERFACES, then you can use SteamAPI_Init() and the SteamXXXX()
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// functions below to get at the Steam interfaces.
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//
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#ifdef VERSION_SAFE_STEAM_API_INTERFACES
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S_API bool SteamAPI_InitSafe();
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#else
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#if defined(_PS3)
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S_API bool SteamAPI_Init( SteamPS3Params_t *pParams );
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#else
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S_API bool SteamAPI_Init();
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#endif
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S_API ISteamUser *SteamUser();
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S_API ISteamFriends *SteamFriends();
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S_API ISteamUtils *SteamUtils();
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S_API ISteamMatchmaking *SteamMatchmaking();
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S_API ISteamUserStats *SteamUserStats();
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S_API ISteamApps *SteamApps();
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S_API ISteamNetworking *SteamNetworking();
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S_API ISteamMatchmakingServers *SteamMatchmakingServers();
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S_API ISteamRemoteStorage *SteamRemoteStorage();
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#endif // VERSION_SAFE_STEAM_API_INTERFACES
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// steam callback helper functions
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//
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// The following classes/macros are used to be able to easily multiplex callbacks
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// from the Steam API into various objects in the app in a thread-safe manner
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//
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// These functors are triggered via the SteamAPI_RunCallbacks() function, mapping the callback
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// to as many functions/objects as are registered to it
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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S_API void SteamAPI_RunCallbacks();
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// functions used by the utility CCallback objects to receive callbacks
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S_API void SteamAPI_RegisterCallback( class CCallbackBase *pCallback, int iCallback );
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S_API void SteamAPI_UnregisterCallback( class CCallbackBase *pCallback );
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// functions used by the utility CCallResult objects to receive async call results
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S_API void SteamAPI_RegisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
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S_API void SteamAPI_UnregisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
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//-----------------------------------------------------------------------------
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// Purpose: base for callbacks,
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// used only by CCallback, shouldn't be used directly
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//-----------------------------------------------------------------------------
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class CCallbackBase
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{
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public:
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CCallbackBase() { m_nCallbackFlags = 0; m_iCallback = 0; }
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// don't add a virtual destructor because we export this binary interface across dll's
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virtual void Run( void *pvParam ) = 0;
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virtual void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall ) = 0;
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int GetICallback() { return m_iCallback; }
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virtual int GetCallbackSizeBytes() = 0;
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protected:
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enum { k_ECallbackFlagsRegistered = 0x01, k_ECallbackFlagsGameServer = 0x02 };
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uint8 m_nCallbackFlags;
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int m_iCallback;
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friend class CCallbackMgr;
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};
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//-----------------------------------------------------------------------------
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// Purpose: maps a steam async call result to a class member function
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// template params: T = local class, P = parameter struct
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//-----------------------------------------------------------------------------
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template< class T, class P >
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class CCallResult : private CCallbackBase
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{
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public:
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typedef void (T::*func_t)( P*, bool );
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CCallResult()
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{
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m_hAPICall = k_uAPICallInvalid;
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m_pObj = NULL;
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m_Func = NULL;
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m_iCallback = P::k_iCallback;
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}
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void Set( SteamAPICall_t hAPICall, T *p, func_t func )
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{
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if ( m_hAPICall )
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SteamAPI_UnregisterCallResult( this, m_hAPICall );
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m_hAPICall = hAPICall;
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m_pObj = p;
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m_Func = func;
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if ( hAPICall )
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SteamAPI_RegisterCallResult( this, hAPICall );
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}
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bool IsActive() const
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{
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return ( m_hAPICall != k_uAPICallInvalid );
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}
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void Cancel()
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{
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if ( m_hAPICall != k_uAPICallInvalid )
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{
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SteamAPI_UnregisterCallResult( this, m_hAPICall );
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m_hAPICall = k_uAPICallInvalid;
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}
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}
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~CCallResult()
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{
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Cancel();
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}
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private:
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virtual void Run( void *pvParam )
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{
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m_hAPICall = k_uAPICallInvalid; // caller unregisters for us
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(m_pObj->*m_Func)( (P *)pvParam, false );
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}
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void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall )
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{
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if ( hSteamAPICall == m_hAPICall )
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{
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m_hAPICall = k_uAPICallInvalid; // caller unregisters for us
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(m_pObj->*m_Func)( (P *)pvParam, bIOFailure );
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}
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}
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int GetCallbackSizeBytes()
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{
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return sizeof( P );
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}
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SteamAPICall_t m_hAPICall;
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T *m_pObj;
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func_t m_Func;
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};
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//-----------------------------------------------------------------------------
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// Purpose: maps a steam callback to a class member function
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// template params: T = local class, P = parameter struct
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//-----------------------------------------------------------------------------
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template< class T, class P, bool bGameServer >
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class CCallback : private CCallbackBase
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{
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public:
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typedef void (T::*func_t)( P* );
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// If you can't support constructing a callback with the correct parameters
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// then uncomment the empty constructor below and manually call
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// ::Register() for your object
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// Or, just call the regular constructor with (NULL, NULL)
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// CCallback() {}
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// constructor for initializing this object in owner's constructor
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CCallback( T *pObj, func_t func ) : m_pObj( pObj ), m_Func( func )
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{
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if ( pObj && func )
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Register( pObj, func );
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}
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~CCallback()
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{
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if ( m_nCallbackFlags & k_ECallbackFlagsRegistered )
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Unregister();
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}
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// manual registration of the callback
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void Register( T *pObj, func_t func )
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{
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if ( !pObj || !func )
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return;
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if ( m_nCallbackFlags & k_ECallbackFlagsRegistered )
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Unregister();
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if ( bGameServer )
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{
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m_nCallbackFlags |= k_ECallbackFlagsGameServer;
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}
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m_pObj = pObj;
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m_Func = func;
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// SteamAPI_RegisterCallback sets k_ECallbackFlagsRegistered
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SteamAPI_RegisterCallback( this, P::k_iCallback );
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}
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void Unregister()
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{
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// SteamAPI_UnregisterCallback removes k_ECallbackFlagsRegistered
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SteamAPI_UnregisterCallback( this );
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}
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void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; }
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private:
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virtual void Run( void *pvParam )
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{
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(m_pObj->*m_Func)( (P *)pvParam );
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}
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virtual void Run( void *pvParam, bool, SteamAPICall_t )
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{
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(m_pObj->*m_Func)( (P *)pvParam );
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}
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int GetCallbackSizeBytes()
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{
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return sizeof( P );
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}
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T *m_pObj;
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func_t m_Func;
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};
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// Allows you to defer registration of the callback
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template< class T, class P, bool bGameServer >
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class CCallbackManual : public CCallback< T, P, bGameServer >
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{
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public:
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CCallbackManual() : CCallback< T, P, bGameServer >( NULL, NULL ) {}
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};
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// utility macro for declaring the function and callback object together
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#define STEAM_CALLBACK( thisclass, func, param, var ) CCallback< thisclass, param, false > var; void func( param *pParam )
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// same as above, but lets you defer the callback binding by calling Register later
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#define STEAM_CALLBACK_MANUAL( thisclass, func, param, var ) CCallbackManual< thisclass, param, false > var; void func( param *pParam )
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#ifdef _WIN32
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// disable this warning; this pattern need for steam callback registration
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#pragma warning( disable: 4355 ) // 'this' : used in base member initializer list
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#endif
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// steamclient.dll private wrapper functions
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//
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// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// pumps out all the steam messages, calling the register callback
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S_API void Steam_RunCallbacks( HSteamPipe hSteamPipe, bool bGameServerCallbacks );
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// register the callback funcs to use to interact with the steam dll
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S_API void Steam_RegisterInterfaceFuncs( void *hModule );
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// returns the HSteamUser of the last user to dispatch a callback
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S_API HSteamUser Steam_GetHSteamUserCurrent();
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// returns the filename path of the current running Steam process, used if you need to load an explicit steam dll by name
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S_API const char *SteamAPI_GetSteamInstallPath();
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// returns the pipe we are communicating to Steam with
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S_API HSteamPipe SteamAPI_GetHSteamPipe();
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// sets whether or not Steam_RunCallbacks() should do a try {} catch (...) {} around calls to issuing callbacks
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S_API void SteamAPI_SetTryCatchCallbacks( bool bTryCatchCallbacks );
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// backwards compat export, passes through to SteamAPI_ variants
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S_API HSteamPipe GetHSteamPipe();
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S_API HSteamUser GetHSteamUser();
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#ifdef VERSION_SAFE_STEAM_API_INTERFACES
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that
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// lets them each specify the interface versions they are compiled with.
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//
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// It's important that these stay inlined in the header so the calling module specifies the interface versions
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// for whatever Steam API version it has.
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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S_API HSteamUser SteamAPI_GetHSteamUser();
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class CSteamAPIContext
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{
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public:
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CSteamAPIContext();
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void Clear();
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bool Init();
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ISteamUser* SteamUser() { return m_pSteamUser; }
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ISteamFriends* SteamFriends() { return m_pSteamFriends; }
|
||
|
ISteamUtils* SteamUtils() { return m_pSteamUtils; }
|
||
|
ISteamMatchmaking* SteamMatchmaking() { return m_pSteamMatchmaking; }
|
||
|
ISteamUserStats* SteamUserStats() { return m_pSteamUserStats; }
|
||
|
ISteamApps* SteamApps() { return m_pSteamApps; }
|
||
|
ISteamMatchmakingServers* SteamMatchmakingServers() { return m_pSteamMatchmakingServers; }
|
||
|
ISteamNetworking* SteamNetworking() { return m_pSteamNetworking; }
|
||
|
ISteamRemoteStorage* SteamRemoteStorage() { return m_pSteamRemoteStorage; }
|
||
|
|
||
|
private:
|
||
|
ISteamUser *m_pSteamUser;
|
||
|
ISteamFriends *m_pSteamFriends;
|
||
|
ISteamUtils *m_pSteamUtils;
|
||
|
ISteamMatchmaking *m_pSteamMatchmaking;
|
||
|
ISteamUserStats *m_pSteamUserStats;
|
||
|
ISteamApps *m_pSteamApps;
|
||
|
ISteamMatchmakingServers *m_pSteamMatchmakingServers;
|
||
|
ISteamNetworking *m_pSteamNetworking;
|
||
|
ISteamRemoteStorage *m_pSteamRemoteStorage;
|
||
|
};
|
||
|
|
||
|
inline CSteamAPIContext::CSteamAPIContext()
|
||
|
{
|
||
|
Clear();
|
||
|
}
|
||
|
|
||
|
inline void CSteamAPIContext::Clear()
|
||
|
{
|
||
|
m_pSteamUser = NULL;
|
||
|
m_pSteamFriends = NULL;
|
||
|
m_pSteamUtils = NULL;
|
||
|
m_pSteamMatchmaking = NULL;
|
||
|
m_pSteamUserStats = NULL;
|
||
|
m_pSteamApps = NULL;
|
||
|
m_pSteamMatchmakingServers = NULL;
|
||
|
m_pSteamNetworking = NULL;
|
||
|
m_pSteamRemoteStorage = NULL;
|
||
|
}
|
||
|
|
||
|
// This function must be inlined so the module using steam_api.dll gets the version names they want.
|
||
|
inline bool CSteamAPIContext::Init()
|
||
|
{
|
||
|
if ( !SteamClient() )
|
||
|
return false;
|
||
|
|
||
|
HSteamUser hSteamUser = SteamAPI_GetHSteamUser();
|
||
|
HSteamPipe hSteamPipe = SteamAPI_GetHSteamPipe();
|
||
|
|
||
|
m_pSteamUser = SteamClient()->GetISteamUser( hSteamUser, hSteamPipe, STEAMUSER_INTERFACE_VERSION );
|
||
|
if ( !m_pSteamUser )
|
||
|
return false;
|
||
|
|
||
|
m_pSteamFriends = SteamClient()->GetISteamFriends( hSteamUser, hSteamPipe, STEAMFRIENDS_INTERFACE_VERSION );
|
||
|
if ( !m_pSteamFriends )
|
||
|
return false;
|
||
|
|
||
|
m_pSteamUtils = SteamClient()->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION );
|
||
|
if ( !m_pSteamUtils )
|
||
|
return false;
|
||
|
|
||
|
m_pSteamMatchmaking = SteamClient()->GetISteamMatchmaking( hSteamUser, hSteamPipe, STEAMMATCHMAKING_INTERFACE_VERSION );
|
||
|
if ( !m_pSteamMatchmaking )
|
||
|
return false;
|
||
|
|
||
|
m_pSteamMatchmakingServers = SteamClient()->GetISteamMatchmakingServers( hSteamUser, hSteamPipe, STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION );
|
||
|
if ( !m_pSteamMatchmakingServers )
|
||
|
return false;
|
||
|
|
||
|
m_pSteamUserStats = SteamClient()->GetISteamUserStats( hSteamUser, hSteamPipe, STEAMUSERSTATS_INTERFACE_VERSION );
|
||
|
if ( !m_pSteamUserStats )
|
||
|
return false;
|
||
|
|
||
|
m_pSteamApps = SteamClient()->GetISteamApps( hSteamUser, hSteamPipe, STEAMAPPS_INTERFACE_VERSION );
|
||
|
if ( !m_pSteamApps )
|
||
|
return false;
|
||
|
|
||
|
m_pSteamNetworking = SteamClient()->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION );
|
||
|
if ( !m_pSteamNetworking )
|
||
|
return false;
|
||
|
|
||
|
m_pSteamRemoteStorage = SteamClient()->GetISteamRemoteStorage( hSteamUser, hSteamPipe, STEAMREMOTESTORAGE_INTERFACE_VERSION );
|
||
|
if ( !m_pSteamRemoteStorage )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
#endif // VERSION_SAFE_STEAM_API_INTERFACES
|
||
|
|
||
|
#endif // STEAM_API_H
|