168 lines
7.7 KiB
C
168 lines
7.7 KiB
C
|
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
|||
|
//
|
|||
|
// Purpose: interface to user account information in Steam
|
|||
|
//
|
|||
|
//=============================================================================
|
|||
|
|
|||
|
#ifndef ISTEAMUSER_H
|
|||
|
#define ISTEAMUSER_H
|
|||
|
#ifdef _WIN32
|
|||
|
#pragma once
|
|||
|
#endif
|
|||
|
|
|||
|
#include "isteamclient.h"
|
|||
|
|
|||
|
// structure that contains client callback data
|
|||
|
// see callbacks documentation for more details
|
|||
|
struct CallbackMsg_t
|
|||
|
{
|
|||
|
HSteamUser m_hSteamUser;
|
|||
|
int m_iCallback;
|
|||
|
uint8 *m_pubParam;
|
|||
|
int m_cubParam;
|
|||
|
};
|
|||
|
|
|||
|
// reference to a steam call, to filter results by
|
|||
|
typedef int32 HSteamCall;
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Functions for accessing and manipulating a steam account
|
|||
|
// associated with one client instance
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
class ISteamUser
|
|||
|
{
|
|||
|
public:
|
|||
|
// returns the HSteamUser this interface represents
|
|||
|
// this is only used internally by the API, and by a few select interfaces that support multi-user
|
|||
|
virtual HSteamUser GetHSteamUser() = 0;
|
|||
|
|
|||
|
// returns true if the Steam client current has a live connection to the Steam servers.
|
|||
|
// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
|
|||
|
// The Steam client will automatically be trying to recreate the connection as often as possible.
|
|||
|
virtual bool BLoggedOn() = 0;
|
|||
|
|
|||
|
// returns the CSteamID of the account currently logged into the Steam client
|
|||
|
// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API
|
|||
|
virtual CSteamID GetSteamID() = 0;
|
|||
|
|
|||
|
// Multiplayer Authentication functions
|
|||
|
|
|||
|
// InitiateGameConnection() starts the state machine for authenticating the game client with the game server
|
|||
|
// It is the client portion of a three-way handshake between the client, the game server, and the steam servers
|
|||
|
//
|
|||
|
// Parameters:
|
|||
|
// void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token.
|
|||
|
// int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes.
|
|||
|
// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
|
|||
|
// CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( <appID> )
|
|||
|
// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
|
|||
|
// bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running)
|
|||
|
//
|
|||
|
// return value - returns the number of bytes written to pBlob. If the return is 0, then the buffer passed in was too small, and the call has failed
|
|||
|
// The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process.
|
|||
|
virtual int InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ) = 0;
|
|||
|
|
|||
|
// notify of disconnect
|
|||
|
// needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call
|
|||
|
virtual void TerminateGameConnection( uint32 unIPServer, uint16 usPortServer ) = 0;
|
|||
|
|
|||
|
// Legacy functions
|
|||
|
|
|||
|
// used by only a few games to track usage events
|
|||
|
virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;
|
|||
|
|
|||
|
// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
|
|||
|
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
|
|||
|
virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;
|
|||
|
|
|||
|
// Starts voice recording. Once started, use GetCompressedVoice() to get the data
|
|||
|
virtual void StartVoiceRecording( ) = 0;
|
|||
|
|
|||
|
// Stops voice recording. Because people often release push-to-talk keys early, the system will keep recording for
|
|||
|
// a little bit after this function is called. GetCompressedVoice() should continue to be called until it returns
|
|||
|
// k_eVoiceResultNotRecording
|
|||
|
virtual void StopVoiceRecording( ) = 0;
|
|||
|
|
|||
|
// Gets the latest voice data. It should be called as often as possible once recording has started.
|
|||
|
// nBytesWritten is set to the number of bytes written to pDestBuffer.
|
|||
|
virtual EVoiceResult GetCompressedVoice( void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten ) = 0;
|
|||
|
|
|||
|
// Decompresses a chunk of data produced by GetCompressedVoice(). nBytesWritten is set to the
|
|||
|
// number of bytes written to pDestBuffer. The output format of the data is 16-bit signed at
|
|||
|
// 11025 samples per second.
|
|||
|
virtual EVoiceResult DecompressVoice( void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten ) = 0;
|
|||
|
};
|
|||
|
|
|||
|
#define STEAMUSER_INTERFACE_VERSION "SteamUser011"
|
|||
|
|
|||
|
|
|||
|
// callbacks
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: called when a connections to the Steam back-end has been established
|
|||
|
// this means the Steam client now has a working connection to the Steam servers
|
|||
|
// usually this will have occurred before the game has launched, and should
|
|||
|
// only be seen if the user has dropped connection due to a networking issue
|
|||
|
// or a Steam server update
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
struct SteamServersConnected_t
|
|||
|
{
|
|||
|
enum { k_iCallback = k_iSteamUserCallbacks + 1 };
|
|||
|
};
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: called when a connection attempt has failed
|
|||
|
// this will occur periodically if the Steam client is not connected,
|
|||
|
// and has failed in it's retry to establish a connection
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
struct SteamServerConnectFailure_t
|
|||
|
{
|
|||
|
enum { k_iCallback = k_iSteamUserCallbacks + 2 };
|
|||
|
EResult m_eResult;
|
|||
|
};
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: called if the client has lost connection to the Steam servers
|
|||
|
// real-time services will be disabled until a matching SteamServersConnected_t has been posted
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
struct SteamServersDisconnected_t
|
|||
|
{
|
|||
|
enum { k_iCallback = k_iSteamUserCallbacks + 3 };
|
|||
|
EResult m_eResult;
|
|||
|
};
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Sent by the Steam server to the client telling it to disconnect from the specified game server,
|
|||
|
// which it may be in the process of or already connected to.
|
|||
|
// The game client should immediately disconnect upon receiving this message.
|
|||
|
// This can usually occur if the user doesn't have rights to play on the game server.
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
struct ClientGameServerDeny_t
|
|||
|
{
|
|||
|
enum { k_iCallback = k_iSteamUserCallbacks + 13 };
|
|||
|
|
|||
|
uint32 m_uAppID;
|
|||
|
uint32 m_unGameServerIP;
|
|||
|
uint16 m_usGameServerPort;
|
|||
|
uint16 m_bSecure;
|
|||
|
uint32 m_uReason;
|
|||
|
};
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: called when the callback system for this client is in an error state (and has flushed pending callbacks)
|
|||
|
// When getting this message the client should disconnect from Steam, reset any stored Steam state and reconnect.
|
|||
|
// This usually occurs in the rare event the Steam client has some kind of fatal error.
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
struct CallbackPipeFailure_t
|
|||
|
{
|
|||
|
enum { k_iCallback = k_iSteamUserCallbacks + 17 };
|
|||
|
};
|
|||
|
|
|||
|
|
|||
|
#endif // ISTEAMUSER_H
|