Yucom/lsteamclient/steamworks_sdk_113/steamclientpublic.h

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2018-01-18 17:24:05 +01:00
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
//
// Purpose:
//
//=============================================================================
#ifndef STEAMCLIENTPUBLIC_H
#define STEAMCLIENTPUBLIC_H
#ifdef _WIN32
#pragma once
#endif
//lint -save -e1931 -e1927 -e1924 -e613 -e726
// This header file defines the interface between the calling application and the code that
// knows how to communicate with the connection manager (CM) from the Steam service
// This header file is intended to be portable; ideally this 1 header file plus a lib or dll
// is all you need to integrate the client library into some other tree. So please avoid
// including or requiring other header files if possible. This header should only describe the
// interface layer, no need to include anything about the implementation.
#include "steamtypes.h"
// General result codes
enum EResult
{
k_EResultOK = 1, // success
k_EResultFail = 2, // generic failure
k_EResultNoConnection = 3, // no/failed network connection
// k_EResultNoConnectionRetry = 4, // OBSOLETE - removed
k_EResultInvalidPassword = 5, // password/ticket is invalid
k_EResultLoggedInElsewhere = 6, // same user logged in elsewhere
k_EResultInvalidProtocolVer = 7, // protocol version is incorrect
k_EResultInvalidParam = 8, // a parameter is incorrect
k_EResultFileNotFound = 9, // file was not found
k_EResultBusy = 10, // called method busy - action not taken
k_EResultInvalidState = 11, // called object was in an invalid state
k_EResultInvalidName = 12, // name is invalid
k_EResultInvalidEmail = 13, // email is invalid
k_EResultDuplicateName = 14, // name is not unique
k_EResultAccessDenied = 15, // access is denied
k_EResultTimeout = 16, // operation timed out
k_EResultBanned = 17, // VAC2 banned
k_EResultAccountNotFound = 18, // account not found
k_EResultInvalidSteamID = 19, // steamID is invalid
k_EResultServiceUnavailable = 20, // The requested service is currently unavailable
k_EResultNotLoggedOn = 21, // The user is not logged on
k_EResultPending = 22, // Request is pending (may be in process, or waiting on third party)
k_EResultEncryptionFailure = 23, // Encryption or Decryption failed
k_EResultInsufficientPrivilege = 24, // Insufficient privilege
k_EResultLimitExceeded = 25, // Too much of a good thing
k_EResultRevoked = 26, // Access has been revoked (used for revoked guest passes)
k_EResultExpired = 27, // License/Guest pass the user is trying to access is expired
k_EResultAlreadyRedeemed = 28, // Guest pass has already been redeemed by account, cannot be acked again
k_EResultDuplicateRequest = 29, // The request is a duplicate and the action has already occurred in the past, ignored this time
k_EResultAlreadyOwned = 30, // All the games in this guest pass redemption request are already owned by the user
k_EResultIPNotFound = 31, // IP address not found
k_EResultPersistFailed = 32, // failed to write change to the data store
k_EResultLockingFailed = 33, // failed to acquire access lock for this operation
k_EResultLogonSessionReplaced = 34,
k_EResultConnectFailed = 35,
k_EResultHandshakeFailed = 36,
k_EResultIOFailure = 37,
k_EResultRemoteDisconnect = 38,
k_EResultShoppingCartNotFound = 39, // failed to find the shopping cart requested
k_EResultBlocked = 40, // a user didn't allow it
k_EResultIgnored = 41, // target is ignoring sender
k_EResultNoMatch = 42, // nothing matching the request found
k_EResultAccountDisabled = 43,
k_EResultServiceReadOnly = 44, // this service is not accepting content changes right now
k_EResultAccountNotFeatured = 45, // account doesn't have value, so this feature isn't available
k_EResultAdministratorOK = 46, // allowed to take this action, but only because requester is admin
k_EResultContentVersion = 47, // A Version mismatch in content transmitted within the Steam protocol.
k_EResultTryAnotherCM = 48, // The current CM can't service the user making a request, user should try another.
k_EResultPasswordRequiredToKickSession = 49,// You are already logged in elsewhere, this cached credential login has failed.
k_EResultAlreadyLoggedInElsewhere = 50, // You are already logged in elsewhere, you must wait
k_EResultSuspended = 51, // Long running operation (content download) suspended/paused
k_EResultCancelled = 52, // Operation canceled (typically by user: content download)
k_EResultDataCorruption = 53, // Operation canceled because data is ill formed or unrecoverable
k_EResultDiskFull = 54, // Operation canceled - not enough disk space.
k_EResultRemoteCallFailed = 55, // an remote call or IPC call failed
k_EResultPasswordUnset = 56, // Password could not be verified as it's unset server side
k_EResultPSNAccountUnlinked = 57, // Attempt to logon from a PS3 failed because the PSN online id is not linked to a Steam account
k_EResultPSNTicketInvalid = 58, // PSN ticket was invalid
k_EResultPSNAccountAlreadyLinked = 59, // PSN account is already linked to some other account, must explicitly request to replace/delete the link first
k_EResultRemoteFileConflict = 60, // The sync cannot resume due to a conflict between the local and remote files
k_EResultIllegalPassword = 61, // The requested new password is not legal
k_EResultSameAsPreviousValue = 62, // new value is the same as the old one ( secret question and answer )
k_EResultAccountLogonDenied = 63, // account login denied due to 2nd factor authentication failure
k_EResultCannotUseOldPassword = 64, // The requested new password is not legal
k_EResultInvalidLoginAuthCode = 65, // account login denied due to auth code invalid
k_EResultAccountLogonDeniedNoMail = 66, // account login denied due to 2nd factor auth failure - and no mail has been sent
k_EResultHardwareNotCapableOfIPT = 67, //
k_EResultIPTInitError = 68, //
};
// Error codes for use with the voice functions
enum EVoiceResult
{
k_EVoiceResultOK = 0,
k_EVoiceResultNotInitialized = 1,
k_EVoiceResultNotRecording = 2,
k_EVoiceResultNoData = 3,
k_EVoiceResultBufferTooSmall = 4,
k_EVoiceResultDataCorrupted = 5,
k_EVoiceResultRestricted = 6,
k_EVoiceResultUnsupportedCodec = 7,
};
// Result codes to GSHandleClientDeny/Kick
typedef enum
{
k_EDenyInvalid = 0,
k_EDenyInvalidVersion = 1,
k_EDenyGeneric = 2,
k_EDenyNotLoggedOn = 3,
k_EDenyNoLicense = 4,
k_EDenyCheater = 5,
k_EDenyLoggedInElseWhere = 6,
k_EDenyUnknownText = 7,
k_EDenyIncompatibleAnticheat = 8,
k_EDenyMemoryCorruption = 9,
k_EDenyIncompatibleSoftware = 10,
k_EDenySteamConnectionLost = 11,
k_EDenySteamConnectionError = 12,
k_EDenySteamResponseTimedOut = 13,
k_EDenySteamValidationStalled = 14,
k_EDenySteamOwnerLeftGuestUser = 15,
} EDenyReason;
// return type of GetAuthSessionTicket
typedef uint32 HAuthTicket;
const HAuthTicket k_HAuthTicketInvalid = 0;
// results from BeginAuthSession
typedef enum
{
k_EBeginAuthSessionResultOK = 0, // Ticket is valid for this game and this steamID.
k_EBeginAuthSessionResultInvalidTicket = 1, // Ticket is not valid.
k_EBeginAuthSessionResultDuplicateRequest = 2, // A ticket has already been submitted for this steamID
k_EBeginAuthSessionResultInvalidVersion = 3, // Ticket is from an incompatible interface version
k_EBeginAuthSessionResultGameMismatch = 4, // Ticket is not for this game
k_EBeginAuthSessionResultExpiredTicket = 5, // Ticket has expired
} EBeginAuthSessionResult;
// Callback values for callback ValidateAuthTicketResponse_t which is a response to BeginAuthSession
typedef enum
{
k_EAuthSessionResponseOK = 0, // Steam has verified the user is online, the ticket is valid and ticket has not been reused.
k_EAuthSessionResponseUserNotConnectedToSteam = 1, // The user in question is not connected to steam
k_EAuthSessionResponseNoLicenseOrExpired = 2, // The license has expired.
k_EAuthSessionResponseVACBanned = 3, // The user is VAC banned for this game.
k_EAuthSessionResponseLoggedInElseWhere = 4, // The user account has logged in elsewhere and the session containing the game instance has been disconnected.
k_EAuthSessionResponseVACCheckTimedOut = 5, // VAC has been unable to perform anti-cheat checks on this user
k_EAuthSessionResponseAuthTicketCanceled = 6, // The ticket has been canceled by the issuer
k_EAuthSessionResponseAuthTicketInvalidAlreadyUsed = 7, // This ticket has already been used, it is not valid.
k_EAuthSessionResponseAuthTicketInvalid = 8, // This ticket is not from a user instance currently connected to steam.
} EAuthSessionResponse;
// results from UserHasLicenseForApp
typedef enum
{
k_EUserHasLicenseResultHasLicense = 0, // User has a license for specified app
k_EUserHasLicenseResultDoesNotHaveLicense = 1, // User does not have a license for the specified app
k_EUserHasLicenseResultNoAuth = 2, // User has not been authenticated
} EUserHasLicenseForAppResult;
// Steam universes. Each universe is a self-contained Steam instance.
enum EUniverse
{
k_EUniverseInvalid = 0,
k_EUniversePublic = 1,
k_EUniverseBeta = 2,
k_EUniverseInternal = 3,
k_EUniverseDev = 4,
k_EUniverseRC = 5,
k_EUniverseMax
};
// Steam account types
enum EAccountType
{
k_EAccountTypeInvalid = 0,
k_EAccountTypeIndividual = 1, // single user account
k_EAccountTypeMultiseat = 2, // multiseat (e.g. cybercafe) account
k_EAccountTypeGameServer = 3, // game server account
k_EAccountTypeAnonGameServer = 4, // anonymous game server account
k_EAccountTypePending = 5, // pending
k_EAccountTypeContentServer = 6, // content server
k_EAccountTypeClan = 7,
k_EAccountTypeChat = 8,
k_EAccountTypeConsoleUser = 9, // Fake SteamID for local PSN account on PS3 or Live account on 360, etc.
k_EAccountTypeAnonUser = 10,
// Max of 16 items in this field
k_EAccountTypeMax
};
//-----------------------------------------------------------------------------
// types of user game stats fields
// WARNING: DO NOT RENUMBER EXISTING VALUES - STORED IN DATABASE
//-----------------------------------------------------------------------------
enum ESteamUserStatType
{
k_ESteamUserStatTypeINVALID = 0,
k_ESteamUserStatTypeINT = 1,
k_ESteamUserStatTypeFLOAT = 2,
// Read as FLOAT, set with count / session length
k_ESteamUserStatTypeAVGRATE = 3,
k_ESteamUserStatTypeACHIEVEMENTS = 4,
k_ESteamUserStatTypeGROUPACHIEVEMENTS = 5,
// max, for sanity checks
k_ESteamUserStatTypeMAX
};
//-----------------------------------------------------------------------------
// Purpose: Chat Entry Types (previously was only friend-to-friend message types)
//-----------------------------------------------------------------------------
enum EChatEntryType
{
k_EChatEntryTypeInvalid = 0,
k_EChatEntryTypeChatMsg = 1, // Normal text message from another user
k_EChatEntryTypeTyping = 2, // Another user is typing (not used in multi-user chat)
k_EChatEntryTypeInviteGame = 3, // Invite from other user into that users current game
k_EChatEntryTypeEmote = 4, // text emote message
k_EChatEntryTypeLobbyGameStart = 5, // lobby game is starting
k_EChatEntryTypeLeftConversation = 6, // user has left the conversation ( closed chat window )
// Above are previous FriendMsgType entries, now merged into more generic chat entry types
};
//-----------------------------------------------------------------------------
// Purpose: Chat Room Enter Responses
//-----------------------------------------------------------------------------
enum EChatRoomEnterResponse
{
k_EChatRoomEnterResponseSuccess = 1, // Success
k_EChatRoomEnterResponseDoesntExist = 2, // Chat doesn't exist (probably closed)
k_EChatRoomEnterResponseNotAllowed = 3, // General Denied - You don't have the permissions needed to join the chat
k_EChatRoomEnterResponseFull = 4, // Chat room has reached its maximum size
k_EChatRoomEnterResponseError = 5, // Unexpected Error
k_EChatRoomEnterResponseBanned = 6, // You are banned from this chat room and may not join
k_EChatRoomEnterResponseLimited = 7, // Joining this chat is not allowed because you are a limited user (no value on account)
k_EChatRoomEnterResponseClanDisabled = 8, // Attempt to join a clan chat when the clan is locked or disabled
k_EChatRoomEnterResponseCommunityBan = 9, // Attempt to join a chat when the user has a community lock on their account
};
//-----------------------------------------------------------------------------
// Purpose: Status of a given depot version, these are stored in the DB, don't renumber
//-----------------------------------------------------------------------------
enum EStatusDepotVersion
{
k_EStatusDepotVersionInvalid = 0,
k_EStatusDepotVersionDisabled = 1, // version was disabled, no manifest & content available
k_EStatusDepotVersionAvailable = 2, // manifest & content is available, but not current
k_EStatusDepotVersionCurrent = 3, // current depot version. The can be multiple, one for public and one for each beta key
};
typedef void (*PFNLegacyKeyRegistration)( const char *pchCDKey, const char *pchInstallPath );
typedef bool (*PFNLegacyKeyInstalled)();
const unsigned int k_unSteamAccountIDMask = 0xFFFFFFFF;
const unsigned int k_unSteamAccountInstanceMask = 0x000FFFFF;
// we allow 2 simultaneous user account instances right now, 1= desktop, 2 = console, 0 = all
const unsigned int k_unSteamUserDesktopInstance = 1;
const unsigned int k_unSteamUserConsoleInstance = 2;
// Special flags for Chat accounts - they go in the top 8 bits
// of the steam ID's "instance", leaving 12 for the actual instances
enum EChatSteamIDInstanceFlags
{
k_EChatAccountInstanceMask = 0x00000FFF, // top 8 bits are flags
k_EChatInstanceFlagClan = ( k_unSteamAccountInstanceMask + 1 ) >> 1, // top bit
k_EChatInstanceFlagLobby = ( k_unSteamAccountInstanceMask + 1 ) >> 2, // next one down, etc
k_EChatInstanceFlagMMSLobby = ( k_unSteamAccountInstanceMask + 1 ) >> 3, // next one down, etc
// Max of 8 flags
};
//-----------------------------------------------------------------------------
// Purpose: Marketing message flags that change how a client should handle them
//-----------------------------------------------------------------------------
enum EMarketingMessageFlags
{
k_EMarketingMessageFlagsNone = 0,
k_EMarketingMessageFlagsHighPriority = 1 << 0,
k_EMarketingMessageFlagsPlatformWindows = 1 << 1,
k_EMarketingMessageFlagsPlatformMac = 1 << 2,
//aggregate flags
k_EMarketingMessageFlagsPlatformRestrictions =
k_EMarketingMessageFlagsPlatformWindows | k_EMarketingMessageFlagsPlatformMac,
};
//-----------------------------------------------------------------------------
// Purpose: Possible positions to tell the overlay to show notifications in
//-----------------------------------------------------------------------------
enum ENotificationPosition
{
k_EPositionTopLeft = 0,
k_EPositionTopRight = 1,
k_EPositionBottomLeft = 2,
k_EPositionBottomRight = 3,
};
#pragma pack( push, 1 )
// Steam ID structure (64 bits total)
class CSteamID
{
public:
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CSteamID()
{
m_steamid.m_comp.m_unAccountID = 0;
m_steamid.m_comp.m_EAccountType = k_EAccountTypeInvalid;
m_steamid.m_comp.m_EUniverse = k_EUniverseInvalid;
m_steamid.m_comp.m_unAccountInstance = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input : unAccountID - 32-bit account ID
// eUniverse - Universe this account belongs to
// eAccountType - Type of account
//-----------------------------------------------------------------------------
CSteamID( uint32 unAccountID, EUniverse eUniverse, EAccountType eAccountType )
{
Set( unAccountID, eUniverse, eAccountType );
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input : unAccountID - 32-bit account ID
// unAccountInstance - instance
// eUniverse - Universe this account belongs to
// eAccountType - Type of account
//-----------------------------------------------------------------------------
CSteamID( uint32 unAccountID, unsigned int unAccountInstance, EUniverse eUniverse, EAccountType eAccountType )
{
#if defined(_SERVER) && defined(Assert)
Assert( ! ( ( k_EAccountTypeIndividual == eAccountType ) && ( unAccountInstance > k_unSteamUserConsoleInstance ) ) ); // enforce that for individual accounts, instance is always 1
#endif // _SERVER
InstancedSet( unAccountID, unAccountInstance, eUniverse, eAccountType );
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input : ulSteamID - 64-bit representation of a Steam ID
// Note: Will not accept a uint32 or int32 as input, as that is a probable mistake.
// See the stubbed out overloads in the private: section for more info.
//-----------------------------------------------------------------------------
CSteamID( uint64 ulSteamID )
{
SetFromUint64( ulSteamID );
}
//-----------------------------------------------------------------------------
// Purpose: Sets parameters for steam ID
// Input : unAccountID - 32-bit account ID
// eUniverse - Universe this account belongs to
// eAccountType - Type of account
//-----------------------------------------------------------------------------
void Set( uint32 unAccountID, EUniverse eUniverse, EAccountType eAccountType )
{
m_steamid.m_comp.m_unAccountID = unAccountID;
m_steamid.m_comp.m_EUniverse = eUniverse;
m_steamid.m_comp.m_EAccountType = eAccountType;
if ( eAccountType == k_EAccountTypeClan )
{
m_steamid.m_comp.m_unAccountInstance = 0;
}
else
{
// by default we pick the desktop instance
m_steamid.m_comp.m_unAccountInstance = k_unSteamUserDesktopInstance;
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets parameters for steam ID
// Input : unAccountID - 32-bit account ID
// eUniverse - Universe this account belongs to
// eAccountType - Type of account
//-----------------------------------------------------------------------------
void InstancedSet( uint32 unAccountID, uint32 unInstance, EUniverse eUniverse, EAccountType eAccountType )
{
m_steamid.m_comp.m_unAccountID = unAccountID;
m_steamid.m_comp.m_EUniverse = eUniverse;
m_steamid.m_comp.m_EAccountType = eAccountType;
m_steamid.m_comp.m_unAccountInstance = unInstance;
}
//-----------------------------------------------------------------------------
// Purpose: Initializes a steam ID from its 52 bit parts and universe/type
// Input : ulIdentifier - 52 bits of goodness
//-----------------------------------------------------------------------------
void FullSet( uint64 ulIdentifier, EUniverse eUniverse, EAccountType eAccountType )
{
m_steamid.m_comp.m_unAccountID = ( ulIdentifier & k_unSteamAccountIDMask ); // account ID is low 32 bits
m_steamid.m_comp.m_unAccountInstance = ( ( ulIdentifier >> 32 ) & k_unSteamAccountInstanceMask ); // account instance is next 20 bits
m_steamid.m_comp.m_EUniverse = eUniverse;
m_steamid.m_comp.m_EAccountType = eAccountType;
}
//-----------------------------------------------------------------------------
// Purpose: Initializes a steam ID from its 64-bit representation
// Input : ulSteamID - 64-bit representation of a Steam ID
//-----------------------------------------------------------------------------
void SetFromUint64( uint64 ulSteamID )
{
m_steamid.m_unAll64Bits = ulSteamID;
}
#if defined( INCLUDED_STEAM_COMMON_STEAMCOMMON_H )
//-----------------------------------------------------------------------------
// Purpose: Initializes a steam ID from a Steam2 ID structure
// Input: pTSteamGlobalUserID - Steam2 ID to convert
// eUniverse - universe this ID belongs to
//-----------------------------------------------------------------------------
void SetFromSteam2( TSteamGlobalUserID *pTSteamGlobalUserID, EUniverse eUniverse )
{
m_steamid.m_comp.m_unAccountID = pTSteamGlobalUserID->m_SteamLocalUserID.Split.Low32bits * 2 +
pTSteamGlobalUserID->m_SteamLocalUserID.Split.High32bits;
m_steamid.m_comp.m_EUniverse = eUniverse; // set the universe
m_steamid.m_comp.m_EAccountType = k_EAccountTypeIndividual; // Steam 2 accounts always map to account type of individual
m_steamid.m_comp.m_unAccountInstance = k_unSteamUserDesktopInstance; // Steam2 only knew desktop instances
}
//-----------------------------------------------------------------------------
// Purpose: Fills out a Steam2 ID structure
// Input: pTSteamGlobalUserID - Steam2 ID to write to
//-----------------------------------------------------------------------------
void ConvertToSteam2( TSteamGlobalUserID *pTSteamGlobalUserID ) const
{
// only individual accounts have any meaning in Steam 2, only they can be mapped
// Assert( m_steamid.m_comp.m_EAccountType == k_EAccountTypeIndividual );
pTSteamGlobalUserID->m_SteamInstanceID = 0;
pTSteamGlobalUserID->m_SteamLocalUserID.Split.High32bits = m_steamid.m_comp.m_unAccountID % 2;
pTSteamGlobalUserID->m_SteamLocalUserID.Split.Low32bits = m_steamid.m_comp.m_unAccountID / 2;
}
#endif // defined( INCLUDED_STEAM_COMMON_STEAMCOMMON_H )
//-----------------------------------------------------------------------------
// Purpose: Converts steam ID to its 64-bit representation
// Output : 64-bit representation of a Steam ID
//-----------------------------------------------------------------------------
uint64 ConvertToUint64() const
{
return m_steamid.m_unAll64Bits;
}
//-----------------------------------------------------------------------------
// Purpose: Converts the static parts of a steam ID to a 64-bit representation.
// For multiseat accounts, all instances of that account will have the
// same static account key, so they can be grouped together by the static
// account key.
// Output : 64-bit static account key
//-----------------------------------------------------------------------------
uint64 GetStaticAccountKey() const
{
// note we do NOT include the account instance (which is a dynamic property) in the static account key
return (uint64) ( ( ( (uint64) m_steamid.m_comp.m_EUniverse ) << 56 ) + ((uint64) m_steamid.m_comp.m_EAccountType << 52 ) + m_steamid.m_comp.m_unAccountID );
}
//-----------------------------------------------------------------------------
// Purpose: create an anonymous game server login to be filled in by the AM
//-----------------------------------------------------------------------------
void CreateBlankAnonLogon( EUniverse eUniverse )
{
m_steamid.m_comp.m_unAccountID = 0;
m_steamid.m_comp.m_EAccountType = k_EAccountTypeAnonGameServer;
m_steamid.m_comp.m_EUniverse = eUniverse;
m_steamid.m_comp.m_unAccountInstance = 0;
}
//-----------------------------------------------------------------------------
// Purpose: create an anonymous game server login to be filled in by the AM
//-----------------------------------------------------------------------------
void CreateBlankAnonUserLogon( EUniverse eUniverse )
{
m_steamid.m_comp.m_unAccountID = 0;
m_steamid.m_comp.m_EAccountType = k_EAccountTypeAnonUser;
m_steamid.m_comp.m_EUniverse = eUniverse;
m_steamid.m_comp.m_unAccountInstance = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Is this an anonymous game server login that will be filled in?
//-----------------------------------------------------------------------------
bool BBlankAnonAccount() const
{
return m_steamid.m_comp.m_unAccountID == 0 && BAnonAccount() && m_steamid.m_comp.m_unAccountInstance == 0;
}
//-----------------------------------------------------------------------------
// Purpose: Is this a game server account id?
//-----------------------------------------------------------------------------
bool BGameServerAccount() const
{
return m_steamid.m_comp.m_EAccountType == k_EAccountTypeGameServer || m_steamid.m_comp.m_EAccountType == k_EAccountTypeAnonGameServer;
}
//-----------------------------------------------------------------------------
// Purpose: Is this a content server account id?
//-----------------------------------------------------------------------------
bool BContentServerAccount() const
{
return m_steamid.m_comp.m_EAccountType == k_EAccountTypeContentServer;
}
//-----------------------------------------------------------------------------
// Purpose: Is this a clan account id?
//-----------------------------------------------------------------------------
bool BClanAccount() const
{
return m_steamid.m_comp.m_EAccountType == k_EAccountTypeClan;
}
//-----------------------------------------------------------------------------
// Purpose: Is this a chat account id?
//-----------------------------------------------------------------------------
bool BChatAccount() const
{
return m_steamid.m_comp.m_EAccountType == k_EAccountTypeChat;
}
//-----------------------------------------------------------------------------
// Purpose: Is this a chat account id?
//-----------------------------------------------------------------------------
bool IsLobby() const
{
return ( m_steamid.m_comp.m_EAccountType == k_EAccountTypeChat )
&& ( m_steamid.m_comp.m_unAccountInstance & k_EChatInstanceFlagLobby );
}
//-----------------------------------------------------------------------------
// Purpose: Is this an individual user account id?
//-----------------------------------------------------------------------------
bool BIndividualAccount() const
{
return m_steamid.m_comp.m_EAccountType == k_EAccountTypeIndividual || m_steamid.m_comp.m_EAccountType == k_EAccountTypeConsoleUser;
}
//-----------------------------------------------------------------------------
// Purpose: Is this an anonymous account?
//-----------------------------------------------------------------------------
bool BAnonAccount() const
{
return m_steamid.m_comp.m_EAccountType == k_EAccountTypeAnonUser || m_steamid.m_comp.m_EAccountType == k_EAccountTypeAnonGameServer;
}
//-----------------------------------------------------------------------------
// Purpose: Is this an anonymous user account? ( used to create an account or reset a password )
//-----------------------------------------------------------------------------
bool BAnonUserAccount() const
{
return m_steamid.m_comp.m_EAccountType == k_EAccountTypeAnonUser;
}
//-----------------------------------------------------------------------------
// Purpose: Is this a faked up Steam ID for a PSN friend account?
//-----------------------------------------------------------------------------
bool BConsoleUserAccount() const
{
return m_steamid.m_comp.m_EAccountType == k_EAccountTypeConsoleUser;
}
// simple accessors
void SetAccountID( uint32 unAccountID ) { m_steamid.m_comp.m_unAccountID = unAccountID; }
void SetAccountInstance( uint32 unInstance ){ m_steamid.m_comp.m_unAccountInstance = unInstance; }
void ClearIndividualInstance() { if ( BIndividualAccount() ) m_steamid.m_comp.m_unAccountInstance = 0; }
bool HasNoIndividualInstance() const { return BIndividualAccount() && (m_steamid.m_comp.m_unAccountInstance==0); }
uint32 GetAccountID() const { return m_steamid.m_comp.m_unAccountID; }
uint32 GetUnAccountInstance() const { return m_steamid.m_comp.m_unAccountInstance; }
EAccountType GetEAccountType() const { return ( EAccountType ) m_steamid.m_comp.m_EAccountType; }
EUniverse GetEUniverse() const { return m_steamid.m_comp.m_EUniverse; }
void SetEUniverse( EUniverse eUniverse ) { m_steamid.m_comp.m_EUniverse = eUniverse; }
bool IsValid() const;
// this set of functions is hidden, will be moved out of class
explicit CSteamID( const char *pchSteamID, EUniverse eDefaultUniverse = k_EUniverseInvalid );
const char * Render() const; // renders this steam ID to string
static const char * Render( uint64 ulSteamID ); // static method to render a uint64 representation of a steam ID to a string
void SetFromString( const char *pchSteamID, EUniverse eDefaultUniverse );
bool SetFromSteam2String( const char *pchSteam2ID, EUniverse eUniverse );
inline bool operator==( const CSteamID &val ) const { return m_steamid.m_unAll64Bits == val.m_steamid.m_unAll64Bits; }
inline bool operator!=( const CSteamID &val ) const { return !operator==( val ); }
inline bool operator<( const CSteamID &val ) const { return m_steamid.m_unAll64Bits < val.m_steamid.m_unAll64Bits; }
inline bool operator>( const CSteamID &val ) const { return m_steamid.m_unAll64Bits > val.m_steamid.m_unAll64Bits; }
// DEBUG function
bool BValidExternalSteamID() const;
private:
// These are defined here to prevent accidental implicit conversion of a u32AccountID to a CSteamID.
// If you get a compiler error about an ambiguous constructor/function then it may be because you're
// passing a 32-bit int to a function that takes a CSteamID. You should explicitly create the SteamID
// using the correct Universe and account Type/Instance values.
CSteamID( uint32 );
CSteamID( int32 );
// 64 bits total
union SteamID_t
{
struct SteamIDComponent_t
{
#ifdef VALVE_BIG_ENDIAN
EUniverse m_EUniverse : 8; // universe this account belongs to
unsigned int m_EAccountType : 4; // type of account - can't show as EAccountType, due to signed / unsigned difference
unsigned int m_unAccountInstance : 20; // dynamic instance ID
uint32 m_unAccountID : 32; // unique account identifier
#else
uint32 m_unAccountID : 32; // unique account identifier
unsigned int m_unAccountInstance : 20; // dynamic instance ID
unsigned int m_EAccountType : 4; // type of account - can't show as EAccountType, due to signed / unsigned difference
EUniverse m_EUniverse : 8; // universe this account belongs to
#endif
} m_comp;
uint64 m_unAll64Bits;
} m_steamid;
};
inline bool CSteamID::IsValid() const
{
if ( m_steamid.m_comp.m_EAccountType <= k_EAccountTypeInvalid || m_steamid.m_comp.m_EAccountType >= k_EAccountTypeMax )
return false;
if ( m_steamid.m_comp.m_EUniverse <= k_EUniverseInvalid || m_steamid.m_comp.m_EUniverse >= k_EUniverseMax )
return false;
if ( m_steamid.m_comp.m_EAccountType == k_EAccountTypeIndividual )
{
if ( m_steamid.m_comp.m_unAccountID == 0 || m_steamid.m_comp.m_unAccountInstance > k_unSteamUserConsoleInstance )
return false;
}
if ( m_steamid.m_comp.m_EAccountType == k_EAccountTypeClan )
{
if ( m_steamid.m_comp.m_unAccountID == 0 || m_steamid.m_comp.m_unAccountInstance != 0 )
return false;
}
return true;
}
// generic invalid CSteamID
#define k_steamIDNil CSteamID()
// This steamID comes from a user game connection to an out of date GS that hasnt implemented the protocol
// to provide its steamID
#define k_steamIDOutofDateGS CSteamID( 0, 0, k_EUniverseInvalid, k_EAccountTypeInvalid )
// This steamID comes from a user game connection to an sv_lan GS
#define k_steamIDLanModeGS CSteamID( 0, 0, k_EUniversePublic, k_EAccountTypeInvalid )
// This steamID can come from a user game connection to a GS that has just booted but hasnt yet even initialized
// its steam3 component and started logging on.
#define k_steamIDNotInitYetGS CSteamID( 1, 0, k_EUniverseInvalid, k_EAccountTypeInvalid )
// This steamID can come from a user game connection to a GS that isn't using the steam authentication system but still
// wants to support the "Join Game" option in the friends list
#define k_steamIDNonSteamGS CSteamID( 2, 0, k_EUniverseInvalid, k_EAccountTypeInvalid )
#ifdef STEAM
// Returns the matching chat steamID, with the default instance of 0
// If the steamID passed in is already of type k_EAccountTypeChat it will be returned with the same instance
CSteamID ChatIDFromSteamID( const CSteamID &steamID );
// Returns the matching clan steamID, with the default instance of 0
// If the steamID passed in is already of type k_EAccountTypeClan it will be returned with the same instance
CSteamID ClanIDFromSteamID( const CSteamID &steamID );
// Asserts steamID type before conversion
CSteamID ChatIDFromClanID( const CSteamID &steamIDClan );
// Asserts steamID type before conversion
CSteamID ClanIDFromChatID( const CSteamID &steamIDChat );
#endif // _STEAM
//-----------------------------------------------------------------------------
// Purpose: encapsulates an appID/modID pair
//-----------------------------------------------------------------------------
class CGameID
{
public:
CGameID()
{
m_gameID.m_nType = k_EGameIDTypeApp;
m_gameID.m_nAppID = k_uAppIdInvalid;
m_gameID.m_nModID = 0;
}
explicit CGameID( uint64 ulGameID )
{
m_ulGameID = ulGameID;
}
explicit CGameID( int32 nAppID )
{
m_ulGameID = 0;
m_gameID.m_nAppID = nAppID;
}
explicit CGameID( uint32 nAppID )
{
m_ulGameID = 0;
m_gameID.m_nAppID = nAppID;
}
CGameID( uint32 nAppID, uint32 nModID )
{
m_ulGameID = 0;
m_gameID.m_nAppID = nAppID;
m_gameID.m_nModID = nModID;
m_gameID.m_nType = k_EGameIDTypeGameMod;
}
// Hidden functions used only by Steam
explicit CGameID( const char *pchGameID );
const char *Render() const; // render this Game ID to string
static const char *Render( uint64 ulGameID ); // static method to render a uint64 representation of a Game ID to a string
// must include checksum_crc.h first to get this functionality
#if defined( CHECKSUM_CRC_H )
CGameID( uint32 nAppID, const char *pchModPath )
{
m_ulGameID = 0;
m_gameID.m_nAppID = nAppID;
m_gameID.m_nType = k_EGameIDTypeGameMod;
char rgchModDir[MAX_PATH];
Q_FileBase( pchModPath, rgchModDir, sizeof( rgchModDir ) );
CRC32_t crc32;
CRC32_Init( &crc32 );
CRC32_ProcessBuffer( &crc32, rgchModDir, Q_strlen( rgchModDir ) );
CRC32_Final( &crc32 );
// set the high-bit on the mod-id
// reduces crc32 to 31bits, but lets us use the modID as a guaranteed unique
// replacement for appID's
m_gameID.m_nModID = crc32 | (0x80000000);
}
CGameID( const char *pchExePath, const char *pchAppName )
{
m_ulGameID = 0;
m_gameID.m_nAppID = k_uAppIdInvalid;
m_gameID.m_nType = k_EGameIDTypeShortcut;
CRC32_t crc32;
CRC32_Init( &crc32 );
CRC32_ProcessBuffer( &crc32, pchExePath, Q_strlen( pchExePath ) );
CRC32_ProcessBuffer( &crc32, pchAppName, Q_strlen( pchAppName ) );
CRC32_Final( &crc32 );
// set the high-bit on the mod-id
// reduces crc32 to 31bits, but lets us use the modID as a guaranteed unique
// replacement for appID's
m_gameID.m_nModID = crc32 | (0x80000000);
}
#if defined( VSTFILEID_H )
CGameID( VstFileID vstFileID )
{
m_ulGameID = 0;
m_gameID.m_nAppID = k_uAppIdInvalid;
m_gameID.m_nType = k_EGameIDTypeP2P;
CRC32_t crc32;
CRC32_Init( &crc32 );
const char *pchFileId = vstFileID.Render();
CRC32_ProcessBuffer( &crc32, pchFileId, Q_strlen( pchFileId ) );
CRC32_Final( &crc32 );
// set the high-bit on the mod-id
// reduces crc32 to 31bits, but lets us use the modID as a guaranteed unique
// replacement for appID's
m_gameID.m_nModID = crc32 | (0x80000000);
}
#endif /* VSTFILEID_H */
#endif /* CHECKSUM_CRC_H */
uint64 ToUint64() const
{
return m_ulGameID;
}
uint64 *GetUint64Ptr()
{
return &m_ulGameID;
}
void Set( uint64 ulGameID )
{
m_ulGameID = ulGameID;
}
bool IsMod() const
{
return ( m_gameID.m_nType == k_EGameIDTypeGameMod );
}
bool IsShortcut() const
{
return ( m_gameID.m_nType == k_EGameIDTypeShortcut );
}
bool IsP2PFile() const
{
return ( m_gameID.m_nType == k_EGameIDTypeP2P );
}
bool IsSteamApp() const
{
return ( m_gameID.m_nType == k_EGameIDTypeApp );
}
uint32 ModID() const
{
return m_gameID.m_nModID;
}
uint32 AppID() const
{
return m_gameID.m_nAppID;
}
bool operator == ( const CGameID &rhs ) const
{
return m_ulGameID == rhs.m_ulGameID;
}
bool operator != ( const CGameID &rhs ) const
{
return !(*this == rhs);
}
bool operator < ( const CGameID &rhs ) const
{
return ( m_ulGameID < rhs.m_ulGameID );
}
bool IsValid() const
{
// each type has it's own invalid fixed point:
switch( m_gameID.m_nType )
{
case k_EGameIDTypeApp:
return m_gameID.m_nAppID != k_uAppIdInvalid;
case k_EGameIDTypeGameMod:
return m_gameID.m_nAppID != k_uAppIdInvalid && m_gameID.m_nModID & 0x80000000;
case k_EGameIDTypeShortcut:
return (m_gameID.m_nModID & 0x80000000) != 0;
case k_EGameIDTypeP2P:
return m_gameID.m_nAppID == k_uAppIdInvalid && m_gameID.m_nModID & 0x80000000;
default:
#if defined(Assert)
Assert(false);
#endif
return false;
}
}
void Reset()
{
m_ulGameID = 0;
}
private:
enum EGameIDType
{
k_EGameIDTypeApp = 0,
k_EGameIDTypeGameMod = 1,
k_EGameIDTypeShortcut = 2,
k_EGameIDTypeP2P = 3,
};
struct GameID_t
{
#ifdef VALVE_BIG_ENDIAN
unsigned int m_nModID : 32;
unsigned int m_nType : 8;
unsigned int m_nAppID : 24;
#else
unsigned int m_nAppID : 24;
unsigned int m_nType : 8;
unsigned int m_nModID : 32;
#endif
};
union
{
uint64 m_ulGameID;
GameID_t m_gameID;
};
};
#pragma pack( pop )
const int k_cchGameExtraInfoMax = 64;
//-----------------------------------------------------------------------------
// Constants used for query ports.
//-----------------------------------------------------------------------------
#define QUERY_PORT_NOT_INITIALIZED 0xFFFF // We haven't asked the GS for this query port's actual value yet.
#define QUERY_PORT_ERROR 0xFFFE // We were unable to get the query port for this server.
//-----------------------------------------------------------------------------
// Purpose: Passed as argument to SteamAPI_UseBreakpadCrashHandler to enable optional callback
// just before minidump file is captured after a crash has occurred. (Allows app to append additional comment data to the dump, etc.)
//-----------------------------------------------------------------------------
typedef void (*PFNPreMinidumpCallback)(void *context);
//-----------------------------------------------------------------------------
// Purpose: Used by ICrashHandler interfaces to reference particular installed crash handlers
//-----------------------------------------------------------------------------
typedef void *BREAKPAD_HANDLE;
#define BREAKPAD_INVALID_HANDLE (BREAKPAD_HANDLE)0
#endif // STEAMCLIENTPUBLIC_H