Yucom/lsteamclient/steamworks_sdk_116/isteamuser.h
2018-01-18 10:24:05 -06:00

306 lines
16 KiB
C++

//====== Copyright (c) 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
#pragma pack( push, 8 )
struct CallbackMsg_t
{
HSteamUser m_hSteamUser;
int m_iCallback;
uint8 *m_pubParam;
int m_cubParam;
};
#pragma pack( pop )
// 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 GetVoice() 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. GetVoice() should continue to be called until it returns
// k_eVoiceResultNotRecording
virtual void StopVoiceRecording( ) = 0;
// Determine the amount of captured audio data that is available in bytes.
// This provides both the compressed and uncompressed data. Please note that the uncompressed
// data is not the raw feed from the microphone: data may only be available if audible
// levels of speech are detected.
// nUncompressedVoiceDesiredSampleRate is necessary to know the number of bytes to return in pcbUncompressed - can be set to 0 if you don't need uncompressed (the usual case)
// If you're upgrading from an older Steamworks API, you'll want to pass in 11025 to nUncompressedVoiceDesiredSampleRate
virtual EVoiceResult GetAvailableVoice(uint32 *pcbCompressed, uint32 *pcbUncompressed, uint32 nUncompressedVoiceDesiredSampleRate) = 0;
// Gets the latest voice data from the microphone. Compressed data is an arbitrary format, and is meant to be handed back to
// DecompressVoice() for playback later as a binary blob. Uncompressed data is 16-bit, signed integer, 11025Hz PCM format.
// Please note that the uncompressed data is not the raw feed from the microphone: data may only be available if audible
// levels of speech are detected, and may have passed through denoising filters, etc.
// This function should be called as often as possible once recording has started; once per frame at least.
// nBytesWritten is set to the number of bytes written to pDestBuffer.
// nUncompressedBytesWritten is set to the number of bytes written to pUncompressedDestBuffer.
// You must grab both compressed and uncompressed here at the same time, if you want both.
// Matching data that is not read during this call will be thrown away.
// GetAvailableVoice() can be used to determine how much data is actually available.
// If you're upgrading from an older Steamworks API, you'll want to pass in 11025 to nUncompressedVoiceDesiredSampleRate
virtual EVoiceResult GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed, void *pUncompressedDestBuffer, uint32 cbUncompressedDestBufferSize, uint32 *nUncompressBytesWritten, uint32 nUncompressedVoiceDesiredSampleRate ) = 0;
// Decompresses a chunk of compressed data produced by GetVoice().
// nBytesWritten is set to the number of bytes written to pDestBuffer unless the return value is k_EVoiceResultBufferTooSmall.
// In that case, nBytesWritten is set to the size of the buffer required to decompress the given
// data. The suggested buffer size for the destination buffer is 22 kilobytes.
// The output format of the data is 16-bit signed at the requested samples per second.
// If you're upgrading from an older Steamworks API, you'll want to pass in 11025 to nDesiredSampleRate
virtual EVoiceResult DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, uint32 nDesiredSampleRate ) = 0;
// This returns the frequency of the voice data as it's stored internally; calling DecompressVoice() with this size will yield the best results
virtual uint32 GetVoiceOptimalSampleRate() = 0;
// Retrieve ticket to be sent to the entity who wishes to authenticate you.
// pcbTicket retrieves the length of the actual ticket.
virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
// Authenticate ticket 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 BeginAuthSession, 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;
// returns true if this users looks like they are behind a NAT device. Only valid once the user has connected to steam
// (i.e a SteamServersConnected_t has been issued) and may not catch all forms of NAT.
virtual bool BIsBehindNAT() = 0;
// set data to be replicated to friends so that they can join your game
// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
virtual void AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer ) = 0;
// Requests a ticket encrypted with an app specific shared key
// pDataToInclude, cbDataToInclude will be encrypted into the ticket
// ( This is asynchronous, you must wait for the ticket to be completed by the server )
virtual SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude ) = 0;
// retrieve a finished ticket
virtual bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
#ifdef _PS3
// Initiates PS3 Logon request using just PSN ticket.
//
// PARAMS: bInteractive - If set tells Steam to go ahead and show the PS3 NetStart dialog if needed to
// prompt the user for network setup/PSN logon before initiating the Steam side of the logon.
//
// Listen for SteamServersConnected_t or SteamServerConnectFailure_t for status. SteamServerConnectFailure_t
// may return with EResult k_EResultExternalAccountUnlinked if the PSN account is unknown to Steam. You should
// then call LogOnAndLinkSteamAccountToPSN() after prompting the user for credentials to establish a link.
// Future calls to LogOn() after the one time link call should succeed as long as the user is connected to PSN.
virtual void LogOn( bool bInteractive ) = 0;
// Initiates a request to logon with a specific steam username/password and create a PSN account link at
// the same time. Should call this only if LogOn() has failed and indicated the PSN account is unlinked.
//
// PARAMS: bInteractive - If set tells Steam to go ahead and show the PS3 NetStart dialog if needed to
// prompt the user for network setup/PSN logon before initiating the Steam side of the logon. pchUserName
// should be the users Steam username, and pchPassword should be the users Steam password.
//
// Listen for SteamServersConnected_t or SteamServerConnectFailure_t for status. SteamServerConnectFailure_t
// may return with EResult k_EResultOtherAccountAlreadyLinked if already linked to another account.
virtual void LogOnAndLinkSteamAccountToPSN( bool bInteractive, const char *pchUserName, const char *pchPassword ) = 0;
// Final logon option for PS3, this logs into an existing account if already linked, but if not already linked
// creates a new account using the info in the PSN ticket to generate a unique account name. The new account is
// then linked to the PSN ticket. This is the faster option for new users who don't have an existing Steam account
// to get into multiplayer.
//
// PARAMS: bInteractive - If set tells Steam to go ahead and show the PS3 NetStart dialog if needed to
// prompt the user for network setup/PSN logon before initiating the Steam side of the logon.
virtual void LogOnAndCreateNewSteamAccountIfNeeded( bool bInteractive ) = 0;
// Returns a special SteamID that represents the user's PSN information. Can be used to query the user's PSN avatar,
// online name, etc. through the standard Steamworks interfaces.
virtual CSteamID GetConsoleSteamID() = 0;
#endif
};
#define STEAMUSER_INTERFACE_VERSION "SteamUser016"
// callbacks
#pragma pack( push, 8 )
//-----------------------------------------------------------------------------
// 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 IPCFailure_t
{
enum { k_iCallback = k_iSteamUserCallbacks + 17 };
enum EFailureType
{
k_EFailureFlushedCallbackQueue,
k_EFailurePipeFail,
};
uint8 m_eFailureType;
};
//-----------------------------------------------------------------------------
// callback for BeginAuthSession
//-----------------------------------------------------------------------------
struct ValidateAuthTicketResponse_t
{
enum { k_iCallback = k_iSteamUserCallbacks + 43 };
CSteamID m_SteamID;
EAuthSessionResponse m_eAuthSessionResponse;
};
//-----------------------------------------------------------------------------
// Purpose: called when a user has responded to a microtransaction authorization request
//-----------------------------------------------------------------------------
struct MicroTxnAuthorizationResponse_t
{
enum { k_iCallback = k_iSteamUserCallbacks + 52 };
uint32 m_unAppID; // AppID for this microtransaction
uint64 m_ulOrderID; // OrderID provided for the microtransaction
uint8 m_bAuthorized; // if user authorized transaction
};
//-----------------------------------------------------------------------------
// Purpose: Result from RequestEncryptedAppTicket
//-----------------------------------------------------------------------------
struct EncryptedAppTicketResponse_t
{
enum { k_iCallback = k_iSteamUserCallbacks + 54 };
EResult m_eResult;
};
#pragma pack( pop )
#endif // ISTEAMUSER_H