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//====== 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
#if defined(VALVE_CALLBACK_PACK_SMALL)
#pragma pack(push, 4)
#elif defined(VALVE_CALLBACK_PACK_LARGE)
#pragma pack(push, 8)
#else
#error isteamclient.h must be included
#endif
struct 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;
// Trading Card badges data access
// if you only have one set of cards, the series will be 1
// the user has can have two different badges for a series; the regular (max
// level 5) and the foil (max level 1)
virtual int GetGameBadgeLevel(int nSeries, bool bFoil) = 0;
// gets the Steam Level of the user, as shown on their profile
virtual int GetPlayerSteamLevel() = 0;
// Requests a URL which authenticates an in-game browser for store
// check-out, and then redirects to the specified URL. As long as the
// in-game browser accepts and handles session cookies, Steam
// microtransaction checkout pages will automatically recognize the user
// instead of presenting a login page. The result of this API call will be a
// StoreAuthURLResponse_t callback. NOTE: The URL has a very short lifetime
// to prevent history-snooping attacks, so you should only call this API
// when you are about to launch the browser, or else immediately navigate to
// the result URL using a hidden browser window. NOTE 2: The resulting
// authorization cookie has an expiration time of one day, so it would be a
// good idea to request and visit a new auth URL every 12 hours.
virtual SteamAPICall_t RequestStoreAuthURL(const char *pchRedirectURL) = 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 "SteamUser018"
// callbacks
#if defined(VALVE_CALLBACK_PACK_SMALL)
#pragma pack(push, 4)
#elif defined(VALVE_CALLBACK_PACK_LARGE)
#pragma pack(push, 8)
#else
#error isteamclient.h must be included
#endif
//-----------------------------------------------------------------------------
// Purpose: called when 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;
};
//-----------------------------------------------------------------------------
// Purpose: Signaled whenever licenses change
//-----------------------------------------------------------------------------
struct LicensesUpdated_t {
enum { k_iCallback = k_iSteamUserCallbacks + 25 };
};
//-----------------------------------------------------------------------------
// callback for BeginAuthSession
//-----------------------------------------------------------------------------
struct ValidateAuthTicketResponse_t {
enum { k_iCallback = k_iSteamUserCallbacks + 43 };
CSteamID m_SteamID;
EAuthSessionResponse m_eAuthSessionResponse;
CSteamID m_OwnerSteamID; // different from m_SteamID if borrowed
};
//-----------------------------------------------------------------------------
// 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;
};
//-----------------------------------------------------------------------------
// callback for GetAuthSessionTicket
//-----------------------------------------------------------------------------
struct GetAuthSessionTicketResponse_t {
enum { k_iCallback = k_iSteamUserCallbacks + 63 };
HAuthTicket m_hAuthTicket;
EResult m_eResult;
};
//-----------------------------------------------------------------------------
// Purpose: sent to your game in response to a steam://gamewebcallback/ command
//-----------------------------------------------------------------------------
struct GameWebCallback_t {
enum { k_iCallback = k_iSteamUserCallbacks + 64 };
char m_szURL[256];
};
//-----------------------------------------------------------------------------
// Purpose: sent to your game in response to ISteamUser::RequestStoreAuthURL
//-----------------------------------------------------------------------------
struct StoreAuthURLResponse_t {
enum { k_iCallback = k_iSteamUserCallbacks + 65 };
char m_szURL[512];
};
#pragma pack(pop)
#endif // ISTEAMUSER_H