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Diffstat (limited to 'lib/windows64/include/steam/isteamuser.h')
-rw-r--r-- | lib/windows64/include/steam/isteamuser.h | 355 |
1 files changed, 0 insertions, 355 deletions
diff --git a/lib/windows64/include/steam/isteamuser.h b/lib/windows64/include/steam/isteamuser.h deleted file mode 100644 index f97a057..0000000 --- a/lib/windows64/include/steam/isteamuser.h +++ /dev/null @@ -1,355 +0,0 @@ -//====== 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 ) - - -//----------------------------------------------------------------------------- -// 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 ) - CALL_RESULT( EncryptedAppTicketResponse_t ) - 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. - CALL_RESULT( StoreAuthURLResponse_t ) - virtual SteamAPICall_t RequestStoreAuthURL( const char *pchRedirectURL ) = 0; - - // gets whether the users phone number is verified - virtual bool BIsPhoneVerified() = 0; - - // gets whether the user has two factor enabled on their account - virtual bool BIsTwoFactorEnabled() = 0; - - // gets whether the users phone number is identifying - virtual bool BIsPhoneIdentifying() = 0; - - // gets whether the users phone number is awaiting (re)verification - virtual bool BIsPhoneRequiringVerification() = 0; - -}; - -#define STEAMUSER_INTERFACE_VERSION "SteamUser019" - - -// 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; - bool m_bStillRetrying; -}; - - -//----------------------------------------------------------------------------- -// 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 |