Веб-сайт самохостера Lotigara

summaryrefslogtreecommitdiff
path: root/lib/windows64/include/steam/isteamuser.h
diff options
context:
space:
mode:
Diffstat (limited to 'lib/windows64/include/steam/isteamuser.h')
-rw-r--r--lib/windows64/include/steam/isteamuser.h355
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