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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 )
- //-----------------------------------------------------------------------------
- // 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
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