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196 Commits
v2.0.3
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74
.clang-tidy
Normal file
74
.clang-tidy
Normal file
@@ -0,0 +1,74 @@
|
||||
---
|
||||
Checks: '-*,
|
||||
cppcoreguidelines-interfaces-global-init,
|
||||
cppcoreguidelines-narrowing-conversions,
|
||||
cppcoreguidelines-pro-type-member-init,
|
||||
cppcoreguidelines-pro-type-static-cast-downcast,
|
||||
cppcoreguidelines-slicing,
|
||||
google-default-arguments,
|
||||
google-explicit-constructor,
|
||||
google-runtime-operator,
|
||||
hicpp-exception-baseclass,
|
||||
hicpp-multiway-paths-covered,
|
||||
modernize-avoid-bind,
|
||||
modernize-concat-nested-namespaces,
|
||||
modernize-deprecated-headers,
|
||||
modernize-deprecated-ios-base-aliases,
|
||||
modernize-loop-convert,
|
||||
modernize-make-shared,
|
||||
modernize-make-unique,
|
||||
modernize-pass-by-value,
|
||||
modernize-raw-string-literal,
|
||||
modernize-redundant-void-arg,
|
||||
modernize-replace-auto-ptr,
|
||||
modernize-replace-disallow-copy-and-assign-macro,
|
||||
modernize-replace-random-shuffle,
|
||||
modernize-return-braced-init-list,
|
||||
modernize-shrink-to-fit,
|
||||
modernize-unary-static-assert,
|
||||
modernize-use-auto,
|
||||
modernize-use-bool-literals,
|
||||
modernize-use-emplace,
|
||||
modernize-use-equals-default,
|
||||
modernize-use-equals-delete,
|
||||
modernize-use-nodiscard,
|
||||
modernize-use-noexcept,
|
||||
modernize-use-nullptr,
|
||||
modernize-use-override,
|
||||
modernize-use-transparent-functors,
|
||||
modernize-use-uncaught-exceptions,
|
||||
mpi-buffer-deref,
|
||||
mpi-type-mismatch,
|
||||
openmp-use-default-none,
|
||||
performance-faster-string-find,
|
||||
performance-for-range-copy,
|
||||
performance-implicit-conversion-in-loop,
|
||||
performance-inefficient-algorithm,
|
||||
performance-inefficient-string-concatenation,
|
||||
performance-inefficient-vector-operation,
|
||||
performance-move-const-arg,
|
||||
performance-move-constructor-init,
|
||||
performance-no-automatic-move,
|
||||
performance-noexcept-move-constructor,
|
||||
performance-trivially-destructible,
|
||||
performance-type-promotion-in-math-fn,
|
||||
performance-unnecessary-copy-initialization,
|
||||
performance-unnecessary-value-param,
|
||||
portability-simd-intrinsics,
|
||||
bugprone-*,
|
||||
abseil-*,
|
||||
cert-*,
|
||||
objc-*,
|
||||
readability-*,
|
||||
clang-analyzer-*,
|
||||
misc-*,
|
||||
-readability-magic-numbers,
|
||||
-bugprone-easily-swappable-parameters,
|
||||
-readability-implicit-bool-conversion,
|
||||
-readability-identifier-length,
|
||||
-readability-named-parameter,
|
||||
-readability-function-cognitive-complexity,
|
||||
-*-include-cleaner,
|
||||
-*-lambda-function-name,
|
||||
-*-err58-cpp,
|
||||
-*-misplaced-const'
|
||||
522
.editorconfig
522
.editorconfig
@@ -1,522 +0,0 @@
|
||||
[*]
|
||||
charset = utf-8
|
||||
end_of_line = crlf
|
||||
indent_size = 4
|
||||
indent_style = space
|
||||
insert_final_newline = true
|
||||
max_line_length = 120
|
||||
tab_width = 4
|
||||
ij_continuation_indent_size = 8
|
||||
ij_formatter_off_tag = @formatter:off
|
||||
ij_formatter_on_tag = @formatter:on
|
||||
ij_formatter_tags_enabled = false
|
||||
ij_smart_tabs = false
|
||||
ij_visual_guides = none
|
||||
ij_wrap_on_typing = false
|
||||
|
||||
[.editorconfig]
|
||||
ij_editorconfig_align_group_field_declarations = false
|
||||
ij_editorconfig_space_after_colon = false
|
||||
ij_editorconfig_space_after_comma = true
|
||||
ij_editorconfig_space_before_colon = false
|
||||
ij_editorconfig_space_before_comma = false
|
||||
ij_editorconfig_spaces_around_assignment_operators = true
|
||||
|
||||
[{*.ant,*.fxml,*.icls,*.jhm,*.jnlp,*.jrxml,*.rng,*.tld,*.wsdl,*.xml,*.xsd,*.xsl,*.xslt,*.xul}]
|
||||
ij_xml_align_attributes = true
|
||||
ij_xml_align_text = false
|
||||
ij_xml_attribute_wrap = normal
|
||||
ij_xml_block_comment_add_space = false
|
||||
ij_xml_block_comment_at_first_column = true
|
||||
ij_xml_keep_blank_lines = 2
|
||||
ij_xml_keep_indents_on_empty_lines = false
|
||||
ij_xml_keep_line_breaks = true
|
||||
ij_xml_keep_line_breaks_in_text = true
|
||||
ij_xml_keep_whitespaces = false
|
||||
ij_xml_keep_whitespaces_around_cdata = preserve
|
||||
ij_xml_keep_whitespaces_inside_cdata = false
|
||||
ij_xml_line_comment_at_first_column = true
|
||||
ij_xml_space_after_tag_name = false
|
||||
ij_xml_space_around_equals_in_attribute = false
|
||||
ij_xml_space_inside_empty_tag = false
|
||||
ij_xml_text_wrap = normal
|
||||
|
||||
[{*.apinotes,*.yaml,*.yml,.clang-format,.clang-tidy,_clang-format}]
|
||||
indent_size = 2
|
||||
ij_yaml_align_values_properties = do_not_align
|
||||
ij_yaml_autoinsert_sequence_marker = true
|
||||
ij_yaml_block_mapping_on_new_line = false
|
||||
ij_yaml_indent_sequence_value = true
|
||||
ij_yaml_keep_indents_on_empty_lines = false
|
||||
ij_yaml_keep_line_breaks = true
|
||||
ij_yaml_sequence_on_new_line = false
|
||||
ij_yaml_space_before_colon = false
|
||||
ij_yaml_spaces_within_braces = true
|
||||
ij_yaml_spaces_within_brackets = true
|
||||
|
||||
[{*.bash,*.sh,*.zsh}]
|
||||
indent_size = 2
|
||||
tab_width = 2
|
||||
ij_shell_binary_ops_start_line = false
|
||||
ij_shell_keep_column_alignment_padding = false
|
||||
ij_shell_minify_program = false
|
||||
ij_shell_redirect_followed_by_space = false
|
||||
ij_shell_switch_cases_indented = false
|
||||
ij_shell_use_unix_line_separator = true
|
||||
|
||||
[{*.c,*.c++,*.cc,*.cp,*.cpp,*.cu,*.cuh,*.cxx,*.h,*.h++,*.hh,*.hp,*.hpp,*.hxx,*.i,*.icc,*.ii,*.inl,*.ino,*.ipp,*.m,*.mm,*.pch,*.tcc,*.tpp,version.gen.rc}]
|
||||
ij_visual_guides = 100
|
||||
ij_c_add_brief_tag = false
|
||||
ij_c_add_getter_prefix = true
|
||||
ij_c_add_setter_prefix = true
|
||||
ij_c_align_dictionary_pair_values = false
|
||||
ij_c_align_group_field_declarations = false
|
||||
ij_c_align_init_list_in_columns = true
|
||||
ij_c_align_multiline_array_initializer_expression = false
|
||||
ij_c_align_multiline_assignment = true
|
||||
ij_c_align_multiline_binary_operation = true
|
||||
ij_c_align_multiline_chained_methods = false
|
||||
ij_c_align_multiline_for = true
|
||||
ij_c_align_multiline_ternary_operation = true
|
||||
ij_c_array_initializer_comma_on_next_line = false
|
||||
ij_c_array_initializer_new_line_after_left_brace = false
|
||||
ij_c_array_initializer_right_brace_on_new_line = false
|
||||
ij_c_array_initializer_wrap = normal
|
||||
ij_c_assignment_wrap = off
|
||||
ij_c_binary_operation_sign_on_next_line = false
|
||||
ij_c_binary_operation_wrap = normal
|
||||
ij_c_blank_lines_after_class_header = 0
|
||||
ij_c_blank_lines_after_imports = 0
|
||||
ij_c_blank_lines_around_class = 1
|
||||
ij_c_blank_lines_around_field = 0
|
||||
ij_c_blank_lines_around_field_in_interface = 0
|
||||
ij_c_blank_lines_around_method = 1
|
||||
ij_c_blank_lines_around_method_in_interface = 1
|
||||
ij_c_blank_lines_around_namespace = 0
|
||||
ij_c_blank_lines_around_properties_in_declaration = 0
|
||||
ij_c_blank_lines_around_properties_in_interface = 0
|
||||
ij_c_blank_lines_before_imports = 0
|
||||
ij_c_blank_lines_before_method_body = 0
|
||||
ij_c_block_brace_placement = end_of_line
|
||||
ij_c_block_brace_style = end_of_line
|
||||
ij_c_block_comment_at_first_column = true
|
||||
ij_c_catch_on_new_line = false
|
||||
ij_c_class_brace_style = end_of_line
|
||||
ij_c_class_constructor_init_list_align_multiline = true
|
||||
ij_c_class_constructor_init_list_comma_on_next_line = false
|
||||
ij_c_class_constructor_init_list_new_line_after_colon = never
|
||||
ij_c_class_constructor_init_list_new_line_before_colon = if_long
|
||||
ij_c_class_constructor_init_list_wrap = normal
|
||||
ij_c_copy_is_deep = false
|
||||
ij_c_create_interface_for_categories = true
|
||||
ij_c_declare_generated_methods = true
|
||||
ij_c_description_include_member_names = true
|
||||
ij_c_discharged_short_ternary_operator = false
|
||||
ij_c_do_not_add_breaks = false
|
||||
ij_c_do_while_brace_force = never
|
||||
ij_c_else_on_new_line = false
|
||||
ij_c_enum_constants_comma_on_next_line = false
|
||||
ij_c_enum_constants_wrap = on_every_item
|
||||
ij_c_for_brace_force = never
|
||||
ij_c_for_statement_new_line_after_left_paren = false
|
||||
ij_c_for_statement_right_paren_on_new_line = false
|
||||
ij_c_for_statement_wrap = off
|
||||
ij_c_function_brace_placement = end_of_line
|
||||
ij_c_function_call_arguments_align_multiline = true
|
||||
ij_c_function_call_arguments_align_multiline_pars = false
|
||||
ij_c_function_call_arguments_comma_on_next_line = false
|
||||
ij_c_function_call_arguments_new_line_after_lpar = false
|
||||
ij_c_function_call_arguments_new_line_before_rpar = false
|
||||
ij_c_function_call_arguments_wrap = normal
|
||||
ij_c_function_non_top_after_return_type_wrap = normal
|
||||
ij_c_function_parameters_align_multiline = true
|
||||
ij_c_function_parameters_align_multiline_pars = false
|
||||
ij_c_function_parameters_comma_on_next_line = false
|
||||
ij_c_function_parameters_new_line_after_lpar = false
|
||||
ij_c_function_parameters_new_line_before_rpar = false
|
||||
ij_c_function_parameters_wrap = normal
|
||||
ij_c_function_top_after_return_type_wrap = normal
|
||||
ij_c_generate_additional_eq_operators = true
|
||||
ij_c_generate_additional_rel_operators = true
|
||||
ij_c_generate_class_constructor = true
|
||||
ij_c_generate_comparison_operators_use_std_tie = false
|
||||
ij_c_generate_instance_variables_for_properties = ask
|
||||
ij_c_generate_operators_as_members = true
|
||||
ij_c_header_guard_style_pattern = ${PROJECT_NAME}_${FILE_NAME}_${EXT}
|
||||
ij_c_if_brace_force = never
|
||||
ij_c_in_line_short_ternary_operator = true
|
||||
ij_c_indent_block_comment = true
|
||||
ij_c_indent_c_struct_members = 4
|
||||
ij_c_indent_case_from_switch = true
|
||||
ij_c_indent_class_members = 4
|
||||
ij_c_indent_directive_as_code = false
|
||||
ij_c_indent_implementation_members = 0
|
||||
ij_c_indent_inside_code_block = 4
|
||||
ij_c_indent_interface_members = 0
|
||||
ij_c_indent_interface_members_except_ivars_block = false
|
||||
ij_c_indent_namespace_members = 4
|
||||
ij_c_indent_preprocessor_directive = 0
|
||||
ij_c_indent_visibility_keywords = 0
|
||||
ij_c_insert_override = true
|
||||
ij_c_insert_virtual_with_override = false
|
||||
ij_c_introduce_auto_vars = false
|
||||
ij_c_introduce_const_params = false
|
||||
ij_c_introduce_const_vars = false
|
||||
ij_c_introduce_generate_property = false
|
||||
ij_c_introduce_generate_synthesize = true
|
||||
ij_c_introduce_globals_to_header = true
|
||||
ij_c_introduce_prop_to_private_category = false
|
||||
ij_c_introduce_static_consts = true
|
||||
ij_c_introduce_use_ns_types = false
|
||||
ij_c_ivars_prefix = _
|
||||
ij_c_keep_blank_lines_before_end = 2
|
||||
ij_c_keep_blank_lines_before_right_brace = 2
|
||||
ij_c_keep_blank_lines_in_code = 2
|
||||
ij_c_keep_blank_lines_in_declarations = 2
|
||||
ij_c_keep_case_expressions_in_one_line = false
|
||||
ij_c_keep_control_statement_in_one_line = true
|
||||
ij_c_keep_directive_at_first_column = true
|
||||
ij_c_keep_first_column_comment = true
|
||||
ij_c_keep_line_breaks = true
|
||||
ij_c_keep_nested_namespaces_in_one_line = false
|
||||
ij_c_keep_simple_blocks_in_one_line = true
|
||||
ij_c_keep_simple_methods_in_one_line = true
|
||||
ij_c_keep_structures_in_one_line = false
|
||||
ij_c_lambda_capture_list_align_multiline = false
|
||||
ij_c_lambda_capture_list_align_multiline_bracket = false
|
||||
ij_c_lambda_capture_list_comma_on_next_line = false
|
||||
ij_c_lambda_capture_list_new_line_after_lbracket = false
|
||||
ij_c_lambda_capture_list_new_line_before_rbracket = false
|
||||
ij_c_lambda_capture_list_wrap = off
|
||||
ij_c_line_comment_add_space = false
|
||||
ij_c_line_comment_at_first_column = true
|
||||
ij_c_method_brace_placement = end_of_line
|
||||
ij_c_method_call_arguments_align_by_colons = true
|
||||
ij_c_method_call_arguments_align_multiline = false
|
||||
ij_c_method_call_arguments_special_dictionary_pairs_treatment = true
|
||||
ij_c_method_call_arguments_wrap = off
|
||||
ij_c_method_call_chain_wrap = off
|
||||
ij_c_method_parameters_align_by_colons = true
|
||||
ij_c_method_parameters_align_multiline = false
|
||||
ij_c_method_parameters_wrap = off
|
||||
ij_c_namespace_brace_placement = end_of_line
|
||||
ij_c_parentheses_expression_new_line_after_left_paren = false
|
||||
ij_c_parentheses_expression_right_paren_on_new_line = false
|
||||
ij_c_place_assignment_sign_on_next_line = false
|
||||
ij_c_property_nonatomic = true
|
||||
ij_c_put_ivars_to_implementation = true
|
||||
ij_c_refactor_compatibility_aliases_and_classes = true
|
||||
ij_c_refactor_properties_and_ivars = true
|
||||
ij_c_release_style = ivar
|
||||
ij_c_retain_object_parameters_in_constructor = true
|
||||
ij_c_semicolon_after_method_signature = false
|
||||
ij_c_shift_operation_align_multiline = true
|
||||
ij_c_shift_operation_wrap = normal
|
||||
ij_c_show_non_virtual_functions = false
|
||||
ij_c_space_after_colon = true
|
||||
ij_c_space_after_colon_in_foreach = true
|
||||
ij_c_space_after_colon_in_selector = false
|
||||
ij_c_space_after_comma = true
|
||||
ij_c_space_after_cup_in_blocks = false
|
||||
ij_c_space_after_dictionary_literal_colon = true
|
||||
ij_c_space_after_for_semicolon = true
|
||||
ij_c_space_after_init_list_colon = true
|
||||
ij_c_space_after_method_parameter_type_parentheses = false
|
||||
ij_c_space_after_method_return_type_parentheses = false
|
||||
ij_c_space_after_pointer_in_declaration = true
|
||||
ij_c_space_after_quest = true
|
||||
ij_c_space_after_reference_in_declaration = false
|
||||
ij_c_space_after_reference_in_rvalue = false
|
||||
ij_c_space_after_structures_rbrace = true
|
||||
ij_c_space_after_superclass_colon = true
|
||||
ij_c_space_after_type_cast = true
|
||||
ij_c_space_after_visibility_sign_in_method_declaration = true
|
||||
ij_c_space_before_autorelease_pool_lbrace = true
|
||||
ij_c_space_before_catch_keyword = true
|
||||
ij_c_space_before_catch_left_brace = true
|
||||
ij_c_space_before_catch_parentheses = true
|
||||
ij_c_space_before_category_parentheses = true
|
||||
ij_c_space_before_chained_send_message = true
|
||||
ij_c_space_before_class_left_brace = true
|
||||
ij_c_space_before_colon = true
|
||||
ij_c_space_before_colon_in_foreach = false
|
||||
ij_c_space_before_comma = false
|
||||
ij_c_space_before_dictionary_literal_colon = false
|
||||
ij_c_space_before_do_left_brace = true
|
||||
ij_c_space_before_else_keyword = true
|
||||
ij_c_space_before_else_left_brace = true
|
||||
ij_c_space_before_for_left_brace = true
|
||||
ij_c_space_before_for_parentheses = true
|
||||
ij_c_space_before_for_semicolon = false
|
||||
ij_c_space_before_if_left_brace = true
|
||||
ij_c_space_before_if_parentheses = true
|
||||
ij_c_space_before_init_list = false
|
||||
ij_c_space_before_init_list_colon = true
|
||||
ij_c_space_before_method_call_parentheses = false
|
||||
ij_c_space_before_method_left_brace = true
|
||||
ij_c_space_before_method_parentheses = false
|
||||
ij_c_space_before_namespace_lbrace = true
|
||||
ij_c_space_before_pointer_in_declaration = false
|
||||
ij_c_space_before_property_attributes_parentheses = false
|
||||
ij_c_space_before_protocols_brackets = true
|
||||
ij_c_space_before_quest = true
|
||||
ij_c_space_before_reference_in_declaration = true
|
||||
ij_c_space_before_superclass_colon = true
|
||||
ij_c_space_before_switch_left_brace = true
|
||||
ij_c_space_before_switch_parentheses = true
|
||||
ij_c_space_before_template_call_lt = false
|
||||
ij_c_space_before_template_declaration_lt = false
|
||||
ij_c_space_before_try_left_brace = true
|
||||
ij_c_space_before_while_keyword = true
|
||||
ij_c_space_before_while_left_brace = true
|
||||
ij_c_space_before_while_parentheses = true
|
||||
ij_c_space_between_adjacent_brackets = false
|
||||
ij_c_space_between_operator_and_punctuator = false
|
||||
ij_c_space_within_empty_array_initializer_braces = false
|
||||
ij_c_spaces_around_additive_operators = true
|
||||
ij_c_spaces_around_assignment_operators = true
|
||||
ij_c_spaces_around_bitwise_operators = true
|
||||
ij_c_spaces_around_equality_operators = true
|
||||
ij_c_spaces_around_lambda_arrow = true
|
||||
ij_c_spaces_around_logical_operators = true
|
||||
ij_c_spaces_around_multiplicative_operators = true
|
||||
ij_c_spaces_around_pm_operators = false
|
||||
ij_c_spaces_around_relational_operators = true
|
||||
ij_c_spaces_around_shift_operators = true
|
||||
ij_c_spaces_around_unary_operator = false
|
||||
ij_c_spaces_within_array_initializer_braces = false
|
||||
ij_c_spaces_within_braces = true
|
||||
ij_c_spaces_within_brackets = false
|
||||
ij_c_spaces_within_cast_parentheses = false
|
||||
ij_c_spaces_within_catch_parentheses = false
|
||||
ij_c_spaces_within_category_parentheses = false
|
||||
ij_c_spaces_within_empty_braces = false
|
||||
ij_c_spaces_within_empty_function_call_parentheses = false
|
||||
ij_c_spaces_within_empty_function_declaration_parentheses = false
|
||||
ij_c_spaces_within_empty_lambda_capture_list_bracket = false
|
||||
ij_c_spaces_within_empty_template_call_ltgt = false
|
||||
ij_c_spaces_within_empty_template_declaration_ltgt = false
|
||||
ij_c_spaces_within_for_parentheses = false
|
||||
ij_c_spaces_within_function_call_parentheses = false
|
||||
ij_c_spaces_within_function_declaration_parentheses = false
|
||||
ij_c_spaces_within_if_parentheses = false
|
||||
ij_c_spaces_within_lambda_capture_list_bracket = false
|
||||
ij_c_spaces_within_method_parameter_type_parentheses = false
|
||||
ij_c_spaces_within_method_return_type_parentheses = false
|
||||
ij_c_spaces_within_parentheses = false
|
||||
ij_c_spaces_within_property_attributes_parentheses = false
|
||||
ij_c_spaces_within_protocols_brackets = false
|
||||
ij_c_spaces_within_send_message_brackets = false
|
||||
ij_c_spaces_within_structured_binding_list_bracket = false
|
||||
ij_c_spaces_within_switch_parentheses = false
|
||||
ij_c_spaces_within_template_call_ltgt = false
|
||||
ij_c_spaces_within_template_declaration_ltgt = false
|
||||
ij_c_spaces_within_template_double_gt = true
|
||||
ij_c_spaces_within_while_parentheses = false
|
||||
ij_c_special_else_if_treatment = true
|
||||
ij_c_structured_binding_list_align_multiline = false
|
||||
ij_c_structured_binding_list_align_multiline_bracket = false
|
||||
ij_c_structured_binding_list_comma_on_next_line = false
|
||||
ij_c_structured_binding_list_new_line_after_lbracket = false
|
||||
ij_c_structured_binding_list_new_line_before_rbracket = false
|
||||
ij_c_structured_binding_list_wrap = off
|
||||
ij_c_superclass_list_after_colon = never
|
||||
ij_c_superclass_list_align_multiline = true
|
||||
ij_c_superclass_list_before_colon = if_long
|
||||
ij_c_superclass_list_comma_on_next_line = false
|
||||
ij_c_superclass_list_wrap = on_every_item
|
||||
ij_c_tag_prefix_of_block_comment = at
|
||||
ij_c_tag_prefix_of_line_comment = back_slash
|
||||
ij_c_template_call_arguments_align_multiline = false
|
||||
ij_c_template_call_arguments_align_multiline_pars = false
|
||||
ij_c_template_call_arguments_comma_on_next_line = false
|
||||
ij_c_template_call_arguments_new_line_after_lt = false
|
||||
ij_c_template_call_arguments_new_line_before_gt = false
|
||||
ij_c_template_call_arguments_wrap = off
|
||||
ij_c_template_declaration_function_body_indent = false
|
||||
ij_c_template_declaration_function_wrap = split_into_lines
|
||||
ij_c_template_declaration_struct_body_indent = false
|
||||
ij_c_template_declaration_struct_wrap = split_into_lines
|
||||
ij_c_template_parameters_align_multiline = false
|
||||
ij_c_template_parameters_align_multiline_pars = false
|
||||
ij_c_template_parameters_comma_on_next_line = false
|
||||
ij_c_template_parameters_new_line_after_lt = false
|
||||
ij_c_template_parameters_new_line_before_gt = false
|
||||
ij_c_template_parameters_wrap = off
|
||||
ij_c_ternary_operation_signs_on_next_line = true
|
||||
ij_c_ternary_operation_wrap = normal
|
||||
ij_c_type_qualifiers_placement = before
|
||||
ij_c_use_modern_casts = true
|
||||
ij_c_use_setters_in_constructor = true
|
||||
ij_c_while_brace_force = never
|
||||
ij_c_while_on_new_line = false
|
||||
ij_c_wrap_property_declaration = off
|
||||
|
||||
[{*.cmake,CMakeLists.txt}]
|
||||
ij_cmake_align_multiline_parameters_in_calls = false
|
||||
ij_cmake_force_commands_case = 2
|
||||
ij_cmake_keep_blank_lines_in_code = 2
|
||||
ij_cmake_space_before_for_parentheses = true
|
||||
ij_cmake_space_before_if_parentheses = true
|
||||
ij_cmake_space_before_method_call_parentheses = false
|
||||
ij_cmake_space_before_method_parentheses = false
|
||||
ij_cmake_space_before_while_parentheses = true
|
||||
ij_cmake_spaces_within_for_parentheses = false
|
||||
ij_cmake_spaces_within_if_parentheses = false
|
||||
ij_cmake_spaces_within_method_call_parentheses = false
|
||||
ij_cmake_spaces_within_method_parentheses = false
|
||||
ij_cmake_spaces_within_while_parentheses = false
|
||||
|
||||
[{*.har,*.json,*.jsonc}]
|
||||
indent_size = 2
|
||||
ij_json_keep_blank_lines_in_code = 0
|
||||
ij_json_keep_indents_on_empty_lines = false
|
||||
ij_json_keep_line_breaks = true
|
||||
ij_json_space_after_colon = true
|
||||
ij_json_space_after_comma = true
|
||||
ij_json_space_before_colon = true
|
||||
ij_json_space_before_comma = false
|
||||
ij_json_spaces_within_braces = false
|
||||
ij_json_spaces_within_brackets = false
|
||||
ij_json_wrap_long_lines = false
|
||||
|
||||
[{*.htm,*.html,*.sht,*.shtm,*.shtml}]
|
||||
ij_html_add_new_line_before_tags = body,div,p,form,h1,h2,h3
|
||||
ij_html_align_attributes = true
|
||||
ij_html_align_text = false
|
||||
ij_html_attribute_wrap = normal
|
||||
ij_html_block_comment_add_space = false
|
||||
ij_html_block_comment_at_first_column = true
|
||||
ij_html_do_not_align_children_of_min_lines = 0
|
||||
ij_html_do_not_break_if_inline_tags = title,h1,h2,h3,h4,h5,h6,p
|
||||
ij_html_do_not_indent_children_of_tags = html,body,thead,tbody,tfoot
|
||||
ij_html_enforce_quotes = false
|
||||
ij_html_inline_tags = a,abbr,acronym,b,basefont,bdo,big,br,cite,cite,code,dfn,em,font,i,img,input,kbd,label,q,s,samp,select,small,span,strike,strong,sub,sup,textarea,tt,u,var
|
||||
ij_html_keep_blank_lines = 2
|
||||
ij_html_keep_indents_on_empty_lines = false
|
||||
ij_html_keep_line_breaks = true
|
||||
ij_html_keep_line_breaks_in_text = true
|
||||
ij_html_keep_whitespaces = false
|
||||
ij_html_keep_whitespaces_inside = span,pre,textarea
|
||||
ij_html_line_comment_at_first_column = true
|
||||
ij_html_new_line_after_last_attribute = never
|
||||
ij_html_new_line_before_first_attribute = never
|
||||
ij_html_quote_style = double
|
||||
ij_html_remove_new_line_before_tags = br
|
||||
ij_html_space_after_tag_name = false
|
||||
ij_html_space_around_equality_in_attribute = false
|
||||
ij_html_space_inside_empty_tag = false
|
||||
ij_html_text_wrap = normal
|
||||
|
||||
[{*.markdown,*.md}]
|
||||
ij_markdown_force_one_space_after_blockquote_symbol = true
|
||||
ij_markdown_force_one_space_after_header_symbol = true
|
||||
ij_markdown_force_one_space_after_list_bullet = true
|
||||
ij_markdown_force_one_space_between_words = true
|
||||
ij_markdown_insert_quote_arrows_on_wrap = true
|
||||
ij_markdown_keep_indents_on_empty_lines = false
|
||||
ij_markdown_keep_line_breaks_inside_text_blocks = true
|
||||
ij_markdown_max_lines_around_block_elements = 1
|
||||
ij_markdown_max_lines_around_header = 1
|
||||
ij_markdown_max_lines_between_paragraphs = 1
|
||||
ij_markdown_min_lines_around_block_elements = 1
|
||||
ij_markdown_min_lines_around_header = 1
|
||||
ij_markdown_min_lines_between_paragraphs = 1
|
||||
ij_markdown_wrap_text_if_long = true
|
||||
ij_markdown_wrap_text_inside_blockquotes = true
|
||||
|
||||
[{*.ps1,*.psd1,*.psm1,build_debug_32.ps1}]
|
||||
max_line_length = 115
|
||||
ij_powershell_align_multiline_binary_operation = false
|
||||
ij_powershell_align_multiline_chained_methods = false
|
||||
ij_powershell_align_multiline_for = true
|
||||
ij_powershell_align_multiline_parameters = true
|
||||
ij_powershell_align_multiline_parameters_in_calls = false
|
||||
ij_powershell_binary_operation_wrap = off
|
||||
ij_powershell_block_brace_style = next_line
|
||||
ij_powershell_call_parameters_new_line_after_left_paren = false
|
||||
ij_powershell_call_parameters_right_paren_on_new_line = false
|
||||
ij_powershell_call_parameters_wrap = off
|
||||
ij_powershell_catch_on_new_line = true
|
||||
ij_powershell_class_annotation_wrap = split_into_lines
|
||||
ij_powershell_class_brace_style = next_line
|
||||
ij_powershell_else_on_new_line = true
|
||||
ij_powershell_field_annotation_wrap = off
|
||||
ij_powershell_finally_on_new_line = true
|
||||
ij_powershell_for_statement_new_line_after_left_paren = false
|
||||
ij_powershell_for_statement_right_paren_on_new_line = false
|
||||
ij_powershell_for_statement_wrap = off
|
||||
ij_powershell_keep_blank_lines_in_code = 2
|
||||
ij_powershell_keep_first_column_comment = true
|
||||
ij_powershell_keep_line_breaks = true
|
||||
ij_powershell_keep_simple_blocks_in_one_line = false
|
||||
ij_powershell_keep_simple_classes_in_one_line = false
|
||||
ij_powershell_keep_simple_lambdas_in_one_line = true
|
||||
ij_powershell_keep_simple_methods_in_one_line = false
|
||||
ij_powershell_method_annotation_wrap = split_into_lines
|
||||
ij_powershell_method_brace_style = next_line
|
||||
ij_powershell_method_call_chain_wrap = off
|
||||
ij_powershell_method_parameters_new_line_after_left_paren = false
|
||||
ij_powershell_method_parameters_right_paren_on_new_line = false
|
||||
ij_powershell_method_parameters_wrap = off
|
||||
ij_powershell_parameter_annotation_wrap = off
|
||||
ij_powershell_parentheses_expression_new_line_after_left_paren = false
|
||||
ij_powershell_parentheses_expression_right_paren_on_new_line = false
|
||||
ij_powershell_space_after_colon = true
|
||||
ij_powershell_space_after_comma = true
|
||||
ij_powershell_space_after_for_semicolon = true
|
||||
ij_powershell_space_after_type_cast = false
|
||||
ij_powershell_space_before_annotation_parameter_list = false
|
||||
ij_powershell_space_before_array_initializer_left_brace = true
|
||||
ij_powershell_space_before_catch_keyword = true
|
||||
ij_powershell_space_before_catch_left_brace = true
|
||||
ij_powershell_space_before_class_left_brace = true
|
||||
ij_powershell_space_before_colon = true
|
||||
ij_powershell_space_before_comma = false
|
||||
ij_powershell_space_before_do_left_brace = true
|
||||
ij_powershell_space_before_else_keyword = true
|
||||
ij_powershell_space_before_else_left_brace = true
|
||||
ij_powershell_space_before_finally_keyword = true
|
||||
ij_powershell_space_before_finally_left_brace = true
|
||||
ij_powershell_space_before_for_left_brace = true
|
||||
ij_powershell_space_before_for_parentheses = true
|
||||
ij_powershell_space_before_for_semicolon = false
|
||||
ij_powershell_space_before_if_left_brace = true
|
||||
ij_powershell_space_before_if_parentheses = true
|
||||
ij_powershell_space_before_method_call_parentheses = false
|
||||
ij_powershell_space_before_method_left_brace = true
|
||||
ij_powershell_space_before_method_parentheses = false
|
||||
ij_powershell_space_before_switch_left_brace = true
|
||||
ij_powershell_space_before_switch_parentheses = true
|
||||
ij_powershell_space_before_try_left_brace = true
|
||||
ij_powershell_space_before_while_keyword = true
|
||||
ij_powershell_space_before_while_left_brace = true
|
||||
ij_powershell_space_before_while_parentheses = true
|
||||
ij_powershell_space_within_empty_method_call_parentheses = false
|
||||
ij_powershell_space_within_empty_method_parentheses = false
|
||||
ij_powershell_spaces_around_additive_operators = true
|
||||
ij_powershell_spaces_around_assignment_operators = true
|
||||
ij_powershell_spaces_around_bitwise_operators = true
|
||||
ij_powershell_spaces_around_logical_operators = true
|
||||
ij_powershell_spaces_around_method_ref_dbl_colon = false
|
||||
ij_powershell_spaces_around_multiplicative_operators = true
|
||||
ij_powershell_spaces_around_relational_operators = true
|
||||
ij_powershell_spaces_around_unary_operator = false
|
||||
ij_powershell_spaces_within_annotation_parentheses = false
|
||||
ij_powershell_spaces_within_braces = true
|
||||
ij_powershell_spaces_within_brackets = false
|
||||
ij_powershell_spaces_within_cast_parentheses = false
|
||||
ij_powershell_spaces_within_for_parentheses = false
|
||||
ij_powershell_spaces_within_if_parentheses = false
|
||||
ij_powershell_spaces_within_method_call_parentheses = false
|
||||
ij_powershell_spaces_within_method_parentheses = false
|
||||
ij_powershell_spaces_within_parentheses = false
|
||||
ij_powershell_spaces_within_switch_parentheses = false
|
||||
ij_powershell_spaces_within_while_parentheses = false
|
||||
ij_powershell_special_else_if_treatment = true
|
||||
ij_powershell_while_on_new_line = false
|
||||
ij_powershell_wrap_first_method_in_call_chain = false
|
||||
ij_powershell_wrap_long_lines = false
|
||||
|
||||
[{*.toml,Cargo.lock,Cargo.toml.orig,Gopkg.lock,Pipfile,poetry.lock}]
|
||||
ij_toml_keep_indents_on_empty_lines = false
|
||||
4
.gitattributes
vendored
Normal file
4
.gitattributes
vendored
Normal file
@@ -0,0 +1,4 @@
|
||||
* text eol=lf
|
||||
|
||||
*.dll binary
|
||||
*.so binary
|
||||
19
.github/workflows/ci.yml
vendored
19
.github/workflows/ci.yml
vendored
@@ -1,19 +0,0 @@
|
||||
name: Continuous Integration
|
||||
on: push
|
||||
|
||||
jobs:
|
||||
ci:
|
||||
name: CI
|
||||
uses: acidicoala/KoalaBox/.github/workflows/build-and-package.yml@acac7a4450414784f441dc55c52758f550f182ab
|
||||
permissions:
|
||||
contents: write
|
||||
with:
|
||||
modules: >-
|
||||
["SmokeAPI"]
|
||||
|
||||
zip_command: >
|
||||
zip -j $ZIP_NAME
|
||||
artifacts/*/*.dll
|
||||
res/SmokeAPI.config.json
|
||||
|
||||
config: Release
|
||||
11
.github/workflows/dev-build.yml
vendored
Normal file
11
.github/workflows/dev-build.yml
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
name: '🚧 Development Build'
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- '**' # This prevents dev builds on tag pushes
|
||||
|
||||
jobs:
|
||||
dev-build:
|
||||
name: '🚧 Development Build'
|
||||
uses: acidicoala/SmokeAPI/.github/workflows/matrix-build.yml@master
|
||||
18
.github/workflows/matrix-build.yml
vendored
Normal file
18
.github/workflows/matrix-build.yml
vendored
Normal file
@@ -0,0 +1,18 @@
|
||||
name: Matrix Build
|
||||
|
||||
on:
|
||||
workflow_call:
|
||||
|
||||
jobs:
|
||||
build:
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
os: [ Linux, Windows ]
|
||||
bitness: [ 32, 64 ]
|
||||
|
||||
uses: acidicoala/KoalaBox/.github/workflows/build-cmake.yml@master
|
||||
with:
|
||||
module: SmokeAPI
|
||||
os: ${{ matrix.os }}
|
||||
bitness: ${{ matrix.bitness }}
|
||||
20
.github/workflows/tag-release.yml
vendored
Normal file
20
.github/workflows/tag-release.yml
vendored
Normal file
@@ -0,0 +1,20 @@
|
||||
name: '🏷️ Tag Release'
|
||||
|
||||
on:
|
||||
push:
|
||||
tags:
|
||||
- '*'
|
||||
|
||||
jobs:
|
||||
build-binaries:
|
||||
name: '🏗️ Build Binaries'
|
||||
uses: acidicoala/SmokeAPI/.github/workflows/matrix-build.yml@master
|
||||
|
||||
create-release:
|
||||
name: '📦 Create Release'
|
||||
uses: acidicoala/KoalaBox/.github/workflows/create-release.yml@master
|
||||
needs: build-binaries
|
||||
with:
|
||||
zip_files: >
|
||||
res/README.txt
|
||||
res/SmokeAPI.config.json
|
||||
2
.gitignore
vendored
2
.gitignore
vendored
@@ -1 +1 @@
|
||||
/build
|
||||
/build
|
||||
|
||||
2
.gitmodules
vendored
2
.gitmodules
vendored
@@ -1,3 +1,3 @@
|
||||
[submodule "KoalaBox"]
|
||||
path = KoalaBox
|
||||
url = ../../acidicoala/KoalaBox.git
|
||||
url = ../KoalaBox.git
|
||||
|
||||
1
.idea/.gitignore
generated
vendored
1
.idea/.gitignore
generated
vendored
@@ -4,3 +4,4 @@
|
||||
# Editor-based HTTP Client requests
|
||||
/httpRequests/
|
||||
vcs.xml
|
||||
/editor.xml
|
||||
2
.idea/SmokeAPI.iml
generated
2
.idea/SmokeAPI.iml
generated
@@ -1,2 +1,2 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<module classpath="CMake" type="CPP_MODULE" version="4" />
|
||||
<module classpath="CIDR" type="CPP_MODULE" version="4" />
|
||||
4
.idea/cmake.xml
generated
4
.idea/cmake.xml
generated
@@ -2,8 +2,8 @@
|
||||
<project version="4">
|
||||
<component name="CMakeSharedSettings">
|
||||
<configurations>
|
||||
<configuration PROFILE_NAME="Debug [32] (Template: copy and set the 32-bit toolchain)" ENABLED="false" GENERATION_DIR="build/32" CONFIG_NAME="Debug" GENERATION_OPTIONS="-G "Visual Studio 17 2022" -A Win32" />
|
||||
<configuration PROFILE_NAME="Debug [64] (Template: copy and set the 64-bit toolchain)" ENABLED="false" GENERATION_DIR="build/64" CONFIG_NAME="Debug" GENERATION_OPTIONS="-G "Visual Studio 17 2022" -A x64" />
|
||||
<configuration PROFILE_NAME="Debug [32] (Template: copy and set the 32-bit toolchain)" ENABLED="false" GENERATION_DIR="build/32-debug" CONFIG_NAME="Debug" GENERATION_OPTIONS="-G "Visual Studio 17 2022" -A Win32 -DCMAKE_BUILD_TYPE=Debug" />
|
||||
<configuration PROFILE_NAME="Debug [64] (Template: copy and set the 64-bit toolchain)" ENABLED="false" GENERATION_DIR="build/64-debug" CONFIG_NAME="Debug" GENERATION_OPTIONS="-G "Visual Studio 17 2022" -A x64 -DCMAKE_BUILD_TYPE=Debug" />
|
||||
</configurations>
|
||||
</component>
|
||||
</project>
|
||||
72
.idea/codeStyles/Project.xml
generated
72
.idea/codeStyles/Project.xml
generated
@@ -1,5 +1,6 @@
|
||||
<component name="ProjectCodeStyleConfiguration">
|
||||
<code_scheme name="Project" version="173">
|
||||
<option name="AUTODETECT_INDENTS" value="false" />
|
||||
<Markdown>
|
||||
<option name="MAX_LINES_AROUND_HEADER" value="0" />
|
||||
<option name="MAX_LINES_AROUND_BLOCK_ELEMENTS" value="0" />
|
||||
@@ -16,29 +17,82 @@
|
||||
<option name="SPACE_AFTER_REFERENCE_IN_DECLARATION" value="true" />
|
||||
<option name="SPACE_BETWEEN_ADJACENT_BRACKETS" value="true" />
|
||||
</Objective-C>
|
||||
<RiderCodeStyleSettings>
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppClangFormat/EnableClangFormatSupport/@EntryValue" value="false" type="bool" />
|
||||
<option name="/Default/CodeStyle/EditorConfig/EnableClangFormatSupport/@EntryValue" value="false" type="bool" />
|
||||
<option name="/Default/CodeStyle/CppIncludeDirective/SortIncludeDirectives/@EntryValue" value="true" type="bool" />
|
||||
<option name="/Default/CodeStyle/CppPreferForwardDeclaration/PreferForwardDeclarations/@EntryValue" value="false" type="bool" />
|
||||
<option name="/Default/CodeStyle/CppIncludeDirective/UseRelativePaths/@EntryValue" value="Never" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppCodeStyle/CVQualifiersOrder/@EntryValue" value="VolatileConst" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppCodeStyle/SortDefinitions/@EntryValue" value="true" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppCodeStyle/BracesInIfStatement/@EntryValue" value="Required" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppCodeStyle/BracesInForStatement/@EntryValue" value="Required" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppCodeStyle/BracesInWhileStatement/@EntryValue" value="Required" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/NAMESPACE_DECLARATION_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/EXPORT_DECLARATION_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/TYPE_DECLARATION_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INVOCABLE_DECLARATION_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ANONYMOUS_METHOD_DECLARATION_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/CASE_BLOCK_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/REQUIRES_EXPRESSION_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/OTHER_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/EMPTY_BLOCK_STYLE/@EntryValue" value="TOGETHER" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALLOW_COMMENT_AFTER_LBRACE/@EntryValue" value="true" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/KEEP_BLANK_LINES_IN_DECLARATIONS/@EntryValue" value="1" type="long" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/KEEP_BLANK_LINES_IN_CODE/@EntryValue" value="1" type="long" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/PLACE_ELSE_ON_NEW_LINE/@EntryValue" value="false" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/PLACE_WHILE_ON_NEW_LINE/@EntryValue" value="false" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/PLACE_CATCH_ON_NEW_LINE/@EntryValue" value="false" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SIMPLE_EMBEDDED_STATEMENT_STYLE/@EntryValue" value="LINE_BREAK" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/FUNCTION_DEFINITION_RETURN_TYPE_STYLE/@EntryValue" value="ON_SINGLE_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/TOPLEVEL_FUNCTION_DEFINITION_RETURN_TYPE_STYLE/@EntryValue" value="ON_SINGLE_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/FUNCTION_DECLARATION_RETURN_TYPE_STYLE/@EntryValue" value="ON_SINGLE_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/TOPLEVEL_FUNCTION_DECLARATION_RETURN_TYPE_STYLE/@EntryValue" value="ON_SINGLE_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/MEMBER_INITIALIZER_LIST_STYLE/@EntryValue" value="ON_SINGLE_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/LINE_BREAK_AFTER_COLON_IN_MEMBER_INITIALIZER_LISTS/@EntryValue" value="ON_SINGLE_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/LINE_BREAK_BEFORE_DEREF_IN_TRAILING_RETURN_TYPES/@EntryValue" value="ON_SINGLE_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/LINE_BREAK_AFTER_DEREF_IN_TRAILING_RETURN_TYPES/@EntryValue" value="ON_SINGLE_LINE" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/LINE_BREAK_BEFORE_FUNCTION_TRY_BLOCK/@EntryValue" value="LINE_BREAK" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/LINE_BREAK_AFTER_COMMA_IN_MEMBER_INITIALIZER_LISTS/@EntryValue" value="true" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_LIMIT/@EntryValue" value="100" type="long" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BRACED_INIT_LIST_STYLE/@EntryValue" value="CHOP_IF_LONG" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BASE_CLAUSE_STYLE/@EntryValue" value="CHOP_IF_LONG" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_CTOR_INITIALIZER_STYLE/@EntryValue" value="CHOP_IF_LONG" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_PARAMETERS_STYLE/@EntryValue" value="CHOP_IF_LONG" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_DECLARATION_LPAR/@EntryValue" value="true" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_DECLARATION_RPAR/@EntryValue" value="true" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_ARGUMENTS_STYLE/@EntryValue" value="CHOP_IF_LONG" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_INVOCATION_LPAR/@EntryValue" value="true" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_INVOCATION_RPAR/@EntryValue" value="true" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_TEMPLATE_PARAMS/@EntryValue" value="false" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_STATEMENT_PARENTHESES/@EntryValue" value="false" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_CAST_EXPRESSION_PARENTHESES/@EntryValue" value="true" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/USE_CONTINUOUS_LINE_INDENT_IN_EXPRESSION_BRACES/@EntryValue" value="true" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/LINKAGE_SPECIFICATION_INDENTATION/@EntryValue" value="All" type="string" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_EXPRESSION_BRACES/@EntryValue" value="true" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/OUTDENT_COMMAS/@EntryValue" value="true" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_BINARY_EXPRESSIONS_CHAIN/@EntryValue" value="true" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INT_ALIGN_ENUM_INITIALIZERS/@EntryValue" value="true" type="bool" />
|
||||
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INT_ALIGN_BITFIELD_SIZES/@EntryValue" value="true" type="bool" />
|
||||
</RiderCodeStyleSettings>
|
||||
<editorconfig>
|
||||
<option name="ENABLED" value="false" />
|
||||
</editorconfig>
|
||||
<files>
|
||||
<extensions>
|
||||
<pair source="cpp" header="hpp" fileNamingConvention="SNAKE_CASE" />
|
||||
<pair source="c" header="h" fileNamingConvention="NONE" />
|
||||
<pair source="cu" header="cuh" fileNamingConvention="NONE" />
|
||||
<pair source="c" header="h" fileNamingConvention="SNAKE_CASE" />
|
||||
</extensions>
|
||||
</files>
|
||||
<codeStyleSettings language="CMake">
|
||||
<option name="SPACE_BEFORE_IF_PARENTHESES" value="false" />
|
||||
<option name="SPACE_BEFORE_WHILE_PARENTHESES" value="false" />
|
||||
<option name="SPACE_BEFORE_FOR_PARENTHESES" value="false" />
|
||||
<indentOptions>
|
||||
<option name="CONTINUATION_INDENT_SIZE" value="4" />
|
||||
</indentOptions>
|
||||
</codeStyleSettings>
|
||||
<codeStyleSettings language="ObjectiveC">
|
||||
<option name="KEEP_FIRST_COLUMN_COMMENT" value="false" />
|
||||
<option name="BLANK_LINES_BEFORE_IMPORTS" value="0" />
|
||||
<option name="BLANK_LINES_AFTER_IMPORTS" value="0" />
|
||||
<option name="BLANK_LINES_AROUND_CLASS" value="0" />
|
||||
<option name="BLANK_LINES_AROUND_METHOD" value="0" />
|
||||
<option name="BLANK_LINES_AROUND_METHOD_IN_INTERFACE" value="0" />
|
||||
<option name="IF_BRACE_FORCE" value="3" />
|
||||
<option name="SOFT_MARGINS" value="120" />
|
||||
<indentOptions>
|
||||
<option name="CONTINUATION_INDENT_SIZE" value="4" />
|
||||
|
||||
2
.idea/codeStyles/codeStyleConfig.xml
generated
2
.idea/codeStyles/codeStyleConfig.xml
generated
@@ -1,5 +1,5 @@
|
||||
<component name="ProjectCodeStyleConfiguration">
|
||||
<state>
|
||||
<option name="USE_PER_PROJECT_SETTINGS" value="true" />
|
||||
<option name="PREFERRED_PROJECT_CODE_STYLE" value="acidicoala" />
|
||||
</state>
|
||||
</component>
|
||||
43
.idea/dictionaries/project.xml
generated
Normal file
43
.idea/dictionaries/project.xml
generated
Normal file
@@ -0,0 +1,43 @@
|
||||
<component name="ProjectDictionaryState">
|
||||
<dictionary name="project">
|
||||
<words>
|
||||
<w>abcdefghijklmnopqrstuvwxyz</w>
|
||||
<w>acidicoala</w>
|
||||
<w>ajaxgetdlclist</w>
|
||||
<w>cstring</w>
|
||||
<w>dlmopen</w>
|
||||
<w>dlopen</w>
|
||||
<w>dlsym</w>
|
||||
<w>dynsym</w>
|
||||
<w>elfio</w>
|
||||
<w>endfor</w>
|
||||
<w>ghcr</w>
|
||||
<w>indicies</w>
|
||||
<w>inja</w>
|
||||
<w>inlinentd</w>
|
||||
<w>isteamapps</w>
|
||||
<w>isteamclient</w>
|
||||
<w>isteaminventory</w>
|
||||
<w>isteamuser</w>
|
||||
<w>koalabox</w>
|
||||
<w>koality</w>
|
||||
<w>koaloader</w>
|
||||
<w>libgtk</w>
|
||||
<w>libsteam</w>
|
||||
<w>memcpy</w>
|
||||
<w>movabs</w>
|
||||
<w>movl</w>
|
||||
<w>peparse</w>
|
||||
<w>phnt</w>
|
||||
<w>polyhook</w>
|
||||
<w>rtld</w>
|
||||
<w>simplecpp</w>
|
||||
<w>steamapi</w>
|
||||
<w>steamapps</w>
|
||||
<w>steamclient</w>
|
||||
<w>winhttp</w>
|
||||
<w>winmm</w>
|
||||
<w>wstr</w>
|
||||
</words>
|
||||
</dictionary>
|
||||
</component>
|
||||
2
.idea/inspectionProfiles/Project_Default.xml
generated
2
.idea/inspectionProfiles/Project_Default.xml
generated
@@ -5,5 +5,7 @@
|
||||
<option name="clangTidyChecks" value="-*,cppcoreguidelines-interfaces-global-init,cppcoreguidelines-narrowing-conversions,cppcoreguidelines-pro-type-member-init,cppcoreguidelines-pro-type-static-cast-downcast,cppcoreguidelines-slicing,google-default-arguments,google-explicit-constructor,google-runtime-operator,hicpp-exception-baseclass,hicpp-multiway-paths-covered,modernize-avoid-bind,modernize-concat-nested-namespaces,modernize-deprecated-headers,modernize-deprecated-ios-base-aliases,modernize-loop-convert,modernize-make-shared,modernize-make-unique,modernize-pass-by-value,modernize-raw-string-literal,modernize-redundant-void-arg,modernize-replace-auto-ptr,modernize-replace-disallow-copy-and-assign-macro,modernize-replace-random-shuffle,modernize-return-braced-init-list,modernize-shrink-to-fit,modernize-unary-static-assert,modernize-use-auto,modernize-use-bool-literals,modernize-use-emplace,modernize-use-equals-default,modernize-use-equals-delete,modernize-use-nodiscard,modernize-use-noexcept,modernize-use-nullptr,modernize-use-override,modernize-use-transparent-functors,modernize-use-uncaught-exceptions,mpi-buffer-deref,mpi-type-mismatch,openmp-use-default-none,performance-faster-string-find,performance-for-range-copy,performance-implicit-conversion-in-loop,performance-inefficient-algorithm,performance-inefficient-string-concatenation,performance-inefficient-vector-operation,performance-move-const-arg,performance-move-constructor-init,performance-no-automatic-move,performance-noexcept-move-constructor,performance-trivially-destructible,performance-type-promotion-in-math-fn,performance-unnecessary-copy-initialization,performance-unnecessary-value-param,portability-simd-intrinsics,bugprone-*,abseil-*,cert-*,objc-*,readability-*,clang-analyzer-*,misc-*,-readability-magic-numbers,-bugprone-easily-swappable-parameters,-readability-implicit-bool-conversion,-readability-identifier-length,-readability-named-parameter,-readability-function-cognitive-complexity" />
|
||||
</inspection_tool>
|
||||
<inspection_tool class="ConstantFunctionResult" enabled="true" level="INFORMATION" enabled_by_default="true" editorAttributes="INFORMATION_ATTRIBUTES" />
|
||||
<inspection_tool class="CppDFAConstantParameter" enabled="true" level="WEAK WARNING" enabled_by_default="true" editorAttributes="INFO_ATTRIBUTES" />
|
||||
<inspection_tool class="CppRedundantParentheses" enabled="false" level="HINT" enabled_by_default="false" />
|
||||
</profile>
|
||||
</component>
|
||||
7
.idea/inspectionProfiles/profiles_settings.xml
generated
Normal file
7
.idea/inspectionProfiles/profiles_settings.xml
generated
Normal file
@@ -0,0 +1,7 @@
|
||||
<component name="InspectionProjectProfileManager">
|
||||
<settings>
|
||||
<option name="PROJECT_PROFILE" value="acidicoala" />
|
||||
<option name="USE_PROJECT_PROFILE" value="false" />
|
||||
<version value="1.0" />
|
||||
</settings>
|
||||
</component>
|
||||
5
.idea/misc.xml
generated
5
.idea/misc.xml
generated
@@ -1,5 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="CMakePythonSetting">
|
||||
<option name="pythonIntegrationState" value="NO" />
|
||||
</component>
|
||||
<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$" />
|
||||
<component name="CidrRootsConfiguration">
|
||||
<libraryRoots>
|
||||
@@ -7,6 +10,7 @@
|
||||
</libraryRoots>
|
||||
<excludeRoots>
|
||||
<file path="$PROJECT_DIR$/build" />
|
||||
<file path="$PROJECT_DIR$/res/steamworks" />
|
||||
<file path="$PROJECT_DIR$/sdk" />
|
||||
<file path="$PROJECT_DIR$/vcpkg" />
|
||||
</excludeRoots>
|
||||
@@ -16,4 +20,5 @@
|
||||
<option name="useRustfmt" value="true" />
|
||||
<option name="version" value="2" />
|
||||
</component>
|
||||
<component name="WestSettings"><![CDATA[{}]]></component>
|
||||
</project>
|
||||
7
.idea/runConfigurations/linux_exports_generator__32_.xml
generated
Normal file
7
.idea/runConfigurations/linux_exports_generator__32_.xml
generated
Normal file
@@ -0,0 +1,7 @@
|
||||
<component name="ProjectRunConfigurationManager">
|
||||
<configuration default="false" name="linux_exports_generator [32]" type="CMakeRunConfiguration" factoryName="Application" PROGRAM_PARAMS="--input_libs_glob $ProjectFileDir$/res/steamworks/*/binaries/linux32/libsteam_api.so --output_path $ProjectFileDir$/src/generated/32/proxy_exports" REDIRECT_INPUT="false" ELEVATE="false" USE_EXTERNAL_CONSOLE="false" EMULATE_TERMINAL="false" PASS_PARENT_ENVS_2="true" PROJECT_NAME="SmokeAPI" TARGET_NAME="linux_exports_generator" CONFIG_NAME="Debug [64]" RUN_TARGET_PROJECT_NAME="SmokeAPI" RUN_TARGET_NAME="linux_exports_generator">
|
||||
<method v="2">
|
||||
<option name="com.jetbrains.cidr.execution.CidrBuildBeforeRunTaskProvider$BuildBeforeRunTask" enabled="true" />
|
||||
</method>
|
||||
</configuration>
|
||||
</component>
|
||||
7
.idea/runConfigurations/linux_exports_generator__64_.xml
generated
Normal file
7
.idea/runConfigurations/linux_exports_generator__64_.xml
generated
Normal file
@@ -0,0 +1,7 @@
|
||||
<component name="ProjectRunConfigurationManager">
|
||||
<configuration default="false" name="linux_exports_generator [64]" type="CMakeRunConfiguration" factoryName="Application" PROGRAM_PARAMS="--input_libs_glob $ProjectFileDir$/res/steamworks/*/binaries/linux64/libsteam_api.so --output_path $ProjectFileDir$/src/generated/64/proxy_exports" REDIRECT_INPUT="false" ELEVATE="false" USE_EXTERNAL_CONSOLE="false" EMULATE_TERMINAL="false" PASS_PARENT_ENVS_2="true" PROJECT_NAME="SmokeAPI" TARGET_NAME="linux_exports_generator" CONFIG_NAME="Debug [64]" RUN_TARGET_PROJECT_NAME="SmokeAPI" RUN_TARGET_NAME="linux_exports_generator">
|
||||
<method v="2">
|
||||
<option name="com.jetbrains.cidr.execution.CidrBuildBeforeRunTaskProvider$BuildBeforeRunTask" enabled="true" />
|
||||
</method>
|
||||
</configuration>
|
||||
</component>
|
||||
7
.idea/runConfigurations/steamworks_downloader__prompt_.xml
generated
Normal file
7
.idea/runConfigurations/steamworks_downloader__prompt_.xml
generated
Normal file
@@ -0,0 +1,7 @@
|
||||
<component name="ProjectRunConfigurationManager">
|
||||
<configuration default="false" name="steamworks_downloader [prompt]" type="CMakeRunConfiguration" factoryName="Application" PROGRAM_PARAMS="$Prompt$" REDIRECT_INPUT="false" ELEVATE="false" USE_EXTERNAL_CONSOLE="false" EMULATE_TERMINAL="false" WORKING_DIR="file://$ProjectFileDir$/res" PASS_PARENT_ENVS_2="true" PROJECT_NAME="SmokeAPI" TARGET_NAME="steamworks_downloader" CONFIG_NAME="Debug [64]" RUN_TARGET_PROJECT_NAME="SmokeAPI" RUN_TARGET_NAME="steamworks_downloader">
|
||||
<method v="2">
|
||||
<option name="com.jetbrains.cidr.execution.CidrBuildBeforeRunTaskProvider$BuildBeforeRunTask" enabled="true" />
|
||||
</method>
|
||||
</configuration>
|
||||
</component>
|
||||
7
.idea/runConfigurations/steamworks_parser.xml
generated
Normal file
7
.idea/runConfigurations/steamworks_parser.xml
generated
Normal file
@@ -0,0 +1,7 @@
|
||||
<component name="ProjectRunConfigurationManager">
|
||||
<configuration default="false" name="steamworks_parser" type="CMakeRunConfiguration" factoryName="Application" REDIRECT_INPUT="false" ELEVATE="false" USE_EXTERNAL_CONSOLE="false" EMULATE_TERMINAL="false" WORKING_DIR="file://$ProjectFileDir$/res/" PASS_PARENT_ENVS_2="true" PROJECT_NAME="SmokeAPI" TARGET_NAME="steamworks_parser" CONFIG_NAME="Debug [64]" RUN_TARGET_PROJECT_NAME="SmokeAPI" RUN_TARGET_NAME="steamworks_parser">
|
||||
<method v="2">
|
||||
<option name="com.jetbrains.cidr.execution.CidrBuildBeforeRunTaskProvider$BuildBeforeRunTask" enabled="true" />
|
||||
</method>
|
||||
</configuration>
|
||||
</component>
|
||||
7
.idea/runConfigurations/sync.xml
generated
Normal file
7
.idea/runConfigurations/sync.xml
generated
Normal file
@@ -0,0 +1,7 @@
|
||||
<component name="ProjectRunConfigurationManager">
|
||||
<configuration default="false" name="sync" type="CMakeRunConfiguration" factoryName="Application" REDIRECT_INPUT="false" ELEVATE="false" USE_EXTERNAL_CONSOLE="false" EMULATE_TERMINAL="false" WORKING_DIR="file://$ProjectFileDir$" PASS_PARENT_ENVS_2="true" PROJECT_NAME="SmokeAPI" TARGET_NAME="sync" CONFIG_NAME="Debug [64]" RUN_TARGET_PROJECT_NAME="SmokeAPI" RUN_TARGET_NAME="sync">
|
||||
<method v="2">
|
||||
<option name="com.jetbrains.cidr.execution.CidrBuildBeforeRunTaskProvider$BuildBeforeRunTask" enabled="true" />
|
||||
</method>
|
||||
</configuration>
|
||||
</component>
|
||||
7
.idea/runConfigurations/windows_exports_generator__64_.xml
generated
Normal file
7
.idea/runConfigurations/windows_exports_generator__64_.xml
generated
Normal file
@@ -0,0 +1,7 @@
|
||||
<component name="ProjectRunConfigurationManager">
|
||||
<configuration default="false" name="windows_exports_generator [64]" type="CMakeRunConfiguration" factoryName="Application" PROGRAM_PARAMS="--forwarded_dll_name "steam_api64_o" --lib_files_glob "$ProjectFileDir$\res\steamworks\*\binaries\steam_api64.dll" --output_file_path "$CMakeCurrentGenerationDir$\generated\linker_exports_for_steam_api.h" --sources_input_path """ REDIRECT_INPUT="false" ELEVATE="false" USE_EXTERNAL_CONSOLE="false" EMULATE_TERMINAL="false" PASS_PARENT_ENVS_2="true" PROJECT_NAME="SmokeAPI" TARGET_NAME="windows_exports_generator" CONFIG_NAME="Debug [64]" RUN_TARGET_PROJECT_NAME="SmokeAPI" RUN_TARGET_NAME="windows_exports_generator">
|
||||
<method v="2">
|
||||
<option name="com.jetbrains.cidr.execution.CidrBuildBeforeRunTaskProvider$BuildBeforeRunTask" enabled="true" />
|
||||
</method>
|
||||
</configuration>
|
||||
</component>
|
||||
212
CMakeLists.txt
212
CMakeLists.txt
@@ -1,104 +1,144 @@
|
||||
cmake_minimum_required(VERSION 3.24)
|
||||
|
||||
project(SmokeAPI VERSION 2.0.3)
|
||||
project(SmokeAPI VERSION 4.1.1)
|
||||
|
||||
include(KoalaBox/cmake/KoalaBox.cmake)
|
||||
add_subdirectory(KoalaBox)
|
||||
add_subdirectory(tools)
|
||||
|
||||
add_subdirectory(KoalaBox EXCLUDE_FROM_ALL)
|
||||
|
||||
set_32_and_64(STEAMAPI_DLL steam_api)
|
||||
set_32_and_64(STEAMCLIENT_DLL steamclient)
|
||||
set_32_and_64(VSTDLIB_DLL vstdlib_s)
|
||||
|
||||
configure_version_resource("Free DLC for everyone ʕ ᵔᴥᵔʔ")
|
||||
|
||||
# Setup linker exports
|
||||
|
||||
set_32_and_64(DLL_SUFFIX steam_api win64/steam_api64)
|
||||
file(GLOB DLL_INPUT "res/dll/*/sdk/redistributable_bin/${DLL_SUFFIX}.dll")
|
||||
|
||||
set(
|
||||
STEAM_API_EXPORTS
|
||||
"src/game_mode/exports/steam_api_flat.cpp"
|
||||
"src/game_mode/exports/steam_api_internal.cpp"
|
||||
"src/game_mode/exports/steam_api_unversioned.cpp"
|
||||
set(SMOKE_API_STATIC_SOURCES
|
||||
static/smoke_api/interfaces/steam_apps.hpp
|
||||
static/smoke_api/interfaces/steam_apps.cpp
|
||||
static/smoke_api/interfaces/steam_http.hpp
|
||||
static/smoke_api/interfaces/steam_http.cpp
|
||||
static/smoke_api/interfaces/steam_inventory.hpp
|
||||
static/smoke_api/interfaces/steam_inventory.cpp
|
||||
static/smoke_api/interfaces/steam_user.hpp
|
||||
static/smoke_api/interfaces/steam_user.cpp
|
||||
static/smoke_api/api.hpp
|
||||
static/smoke_api/api.cpp
|
||||
static/smoke_api/cache.hpp
|
||||
static/smoke_api/cache.cpp
|
||||
static/smoke_api/config.hpp
|
||||
static/smoke_api/config.cpp
|
||||
static/smoke_api/types.hpp
|
||||
static/smoke_api/types.cpp
|
||||
static/smoke_api/steamclient/steamclient.hpp
|
||||
)
|
||||
|
||||
configure_linker_exports(
|
||||
FORWARDED_DLL "${STEAMAPI_DLL}_o"
|
||||
INPUT_SOURCES_DIR "${CMAKE_CURRENT_SOURCE_DIR}/src/game_mode/exports"
|
||||
INPUT_DLLS "${DLL_INPUT}"
|
||||
DEP_SOURCES "${STEAM_API_EXPORTS}"
|
||||
if(IS_LINUX)
|
||||
set(GENERATED_SOURCES_DIR src/generated/${BITNESS})
|
||||
file(MAKE_DIRECTORY ${GENERATED_SOURCES_DIR})
|
||||
set(GENERATED_SOURCES
|
||||
${GENERATED_SOURCES_DIR}/proxy_exports.hpp
|
||||
${GENERATED_SOURCES_DIR}/proxy_exports.cpp
|
||||
)
|
||||
|
||||
foreach(SRC IN LISTS GENERATED_SOURCES)
|
||||
file(TOUCH ${SRC})
|
||||
endforeach()
|
||||
endif()
|
||||
|
||||
set(SMOKE_API_SOURCES
|
||||
${SMOKE_API_STATIC_SOURCES}
|
||||
${GENERATED_SOURCES}
|
||||
src/smoke_api/smoke_api.cpp
|
||||
src/smoke_api/smoke_api.hpp
|
||||
src/steam_api/virtuals/isteamapps.cpp
|
||||
src/steam_api/virtuals/isteamclient.cpp
|
||||
src/steam_api/virtuals/isteamgameserver.cpp
|
||||
src/steam_api/virtuals/isteamhttp.cpp
|
||||
src/steam_api/virtuals/isteaminventory.cpp
|
||||
src/steam_api/virtuals/isteamuser.cpp
|
||||
src/steam_api/virtuals/steam_api_virtuals.hpp
|
||||
src/steam_api/steam_client.hpp
|
||||
src/steam_api/steam_client.cpp
|
||||
src/steam_api/steam_interfaces.cpp
|
||||
src/steam_api/steam_interfaces.hpp
|
||||
src/steamclient/steamclient.cpp
|
||||
)
|
||||
|
||||
if(WIN32)
|
||||
set_32_and_64(STEAM_API_MODULE steam_api)
|
||||
set_32_and_64(STEAMCLIENT_DLL steamclient)
|
||||
|
||||
list(APPEND SMOKE_API_SOURCES src/main_win.cpp)
|
||||
else()
|
||||
set(STEAM_API_MODULE libsteam_api)
|
||||
set(STEAMCLIENT_DLL steamclient)
|
||||
|
||||
list(APPEND SMOKE_API_SOURCES src/main_linux.cpp)
|
||||
endif()
|
||||
set_32_and_64(SMOKE_API_FILENAME smoke_api32 smoke_api64)
|
||||
|
||||
configure_build_config(extra_build_config)
|
||||
|
||||
set(
|
||||
SMOKE_API_SOURCES
|
||||
src/common/app_cache.cpp
|
||||
src/common/app_cache.hpp
|
||||
src/common/steamclient_exports.cpp
|
||||
src/common/steamclient_exports.hpp
|
||||
src/core/api.cpp
|
||||
src/core/api.hpp
|
||||
src/core/globals.cpp
|
||||
src/core/globals.hpp
|
||||
src/core/paths.cpp
|
||||
src/core/paths.hpp
|
||||
src/core/types.cpp
|
||||
src/core/types.hpp
|
||||
src/game_mode/exports/steam_api_flat.cpp
|
||||
src/game_mode/exports/steam_api_internal.cpp
|
||||
src/game_mode/exports/steam_api_unversioned.cpp
|
||||
src/game_mode/virtuals/isteamapps.cpp
|
||||
src/game_mode/virtuals/isteamclient.cpp
|
||||
src/game_mode/virtuals/isteaminventory.cpp
|
||||
src/game_mode/virtuals/isteamuser.cpp
|
||||
src/game_mode/virtuals/steam_api_virtuals.hpp
|
||||
src/smoke_api/config.cpp
|
||||
src/smoke_api/config.hpp
|
||||
src/smoke_api/smoke_api.cpp
|
||||
src/smoke_api/smoke_api.hpp
|
||||
src/steam_impl/steam_apps.cpp
|
||||
src/steam_impl/steam_apps.hpp
|
||||
src/steam_impl/steam_client.cpp
|
||||
src/steam_impl/steam_client.hpp
|
||||
src/steam_impl/steam_impl.cpp
|
||||
src/steam_impl/steam_impl.hpp
|
||||
src/steam_impl/steam_inventory.cpp
|
||||
src/steam_impl/steam_inventory.hpp
|
||||
src/steam_impl/steam_user.cpp
|
||||
src/steam_impl/steam_user.hpp
|
||||
src/main.cpp
|
||||
${GENERATED_LINKER_EXPORTS}
|
||||
### SmokeAPI interface
|
||||
|
||||
add_library(SmokeAPI_common INTERFACE)
|
||||
add_library(SmokeAPI::common ALIAS SmokeAPI_common)
|
||||
|
||||
target_include_directories(SmokeAPI_common INTERFACE
|
||||
"$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/static>"
|
||||
)
|
||||
target_link_libraries(SmokeAPI_common INTERFACE KoalaBox $<TARGET_OBJECTS:KoalaBox>)
|
||||
|
||||
# Include store_mode mode sources only in 32-bit builds
|
||||
if (CMAKE_SIZEOF_VOID_P EQUAL 4)
|
||||
set(
|
||||
SMOKE_API_SOURCES ${SMOKE_API_SOURCES}
|
||||
src/store_mode/steamclient/client_app_manager.cpp
|
||||
src/store_mode/steamclient/client_apps.cpp
|
||||
src/store_mode/steamclient/client_inventory.cpp
|
||||
src/store_mode/steamclient/client_user.cpp
|
||||
src/store_mode/steamclient/client_utils.cpp
|
||||
src/store_mode/steamclient/steamclient.cpp
|
||||
src/store_mode/steamclient/steamclient.hpp
|
||||
src/store_mode/vstdlib/vstdlib.cpp
|
||||
src/store_mode/vstdlib/vstdlib.hpp
|
||||
src/store_mode/store.cpp
|
||||
src/store_mode/store.hpp
|
||||
src/store_mode/store_api.cpp
|
||||
src/store_mode/store_api.hpp
|
||||
src/store_mode/store_cache.cpp
|
||||
src/store_mode/store_cache.hpp
|
||||
)
|
||||
endif ()
|
||||
### Static SmokeAPI
|
||||
|
||||
add_library(SmokeAPI SHARED ${SMOKE_API_SOURCES} ${VERSION_RESOURCE})
|
||||
add_library(SmokeAPI_static STATIC ${SMOKE_API_STATIC_SOURCES})
|
||||
add_library(SmokeAPI::static ALIAS SmokeAPI_static)
|
||||
|
||||
configure_output_name(${STEAMAPI_DLL})
|
||||
target_link_libraries(SmokeAPI_static PUBLIC SmokeAPI::common)
|
||||
|
||||
### Shared SmokeAPI
|
||||
|
||||
add_library(SmokeAPI SHARED ${SMOKE_API_SOURCES})
|
||||
target_link_libraries(SmokeAPI PUBLIC SmokeAPI::common)
|
||||
set_target_properties(SmokeAPI PROPERTIES OUTPUT_NAME ${SMOKE_API_FILENAME})
|
||||
configure_include_directories()
|
||||
|
||||
target_link_libraries(SmokeAPI PRIVATE KoalaBox)
|
||||
## https://github.com/batterycenter/embed
|
||||
target_compile_definitions(SmokeAPI PUBLIC B_PRODUCTION_MODE)
|
||||
CPMAddPackage(
|
||||
URI "gh:batterycenter/embed@1.2.19"
|
||||
OPTIONS "B_PRODUCTION_MODE ON"
|
||||
)
|
||||
b_embed(SmokeAPI "res/interface_lookup.json")
|
||||
|
||||
if(WIN32)
|
||||
configure_version_resource(
|
||||
TARGET SmokeAPI
|
||||
FILE_DESC "Steamworks DLC unlocker"
|
||||
ORIG_NAME ${SMOKE_API_FILENAME}
|
||||
)
|
||||
configure_linker_exports(
|
||||
TARGET SmokeAPI
|
||||
HEADER_NAME "linker_exports_for_steam_api.h"
|
||||
FORWARDED_DLL_NAME "${STEAM_API_MODULE}_o"
|
||||
LIB_FILES_GLOB "${CMAKE_CURRENT_SOURCE_DIR}/res/steamworks/*/binaries/${STEAM_API_MODULE}.dll"
|
||||
SOURCES_INPUT_PATH ""
|
||||
)
|
||||
|
||||
set(HEADER_CONTENT "#pragma once\n\n")
|
||||
|
||||
foreach(WIN_DLL version winhttp winmm)
|
||||
set(HEADER_NAME "linker_exports_for_${WIN_DLL}.h")
|
||||
configure_linker_exports(
|
||||
TARGET SmokeAPI
|
||||
HEADER_NAME "${HEADER_NAME}"
|
||||
FORWARDED_DLL_NAME "C:/Windows/System32/${WIN_DLL}.dll"
|
||||
LIB_FILES_GLOB "C:/Windows/System32/${WIN_DLL}.dll"
|
||||
SOURCES_INPUT_PATH ""
|
||||
)
|
||||
|
||||
set(HEADER_CONTENT "${HEADER_CONTENT}#include <${HEADER_NAME}>\n")
|
||||
endforeach()
|
||||
|
||||
file(GENERATE
|
||||
OUTPUT "${CMAKE_CURRENT_BINARY_DIR}/generated/linker_exports_for_windows_dlls.h"
|
||||
CONTENT "${HEADER_CONTENT}"
|
||||
)
|
||||
|
||||
# Ignore linker warnings regarding COM-related private exports
|
||||
set_target_properties(SmokeAPI PROPERTIES LINK_FLAGS "/ignore:4104")
|
||||
endif()
|
||||
|
||||
2
KoalaBox
2
KoalaBox
Submodule KoalaBox updated: acac7a4450...189697dec7
277
README.adoc
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README.adoc
@@ -1,277 +0,0 @@
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= 🐨 SmokeAPI ♨
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_Legit DLC Unlocker for Steamworks_
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image::https://www.gstatic.com/android/keyboard/emojikitchen/20201001/u1f428/u1f428_u2615.png[,256,align="center"]
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||||
== ✨ Features
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* 🔓 Legit DLC Unlocking
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* 🛅 Inventory emulation
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* 📝 Config-less operation
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* Multiple installation methods:
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** 🛍️ Store mode
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** 🎮 Game mode
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*** 🪝 Hook mode
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*** 🔀 Proxy mode
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== 🔗 Links
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:forum-topic: https://cs.rin.ru/forum/viewtopic.php?p=2597932#p2597932[SmokeAPI forum topic]
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* 📥 https://github.com/acidicoala/SmokeAPI/releases/latest[Download the latest release]
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* 💬 {forum-topic}
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== 📖 Introduction
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=== What is SmokeAPI?
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SmokeAPI is a DLC unlocker for the games that are legitimately owned in your Steam account.
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It attempts to spoof games that use Steamworks SDK into believing that you own desired DLCs.
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However, SmokeAPI does not modify the rest of the Steamworks SDK, hence features like multiplayer, achievements, etc. remain fully functional.
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.Supported versions
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[%collapsible]
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====
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SmokeAPI aims to support all released SteamAPI versions.
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When it encountered a new, unsupported interface version, it will fall back on the latest supported version.
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Below is a list of supported interface versions:
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* ISteamClient v6 — v20. (Versions before 6 did not contain any DLC related interfaces)
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* ISteamApps v2 — v8. (Version 1 did not contain any DLC related functions)
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* ISteamUser v12 — v21. (Versions before 12 did not contain any DLC related functions)
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* ISteamInventory v1 — v3.
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Steam inventory does not work in all games with steam inventory because of custom implementation, and online checks.
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A list of games where inventory emulation has been shown to work is as follows:
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* Project Winter
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* Euro Truck Simulator 2
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* Hero Siege (if you bypass EAC)
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====
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== 🛠 Installation Instructions
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WARNING: Please proceed with installation at your own risk.
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Usage of this unlocker entails breaking one or more terms of service, which might result in a permanent loss of your account.
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:smokeapi_release: https://github.com/acidicoala/SmokeAPI/releases/latest[SmokeAPI Releases]
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SmokeAPI supports 2 main modes of installation: *Store* mode and *Game* mode, which are described in the next section.
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NOTE: It is worth noting that the following instructions describe a _manual_ installation method.
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You can benefit from _automatic_ installation and GUI configuration by using https://github.com/acidicoala/Koalageddon2#readme[Koalageddon v2].
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=== 🛍️ Store mode
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In this installation mode, SmokeAPI is loaded into the Steam process, which makes it able to affect all Steam games.
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:steam-dir: the Steam directoryfootnote:fn-steam-dir[The root directory where Steam is installed]
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. Download the latest Koaloader release zip from https://github.com/acidicoala/Koaloader/releases/latest[Koaloader Releases].
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. From Koaloader archive unpack `version.dll` from `version-32`, and place it in {steam-dir}.
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. In {steam-dir} create the following Koaloader configuration file:
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+
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.`Koaloader.config.json`
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[%collapsible]
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====
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[source,json]
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----
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{
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"auto_load": false,
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"targets": [
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"Steam.exe"
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],
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"modules": [
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{
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"path": "SmokeAPI.dll",
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"required": true
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}
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]
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}
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----
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====
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. Download the latest SmokeAPI release zip from {smokeapi_release}.
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. From SmokeAPI archive unpack `steam_api.dll`, rename it to `SmokeAPI.dll`, and place it in {steam-dir}.
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=== 🎮 Game mode
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In this installation mode, SmokeAPI is loaded into a game process, which limits it to that particular game only.
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This mode itself supports 2 modes: hook mode and proxy mode.
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Try installing the unlocker in hook mode first.
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If it doesn't work, try installing it in proxy mode.
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==== 🪝 Hook mode
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. Download the latest Koaloader release zip from https://github.com/acidicoala/Koaloader/releases/latest[Koaloader Releases].
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. From Koaloader archive unpack `version.dll` from version-32/64, depending on the game bitness, and place it next to the game exe file.
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. Download the latest SmokeAPI release zip from {smokeapi_release}.
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. From SmokeAPI archive unpack `steam_api.dll`/`steam_api64.dll`, depending on the game bitness, rename it to `SmokeAPI.dll`, and place it next to the game exe file.
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==== 🔀 Proxy mode
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. Find `steam_api.dll` / `steam_api64.dll` file in game directory, and rename it to `steam_api_o.dll` / `steam_api64_o.dll`.
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. Download the latest SmokeAPI release zip from {smokeapi_release}.
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. From SmokeAPI archive unpack `steam_api.dll`/`steam_api64.dll`, depending on the game bitness, and place it next to the original steam_api DLL file.
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If the unlocker is not working as expected, then please fully read the https://gist.github.com/acidicoala/2c131cb90e251f97c0c1dbeaf2c174dc[Generic Unlocker Installation Instructions] before seeking support in the {forum-topic}.
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== ⚙ Configuration
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NOTE: This document describes configuration for version 2 of SmokeAPI.
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You can find the version 1 documentation https://github.com/acidicoala/SmokeAPI/blob/v1.0.3/README.md#-configuration[here].
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:steam_config: https://github.com/acidicoala/public-entitlements/blob/main/steam/v2/store_config.json
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:fn-app-id: footnote:fn-app-id[App/DLC IDs can be obtained from https://steamdb.info. Keep in mind that you need to be signed in with a steam account in order to see accurate inventory item IDs on that website.]
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SmokeAPI does not require any manual configuration.
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By default, it uses the most reasonable options and tries to unlock all DLCs that it can.
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However, there might be circumstances in which you need more custom-tailored behaviour, such as disabling certain DLCs, or selectively enabling just a few of them.
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In this case you can use a configuration file link:res/SmokeAPI.config.json[SmokeAPI.config.json] that you can find here in this repository or in the release zip.
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To use it, simply place it next to the SmokeAPI DLL.
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It will be read upon each launch of a game or the store.
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In the absence of the config file, default values specified below will be used.
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The configuration file is expected to conform to the Json standard.
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`logging`:: Toggles generation of a `SmokeAPI.log.log` file.
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+
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[horizontal]
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Type::: Boolean
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Default::: `false`
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`unlock_family_sharing`:: *_Store mode only_*.
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Toggles Family Sharing bypass, which enables the borrower of a shared library to start and continue playing games when library owner is playing as well.
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+
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[horizontal]
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Type::: Boolean
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Default::: `true`
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`default_app_status`:: This option sets the default DLC unlocking behaviour.
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+
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[horizontal]
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Possible values:::
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+
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[horizontal]
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`original`:::: Leaves DLC unlock status unmodified, unless specified otherwise.
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`unlocked`:::: Unlocks all DLCs in all games, unless specified otherwise.
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Type::: String
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Default::: `unlocked`
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`override_app_status`:: This option overrides the status of all DLCs that belong to a specified app ID{fn-app-id}.
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+
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[horizontal]
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Possible values::: An object with key-value pairs, where the key corresponds to the app ID, and value to the app status.
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Possible app status values are defined in the `default_app_status` option.
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Type::: Object
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Default::: `{}`
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`override_dlc_status`:: This option overrides the status of individual DLCs, regardless of the corresponding app status.
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+
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[horizontal]
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Possible values::: An object with key-value pairs, where the key corresponds to the app ID, and value to the app status.
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Possible app status values are defined in the `default_app_status` option.
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Furthermore, it is possible to lock even the legitimately locked DLCs by setting the corresponding app status value to `locked`.
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Type::: Object (Map of String to String)
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Default::: `{}`
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`auto_inject_inventory`:: Toggles whether SmokeAPI should automatically inject a list of all registered inventory items, when a game queries user inventory
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+
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[horizontal]
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Type::: Boolean
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Default::: `true`
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`extra_inventory_items`:: A list of inventory items IDs{fn-app-id} that will be added in addition to the automatically injected items.
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+
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[horizontal]
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Type::: Array (of Integers)
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Default::: `[]`
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=== Advanced options
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`$version`:: A technical field reserved for use by tools like GUI config editors.
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Do not modify this value.
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+
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[horizontal]
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Type::: Integer
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Default::: `2`
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`extra_dlcs`:: See <<How SmokeAPI works in games with large number of DLCs>> to understand the use case for this option.
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+
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[horizontal]
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Possible values::: An object with key-value pairs, where the key corresponds to the app ID, and value to the object that contains DLC IDs.
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The format is the same as in the aforementioned GitHub config.
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Type::: Object (Map of String to Object)
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Default::: `{}`
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`store_config`:: *_Store mode only_*.
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An object that specifies offsets required for store mode operation.
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It will override the config fetched from {steam_config}[remote source] or local cache.
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Do not modify this value unless you know what you are doing.
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+
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[horizontal]
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Type::: Object (Map of String to Integer)
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Default::: See {steam_config}[online config]
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== Extra info
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=== How SmokeAPI works in games with large number of DLCs
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Some games that have a large number of DLCs begin ownership verification by querying the Steamworks API for a list of all available DLCs.
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Once the game receives the list, it will go over each item and check the ownership.
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The issue arises from the fact that response from Steamworks SDK may max out at 64, depending on how much unowned DLCs the user has.
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To alleviate this issue, SmokeAPI will make a web request to Steam API for a full list of DLCs, which works well most of the time.
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Unfortunately, even the web API does not solve all of our problems, because it will only return DLCs that are available in Steam store.
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This means that DLCs without a dedicated store offer, such as pre-order DLCs will be left out.
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That's where the `extra_dlcs` config option comes into play.
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You can specify those missing DLC IDs there, and SmokeAPI will make them available to the game.
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However, this introduces the need for manual configuration, which goes against the ideals of this project.
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To remedy this issue SmokeAPI will also fetch a https://github.com/acidicoala/public-entitlements/blob/main/steam/v2/dlc.json[manually maintained list of extra DLCs] stored in a GitHub repository.
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The purpose of this document is to contain all the DLC IDs that are lacking a Steam store page.
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This enables SmokeAPI to unlock all DLCs without any config file at all.
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Feel free to report in the {forum-topic} games that have more than 64 DLCs,
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_and_ have DLCs without a dedicated store page.
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They will be added to the list of missing DLC IDs to facilitate config-less operation.
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== 🏗️ Building from source
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=== 🚦 Requirements
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:fn-lower-ver: footnote:lower-versions[Older versions may be supported as well.]
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* CMake v3.24 (Make sure that cmake is available from powershell)
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* Visual Studio 2022{fn-lower-ver}.
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* Tested on Windows 11 SDK (10.0.22621.0){fn-lower-ver}.
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=== 👨💻 Commands
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Build the project
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||||
----
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.\build.ps1 <arch> <config>
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----
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where
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[horizontal]
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arch::: `32` or `64`
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config::: `Debug` or `Release`
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||||
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For example:
|
||||
|
||||
----
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.\build.ps1 32 Debug
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||||
----
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||||
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== 👋 Acknowledgements
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SmokeAPI makes use of the following open source projects:
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* https://github.com/libcpr/cpr[C++ Requests]
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* https://github.com/nlohmann/json[JSON for Modern C++]
|
||||
* https://github.com/stevemk14ebr/PolyHook_2_0[PolyHook 2]
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||||
* https://github.com/gabime/spdlog[spdlog]
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||||
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== 📄 License
|
||||
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This software is licensed under the https://unlicense.org/[Unlicense], terms of which are available in link:UNLICENSE.txt[UNLICENSE.txt]
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451
README.md
Normal file
451
README.md
Normal file
@@ -0,0 +1,451 @@
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<!-- Generated by KoalaBox::sync tool. Manual changes to this file will be lost. -->
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|
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# SmokeAPI
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||||
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||||
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||||
_Legit DLC ownership emulation for Steamworks._
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||||
## ✨ Features
|
||||
|
||||
* `🔓` Emulate DLC ownership in legitimately owned games
|
||||
* `🛅` Emulate Inventory item ownership
|
||||
* `📄` Optional configuration
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||||
* `🐧` Support for 32-bit and 64-bit Windows and Linux systems
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||||
|
||||
## 🔗 Links
|
||||
|
||||
* `📥` [Download the latest release](https://github.com/acidicoala/SmokeAPI/releases/latest)
|
||||
* `🪧` [SmokeAPI forum topic](https://cs.rin.ru/forum/viewtopic.php?p=2597932#p2597932)
|
||||
* `🗂️` [DLC Database](https://steamdb.info/)
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||||
|
||||
## 📖 Introduction
|
||||
|
||||
### ❓ What is SmokeAPI?
|
||||
|
||||
SmokeAPI is a tool for Steamworks DLC ownership emulation in games that are _legitimately_ owned in Steam.
|
||||
It attempts to fool games that use Steamworks SDK (Steamworks) into thinking that you own the game's DLCs.
|
||||
However, SmokeAPI does not modify the rest of the Steamworks, hence features like multiplayer, achievements, and so on remain fully functional.
|
||||
|
||||
### ❔ Which games are supported?
|
||||
|
||||
Only games that use Steamworks SDK for the DLC ownership verification are supported.
|
||||
Hence, if a game's installation directory does not contain any `steam_api.dll` or `steam_api64.dll` files then it's definitely not supported.
|
||||
Even if a game uses Steamworks DLL, it's not guaranteed to be supported because each game might implement additional custom verification checks.
|
||||
Therefore, **you have to first research the game's topic**, to see if it supports unlocking.
|
||||
|
||||
Additionally, there are several points to bear in mind when it comes to unlocking DLCs with SmokeAPI:
|
||||
|
||||
|
||||
* SmokeAPI most definitely will not work with games that use 3rd party DRM, such as games from Ubisoft, Rockstar, etc.
|
||||
* SmokeAPI most likely will not work with games that use Denuvo SecureDLC.
|
||||
* SmokeAPI is unlikely to unlock anything in Free-To-Play games since they typically store all player data on the corresponding game server and hence all the checks are server-side.
|
||||
* SmokeAPI will not work with games that employ additional ownership protection or if the game is using alternative DLC verification mechanism.
|
||||
* SmokeAPI is unlikely to work with games that use an anti-cheat, since they typically detect any DLL/EXE that has been tampered with. Sometimes it is possible to disable an anti-cheat, but that typically entails the loss of online capabilities. Search in the respective game topic for more information about how to disable anti-cheat.
|
||||
* Some games include DLC files in their base game, regardless of whether you own the DLC or not. However, some games download additional DLC files only after a user has bought the corresponding DLC. In this case, not only will you need to install SmokeAPI, but you also have to get the additional DLC files from somewhere else and put them into the game folder. Up-to-date DLC files often can be found in corresponding game topics.
|
||||
* Some games don't use any DRM at all, in which case SmokeAPI is useless. All you need to do is to download the DLC files and place them in the game folder.
|
||||
|
||||
## :shipit: Usage
|
||||
|
||||
> [!WARNING]
|
||||
> Please proceed with usage at your own risk.
|
||||
> Usage of this unlocker entails breaking one or more terms of service,
|
||||
> which might result in a permanent loss of your account.
|
||||
|
||||
To use SmokeAPI, you need to install it into the game folder following the instructions below.
|
||||
Once installed, SmokeAPI is automatically loaded by a game every time you launch the game.
|
||||
SmokeAPI supports **2** installation modes: _Hook mode_ and _Proxy mode_.
|
||||
|
||||
### ↔️ Mode comparison
|
||||
|
||||
#### 🪝 Hook mode
|
||||
|
||||
- **Advantages**:
|
||||
- Persists after game updates
|
||||
- Can be loaded by other injectors
|
||||
- Can sometimes bypass DLL integrity checks
|
||||
- **Disadvantages**:
|
||||
- Might need an additional DLL to get injected (like [Koaloader])
|
||||
|
||||
#### 🔀 Proxy mode
|
||||
|
||||
- **Advantages**:
|
||||
- Guaranteed to load
|
||||
- **Disadvantages**:
|
||||
- Might need reinstallation after a game update
|
||||
|
||||
My advice is to try installing the unlocker in hook mode first.
|
||||
If it doesn't work, try installing it in proxy mode instead.
|
||||
If that didn't work, refer to the _Troubleshooting_ section below.
|
||||
|
||||
## 🛠 Installation instructions (🪟 Windows)
|
||||
|
||||
> [!NOTE]
|
||||
> To determine the bitness of a game you can open _Task Manager_, navigate to _Details_ tab,
|
||||
> right-click on the column headers, click _Select columns_, tick checkbox next to _Platform_ and click _OK_.
|
||||
> This will allow you to see a game's bitness in the _Details_ tab while a game is running.
|
||||
|
||||
### 🪝 Hook mode
|
||||
|
||||
Hook mode itself has two sub-modes: Self-Hook and Hook with injector.
|
||||
|
||||
#### 🪝 Self-Hook mode
|
||||
|
||||
In self-hook mode SmokeAPI is injected automatically without the help of third-party injectors.
|
||||
It works best when a game doesn't have any protections against DLL injection.
|
||||
The main advantage of this mode is its minimal setup, which adds only 1 new DLL to the game folder.
|
||||
|
||||
- Download the [latest SmokeAPI release zip].
|
||||
- From this downloaded zip extract `smoke_api32.dll` or `smoke_api64.dll`, depending on a game's bitness.
|
||||
- Rename the unzipped DLL to `version.dll` or `winhttp.dll` or `winmm.dll`.
|
||||
- Place this `version.dll` or `winhttp.dll` or `winmm.dll` next to the game's `.exe` file.
|
||||
|
||||
#### 🪝 Hook mode with Koaloader
|
||||
|
||||
If a game doesn't load `version.dll` or `winhttp.dll` or `winmm.dll`, you can use an alternative injector to load
|
||||
SmokeAPI into the game process.
|
||||
One such injector is [Koaloader], which supports different DLLs that a typical game might load.
|
||||
For example, assuming that the game loads `d3d11.dll`:
|
||||
|
||||
- Install Koaloader:
|
||||
- Download the [latest Koaloader release zip].
|
||||
- From this downloaded zip extract `d3d11.dll` from `d3d11-32` or `d3d11-64`, depending on a game's bitness.
|
||||
- Place `d3d11.dll` next to the game's `.exe` file.
|
||||
- Install SmokeAPI
|
||||
- Download the [latest SmokeAPI release zip].
|
||||
- From this downloaded zip extract `smoke_api32.dll` or `smoke_api64.dll`, depending on a game's bitness.
|
||||
- Place `smoke_api32.dll` or `smoke_api64.dll` next to the game's `.exe` file.
|
||||
|
||||
#### 🪝 Hook mode with Special K
|
||||
|
||||
There are games which have extra protections that break hook mode.
|
||||
In such cases, it might be worth trying [Special K], which can inject SmokeAPI as a [custom plugin].
|
||||
|
||||
---
|
||||
|
||||
### 🔀 Proxy mode
|
||||
|
||||
- Find a `steam_api.dll` or `steam_api64.dll` file in game directory, and rename it to `steam_api_o.dll` or `steam_api64_o.dll`.
|
||||
- Download the [latest SmokeAPI release zip].
|
||||
- From this downloaded zip extract `smoke_api32.dll` or `smoke_api64.dll`, depending on a game's bitness.
|
||||
- Rename this extracted DLL to `steam_api.dll` or `steam_api64.dll`, depending on a game's bitness.
|
||||
- Place this renamed unlocker DLL next to the `steam_api_o.dll` or `steam_api64_o.dll` file.
|
||||
|
||||
[latest SmokeAPI release zip]: https://github.com/acidicoala/SmokeAPI/releases/latest
|
||||
[latest Koaloader release zip]: https://github.com/acidicoala/Koaloader/releases/latest
|
||||
[Special K]: https://www.special-k.info
|
||||
[custom plugin]: https://wiki.special-k.info/en/SpecialK/Tools#custom-plugin
|
||||
|
||||
## 🛠️ Installation instructions (🐧 Linux)
|
||||
|
||||
> [!NOTE]
|
||||
> Linux support in SmokeAPI is highly experimental/unstable and has known issues.
|
||||
> If none of the methods below work for you, then consider running a Windows version of a game
|
||||
> via Proton compatibility layer and follow the instructions in the Windows section.
|
||||
|
||||
### ✔️ Requirements
|
||||
|
||||
Linux builds of SmokeAPI depend on several libraries. These libraries are usually included in the
|
||||
[Steam Linux Runtime 3.0 (sniper)](https://github.com/ValveSoftware/steam-runtime#readme),
|
||||
so nothing is required to be installed on the system. But when launching a game directly via its executable
|
||||
(such as in case of hook mode) your system needs to have the following required libraries installed.
|
||||
|
||||
The following list features links in Arch Linux repositories, but if you are using a different distribution,
|
||||
you should use the equivalent package for your distro.
|
||||
|
||||
Required libraries:
|
||||
- [gcc-libs](https://archlinux.org/packages/core/x86_64/gcc-libs/)
|
||||
[[32-bit](https://archlinux.org/packages/core/x86_64/lib32-gcc-libs/)]
|
||||
|
||||
- [glibc](https://archlinux.org/packages/core/x86_64/glibc/)
|
||||
[[32-bit](https://archlinux.org/packages/core/x86_64/lib32-glibc/)]
|
||||
|
||||
- [libidn2](https://archlinux.org/packages/core/x86_64/libidn2/)
|
||||
[[32-bit](https://archlinux.org/packages/multilib/x86_64/lib32-libidn2/)]
|
||||
|
||||
- [libnghttp2](https://archlinux.org/packages/core/x86_64/libnghttp2/)
|
||||
[[32-bit](https://archlinux.org/packages/multilib/x86_64/lib32-libnghttp2/)]
|
||||
|
||||
- [zlib](https://archlinux.org/packages/core/x86_64/zlib/)
|
||||
[[32-bit](https://archlinux.org/packages/multilib/x86_64/lib32-zlib/)]
|
||||
|
||||
- [zstd](https://archlinux.org/packages/core/x86_64/zstd/)
|
||||
[[32-bit](https://archlinux.org/packages/multilib/x86_64/lib32-zstd/)]
|
||||
|
||||
|
||||
Optional libraries:
|
||||
- [gtk3](https://archlinux.org/packages/extra/x86_64/gtk3/)
|
||||
[[32-bit](https://archlinux.org/packages/multilib/x86_64/lib32-gtk3/)]
|
||||
|
||||
---
|
||||
|
||||
Just like on Windows, SmokeAPI features 32 and 64-bit Linux builds.
|
||||
In release archive they are named as `libsmoke_api32.so` or `libsmoke_api64.so` respectively.
|
||||
However, unlike Windows, it is recommended to use proxy mode, rather than hook mode.
|
||||
This is because the current hook mode installation method has to directly launch game
|
||||
executable. However, by default Steam doesn't do that, instead it launches certain wrappers
|
||||
that setup game environment with optimal parameters. Hence, launching a game without those
|
||||
wrappers might cause issues in theory. However, in practice real tests show that hook mode has higher
|
||||
chance of success compared to proxy mode. So, at the end of the day, try both modes to see which one works
|
||||
best for you.
|
||||
|
||||
### 🔀 Proxy mode (🐧 Linux)
|
||||
|
||||
Same as on Windows:
|
||||
1. Rename the original `libsteam_api.so` to `libsteam_api_o.so`
|
||||
2. Extract and paste the `libsmoke_api32.so` or `libsmoke_api64.so` to the same directory, renaming it to `libsteam_api.so`.
|
||||
|
||||
### 🪝 Hook mode (🐧 Linux)
|
||||
|
||||
Linux doesn't have the same easily exploitable library injection mechanism that Windows has.
|
||||
However, it is possible to force any Linux executable to load any library by using the
|
||||
`LD_PRELOAD` environment variable. In fact, Steam itself already uses that to inject its overlay,
|
||||
hence we can use it as well. But we have to include that overlay library as well when specifying
|
||||
`LD_PRELOAD`, otherwise the game will be launched with SmokeAPI, but without Steam overlay.
|
||||
|
||||
For example:
|
||||
|
||||
1. Extract and paste the `libsmoke_api32.so` or `libsmoke_api64.so` in the root of game's installation directory.
|
||||
2. In Steam _Library_ open game's _Properties_, switch to the _General_ tab, and set the following _LAUNCH OPTIONS_:
|
||||
|
||||
| Bitness | Launch Options |
|
||||
|---------|---------------------------------------------------------------------------------------------------------------------------------|
|
||||
| 32-bit | `LD_PRELOAD="./libsmoke_api32.so $HOME/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so" ./<GameExe32> ; exit ; %command%` |
|
||||
| 64-bit | `LD_PRELOAD="./libsmoke_api64.so $HOME/.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so" ./<GameExe64> ; exit ; %command%` |
|
||||
|
||||
Where `<GameExe32>` and `<GameExe64>` correspond to the actual filename of the game executable. For example:
|
||||
- `TheEscapists2.x86` (32-bit)
|
||||
- `TheEscapists2.x86_64` (64-bit)
|
||||
- `_linux/darkest.bin.x86` (32-bit)
|
||||
- `_linux/darkest.bin.x86_64` (64-bit)
|
||||
- `bin/linux_x64/eurotrucks2` (64-bit)
|
||||
- `binaries/victoria3` (64-bit)
|
||||
|
||||
And so on. Notice that Linux executables do not have `.exe` extension like on Windows, so make sure to copy the entire
|
||||
file name as it is. Naturally, the exact options might change depending on where files are located on your filesystem
|
||||
and other environment variables you might have specified previously.
|
||||
If you have other environment variables, and you don't know how to correctly combine them,
|
||||
then please make extensive use of search engines and LLMs for guidance and examples
|
||||
before seeking help the official forum topic.
|
||||
|
||||
> [!NOTE]
|
||||
> The `; exit ; %command%` at the end of launch options
|
||||
> is a trick used to force Steam to directly run the game executable.
|
||||
|
||||
## ⚙ Configuration
|
||||
|
||||
SmokeAPI does not require any manual configuration.
|
||||
By default, it uses the most reasonable options and tries to unlock all DLCs that it can.
|
||||
However, there might be circumstances in which you need more custom-tailored behaviour, such as disabling certain DLCs, or selectively enabling just a few of them.
|
||||
In this case you can use a configuration file [SmokeAPI.config.json](res/SmokeAPI.config.json) that you can find here in this repository or in the release zip.
|
||||
To use it, simply place it next to the SmokeAPI DLL.
|
||||
It will be read upon each launch of a game.
|
||||
|
||||
The config file is expected to conform to the JSON standard. It is recommended to use a text editor with JSON schema supports. This greatly assists with editing since it warns not just about syntax errors, but also about invalid values. One such editor is [Visual Studio Code](https://code.visualstudio.com/).
|
||||
<details><summary>VS Code demo</summary>
|
||||
|
||||
This example showcases how VS code highlights an invalid value and displays a list of valid values that are accepted.
|
||||

|
||||
</details>
|
||||
|
||||
Below you can find the detailed description of each available config option. In the absence of the config file, default values specified below will be used.
|
||||
|
||||
| Option | Description | Type | Default | Valid values |
|
||||
|--------|-------------|------|---------|--------------|
|
||||
| `logging` | Enables logging to SmokeAPI.log.log file. | Boolean | `false` | `true` or `false`. |
|
||||
| `log_steam_http` | Toggles logging of SteamHTTP traffic | Boolean | `false` | `true` or `false`. |
|
||||
| `default_app_status` | Specifies default DLC status. | String | `"unlocked"` | `"unlocked"` or `"locked"` or `"original"`. |
|
||||
| `override_app_status` | Overrides the status of all DLCs that belong to a specified app ID. | Object | `{}` | An object with `"key": "value"` pairs, where key is App ID and value is App status. |
|
||||
| `override_dlc_status` | Overrides the status of individual DLCs, regardless of the corresponding app status. | Object | `{}` | An object with `"key": "value"` pairs, where key is DLC ID and value is DLC status. |
|
||||
| `auto_inject_inventory` | Specifies whether SmokeAPI should automatically inject a list of all registered inventory items, when a game queries user inventory | Boolean | `true` | `true` or `false`. |
|
||||
| `extra_inventory_items` | A list of inventory item IDs that will be added in addition to the automatically injected items. | Array | `[]` | An array of integer App IDs. |
|
||||
| `extra_dlcs` | See [Extra info](#-how-smokeapi-works-in-games-with-large-number-of-dlcs) to understand the use case for this option. | Object | `{}` | An object with `"key": "value"`, where the key is App ID and value is an object with `"dlcs"` property. See the complete example for more. |
|
||||
|
||||
|
||||
<details><summary>Advanced options</summary>
|
||||
|
||||
[//]: # (Admonitions don't work inside collapsible spoilers on GitHub :/)
|
||||
|
||||
**NOTE**: These options do not affect the unlocker, and should be left unmodified. They serve as utilities for text or GUI editors.
|
||||
|
||||
| Option | Description | Type | Default | Valid values |
|
||||
|--------|-------------|------|---------|--------------|
|
||||
| `$schema` | URL of a JSON Schema that corresponds to this config. | String | [SmokeAPI.schema.json](res/SmokeAPI.schema.json) | URL to a valid SmokeAPI config JSON schema. |
|
||||
| `$version` | Reserved for use by tools like GUI config editors. | Integer | `4` | Integer numbers from 1 and beyond. |
|
||||
|
||||
</details>
|
||||
|
||||
---
|
||||
|
||||
Below you can find an example config where nearly every option has been customized.
|
||||
|
||||
<details><summary>Complete example</summary>
|
||||
|
||||
```json
|
||||
{
|
||||
"$schema": "https://raw.githubusercontent.com/acidicoala/SmokeAPI/refs/tags/v4.0.0/res/SmokeAPI.schema.json",
|
||||
"$version": 4,
|
||||
"logging": true,
|
||||
"log_steam_http": true,
|
||||
"default_app_status": "unlocked",
|
||||
"override_app_status": {
|
||||
"1234": "original",
|
||||
"4321": "unlocked"
|
||||
},
|
||||
"override_dlc_status": {
|
||||
"1234": "original",
|
||||
"4321": "unlocked",
|
||||
"5678": "locked"
|
||||
},
|
||||
"auto_inject_inventory": true,
|
||||
"extra_inventory_items": [
|
||||
9876,
|
||||
8765,
|
||||
7654
|
||||
],
|
||||
"extra_dlcs": {
|
||||
"1234": {
|
||||
"dlcs": {
|
||||
"56789": "Example DLC 1"
|
||||
}
|
||||
},
|
||||
"4321": {
|
||||
"dlcs": {
|
||||
"98765": "Example DLC 2",
|
||||
"98766": "Example DLC 3"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
</details>
|
||||
|
||||
|
||||
## 🎓 Extra info
|
||||
|
||||
### 🔑 How SmokeAPI works in games with large number of DLCs
|
||||
|
||||
Some the games that have a large number of DLCs begin ownership verification by querying the Steamworks API for a list of all available DLCs.
|
||||
Once the game receives the list, it will go over each item and check the ownership.
|
||||
The issue arises from the fact that response from Steamworks SDK may max out at 64, depending on how much unowned DLCs the user has.
|
||||
To alleviate this issue, SmokeAPI will make a web request to Steam API for a full list of DLCs, which works well most of the time.
|
||||
Unfortunately, even the web API does not solve all of our problems, because it will return only DLCs that are available in Steam store.
|
||||
This means that DLCs without a dedicated store offer, such as pre-order DLCs will be left out.
|
||||
That's where the `extra_dlcs` config option comes into play.
|
||||
You can specify those missing DLC IDs there, and SmokeAPI will make them available to the game.
|
||||
However, this introduces the need for manual configuration, which goes against the ideals of this project.
|
||||
To remedy this issue SmokeAPI will also fetch a manually maintained list of [extra DLCs] stored in a GitHub repository.
|
||||
The purpose of that JSON file is to contain all the DLC IDs that are lacking a Steam store page.
|
||||
This enables SmokeAPI to unlock all DLCs without any config file at all.
|
||||
Feel free to report in the {forum-topic} games that have more than 64 DLCs,
|
||||
_and_ have DLCs without a dedicated store page.
|
||||
They will be added to the list of missing DLC IDs to facilitate config-less operation.
|
||||
|
||||
[extra DLCs]: https://github.com/acidicoala/public-entitlements/blob/main/steam/v2/dlc.json
|
||||
|
||||
### 🔢 Supported Steamworks SDK versions
|
||||
|
||||
SmokeAPI aims to support all Steamworks SDK version.
|
||||
At the time of writing, the latest supported version is **1.63**.
|
||||
|
||||
## 🔧 Troubleshooting
|
||||
|
||||
### 🔐 DLCs are not unlocked
|
||||
|
||||
There are many reasons why the DLCs remain locked. In some games DLC unlocking is inherently impossible because of online-only state, profile, etc. In other cases it may be possible, but only after dealing with custom game checks. To learn about the specifics, consult the corresponding game topic in [the forum].
|
||||
|
||||
If you are sure that DLC unlocking in a targeted game is inherently possible, then you have to verify that installation was successful. To do that, add the unlocker's config file next to the unlocker DLL and enable logging in it. You should see a `*.log` file being generated upon the game launch, which could provide insight into what went wrong. Use this log file when requesting support in the forum. If after launching the game no `*.log` file was generated, then it means that installation was not performed correctly.
|
||||
|
||||
If you installed the unlocker via proxy mode, then make sure that you have renamed the unlocker DLL exactly like the original DLL and placed it exactly in its place. Also verify that the original DLL was renamed by adding `_o` at the end of the filename. Notice that the second symbol is a literal `o` (short for original), not a numeral zero `0`.
|
||||
|
||||
If you installed the unlocker via hook mode, then make sure that you have picked a compatible Koaloader DLL. Not all games will try to load `version.dll`, hence you need will need to try another. You can use [Process Monitor] to find out which Koaloader DLL is supported by a game, and where to place it. Click on the cyan funnel icon on the top to open filter editor, and add 3 filters (Process name, Result, and Path), as shown in the screenshot below. Launch the game with the Process Monitor active, and you should see DLLs that a game was trying to load from its directory.
|
||||
|
||||
<details><summary>Process Monitor screenshot</summary>
|
||||
|
||||

|
||||
</details>
|
||||
|
||||
[the forum]: https://cs.rin.ru/forum/viewforum.php?f=10
|
||||
[Process Monitor]: https://docs.microsoft.com/en-us/sysinternals/downloads/procmon
|
||||
|
||||
If you have made sure that you picked the right DLL for Koaloader, then try adding Koaloader's config file and enable logging in it. The log file from Koaloader can show if it was able to successfully load the unlocker DLL.
|
||||
|
||||
### 💥 The game is crashing
|
||||
|
||||
If the game is crashing or not opening as expected after installing an unlocker, then try to download and install the [Latest supported Visual C++ Redistributable version](https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170#latest-supported-redistributable-version)
|
||||
<details><summary>Download page screenshot</summary>
|
||||
|
||||

|
||||
</details>
|
||||
|
||||
## 🏗️ Building from source
|
||||
|
||||
### ✔️ Requirements
|
||||
|
||||
- [CMake] v3.24 or newer (Make sure that cmake is available from powershell)
|
||||
- [Visual Studio Build Tools 2022] with `Desktop Development for C++` workload installed
|
||||
- Tested on Windows 11 SDK (10.0.26100.4188)
|
||||
|
||||
### 👨💻 Commands
|
||||
|
||||
Build the project
|
||||
|
||||
```powershell
|
||||
.\build.ps1 $arch $config
|
||||
```
|
||||
|
||||
where
|
||||
|
||||
| Variable | Valid values |
|
||||
|----------|----------------------|
|
||||
| $arch | `32` or `64` |
|
||||
| $config | `Debug` or `Release` |
|
||||
|
||||
For example:
|
||||
|
||||
```powershell
|
||||
.\build.ps1 64 Release
|
||||
```
|
||||
|
||||
[Visual Studio Build Tools 2022]: https://visualstudio.microsoft.com/downloads/#build-tools-for-visual-studio-2022
|
||||
|
||||
[CMake]: https://cmake.org/
|
||||
|
||||
### 🆕 Adding support for new Steamworks SDK
|
||||
|
||||
- Run `steamworks_downloader [prompt]` providing directory which contains Steamworks SDK zip files.
|
||||
- Run `steamworks_parser`
|
||||
- Run `linux_exports_generator [32]`
|
||||
- Run `linux_exports_generator [64]`
|
||||
|
||||
|
||||
## 📚 Acknowledgments
|
||||
|
||||
This project makes use of the following open source projects:
|
||||
|
||||
- [richgel999/miniz](https://github.com/richgel999/miniz)
|
||||
- [libcpr/cpr](https://github.com/libcpr/cpr)
|
||||
- [nlohmann/json](https://github.com/nlohmann/json)
|
||||
- [stevemk14ebr/PolyHook_2_0](https://github.com/stevemk14ebr/PolyHook_2_0)
|
||||
- [gabime/spdlog](https://github.com/gabime/spdlog)
|
||||
- [nsumner/cpp-tree-sitter](https://github.com/nsumner/cpp-tree-sitter)
|
||||
- [tree-sitter/tree-sitter-cpp](https://github.com/tree-sitter/tree-sitter-cpp)
|
||||
- [nemtrif/utfcpp](https://github.com/nemtrif/utfcpp)
|
||||
- [microsoft/wil](https://github.com/microsoft/wil)
|
||||
- [p-ranav/glob](https://github.com/p-ranav/glob)
|
||||
- [pantor/inja](https://github.com/pantor/inja)
|
||||
- [jarro2783/cxxopts](https://github.com/jarro2783/cxxopts)
|
||||
- [serge1/ELFIO](https://github.com/serge1/ELFIO)
|
||||
- [Mbed-TLS/mbedtls](https://github.com/Mbed-TLS/mbedtls)
|
||||
- [bshoshany/thread-pool](https://github.com/bshoshany/thread-pool)
|
||||
- [batterycenter/embed](https://github.com/batterycenter/embed)
|
||||
|
||||
|
||||
|
||||
## 📄 License
|
||||
|
||||
This software is licensed under the [Unlicense](https://unlicense.org),
|
||||
terms of which are available in [UNLICENSE.txt](UNLICENSE.txt).
|
||||
|
||||
|
||||
[Koaloader]: https://github.com/acidicoala/Koaloader
|
||||
67
README.template.md
Normal file
67
README.template.md
Normal file
@@ -0,0 +1,67 @@
|
||||
{% extends "./KoalaBox/templates/README.base.md" %}
|
||||
{% block content %}
|
||||
|
||||
_Legit DLC ownership emulation for Steamworks._
|
||||
|
||||
## ✨ Features
|
||||
|
||||
* `🔓` Emulate DLC ownership in legitimately owned games
|
||||
* `🛅` Emulate Inventory item ownership
|
||||
* `📄` Optional configuration
|
||||
* `🐧` Support for 32-bit and 64-bit Windows and Linux systems
|
||||
|
||||
{% include "KoalaBox/templates/markdown/links.md" %}
|
||||
|
||||
{% include "KoalaBox/templates/markdown/intro.md" %}
|
||||
|
||||
{% include "KoalaBox/templates/markdown/usage.md" %}
|
||||
|
||||
{% include "KoalaBox/templates/markdown/install-win.md" %}
|
||||
|
||||
{% include "KoalaBox/templates/markdown/install-linux.md" %}
|
||||
|
||||
{% include "KoalaBox/templates/markdown/configuration.md" %}
|
||||
|
||||
## 🎓 Extra info
|
||||
|
||||
### 🔑 How SmokeAPI works in games with large number of DLCs
|
||||
|
||||
Some the games that have a large number of DLCs begin ownership verification by querying the Steamworks API for a list of all available DLCs.
|
||||
Once the game receives the list, it will go over each item and check the ownership.
|
||||
The issue arises from the fact that response from Steamworks SDK may max out at 64, depending on how much unowned DLCs the user has.
|
||||
To alleviate this issue, SmokeAPI will make a web request to Steam API for a full list of DLCs, which works well most of the time.
|
||||
Unfortunately, even the web API does not solve all of our problems, because it will return only DLCs that are available in Steam store.
|
||||
This means that DLCs without a dedicated store offer, such as pre-order DLCs will be left out.
|
||||
That's where the `extra_dlcs` config option comes into play.
|
||||
You can specify those missing DLC IDs there, and SmokeAPI will make them available to the game.
|
||||
However, this introduces the need for manual configuration, which goes against the ideals of this project.
|
||||
To remedy this issue SmokeAPI will also fetch a manually maintained list of [extra DLCs] stored in a GitHub repository.
|
||||
The purpose of that JSON file is to contain all the DLC IDs that are lacking a Steam store page.
|
||||
This enables SmokeAPI to unlock all DLCs without any config file at all.
|
||||
Feel free to report in the {forum-topic} games that have more than 64 DLCs,
|
||||
_and_ have DLCs without a dedicated store page.
|
||||
They will be added to the list of missing DLC IDs to facilitate config-less operation.
|
||||
|
||||
[extra DLCs]: https://github.com/acidicoala/public-entitlements/blob/main/steam/v2/dlc.json
|
||||
|
||||
### 🔢 Supported Steamworks SDK versions
|
||||
|
||||
{{ project_name }} aims to support all Steamworks SDK version.
|
||||
At the time of writing, the latest supported version is **1.63**.
|
||||
|
||||
{% include "KoalaBox/templates/markdown/troubleshooting.md" %}
|
||||
|
||||
{% include "KoalaBox/templates/markdown/building.md" %}
|
||||
|
||||
### 🆕 Adding support for new Steamworks SDK
|
||||
|
||||
- Run `steamworks_downloader [prompt]` providing directory which contains Steamworks SDK zip files.
|
||||
- Run `steamworks_parser`
|
||||
- Run `linux_exports_generator [32]`
|
||||
- Run `linux_exports_generator [64]`
|
||||
|
||||
|
||||
{% include "KoalaBox/templates/markdown/acknowledgements.md" %}{% block extra_oss_libs %}- [bshoshany/thread-pool](https://github.com/bshoshany/thread-pool)
|
||||
- [batterycenter/embed](https://github.com/batterycenter/embed)
|
||||
|
||||
{% endblock %}
|
||||
@@ -21,4 +21,4 @@ OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
For more information, please refer to <https://unlicense.org>
|
||||
For more information, please refer to <https://unlicense.org>
|
||||
|
||||
12
res/README.txt
Normal file
12
res/README.txt
Normal file
@@ -0,0 +1,12 @@
|
||||
Project page: https://github.com/acidicoala/SmokeAPI#readme
|
||||
Forum topic: https://cs.rin.ru/forum/viewtopic.php?p=2597932#p2597932
|
||||
DLC Database: https://steamdb.info/
|
||||
|
||||
*** NOTE ***
|
||||
|
||||
Do NOT use the SmokeAPI.config.json file unless you have a good reason.
|
||||
The default config file enables logging, which might have a negative impact on performance in games.
|
||||
So, unless you really need to see logs for debugging issues, it is advised to either:
|
||||
disable logging in the config file by setting the "logging" field to false
|
||||
or
|
||||
not use the SmokeAPI.config.json file at all.
|
||||
@@ -1,30 +1,12 @@
|
||||
{
|
||||
"$version": 2,
|
||||
"$schema": "https://raw.githubusercontent.com/acidicoala/SmokeAPI/refs/tags/v4.0.0/res/SmokeAPI.schema.json",
|
||||
"$version": 4,
|
||||
"logging": true,
|
||||
"unlock_family_sharing": true,
|
||||
"log_steam_http": false,
|
||||
"default_app_status": "unlocked",
|
||||
"override_app_status": {
|
||||
"1234": "original",
|
||||
"4321": "unlocked"
|
||||
},
|
||||
"override_dlc_status": {
|
||||
"1234": "original",
|
||||
"4321": "unlocked",
|
||||
"5678": "locked"
|
||||
},
|
||||
"override_app_status": {},
|
||||
"override_dlc_status": {},
|
||||
"auto_inject_inventory": true,
|
||||
"extra_inventory_items": [],
|
||||
"extra_dlcs": {
|
||||
"1234": {
|
||||
"dlcs": {
|
||||
"56789": "Example DLC 1"
|
||||
}
|
||||
},
|
||||
"4321": {
|
||||
"dlcs": {
|
||||
"98765": "Example DLC 2"
|
||||
}
|
||||
}
|
||||
},
|
||||
"store_config": null
|
||||
"extra_dlcs": {}
|
||||
}
|
||||
|
||||
158
res/SmokeAPI.schema.json
Normal file
158
res/SmokeAPI.schema.json
Normal file
@@ -0,0 +1,158 @@
|
||||
{
|
||||
"$schema": "https://json-schema.org/draft/2020-12/schema",
|
||||
"$id": "https://raw.githubusercontent.com/acidicoala/SmokeAPI/refs/tags/v4.0.0/res/SmokeAPI.schema.json",
|
||||
"title": "SmokeAPI configuration",
|
||||
"type": "object",
|
||||
"additionalProperties": false,
|
||||
"properties": {
|
||||
"$schema": {
|
||||
"type": "string",
|
||||
"description": "URL of a JSON Schema that corresponds to this config.",
|
||||
"x-default": "[SmokeAPI.schema.json](res/SmokeAPI.schema.json)",
|
||||
"x-valid-values": "URL to a valid SmokeAPI config JSON schema."
|
||||
},
|
||||
"$version": {
|
||||
"type": "integer",
|
||||
"description": "Reserved for use by tools like GUI config editors.",
|
||||
"const": 4,
|
||||
"x-valid-values": "Integer numbers from 1 and beyond."
|
||||
},
|
||||
"logging": {
|
||||
"type": "boolean",
|
||||
"default": false,
|
||||
"x-packaged-default": true,
|
||||
"description": "Enables logging to SmokeAPI.log.log file.",
|
||||
"x-valid-values": "`true` or `false`."
|
||||
},
|
||||
"log_steam_http": {
|
||||
"type": "boolean",
|
||||
"default": false,
|
||||
"description": "Toggles logging of SteamHTTP traffic",
|
||||
"x-valid-values": "`true` or `false`."
|
||||
},
|
||||
"default_app_status": {
|
||||
"type": "string",
|
||||
"description": "Specifies default DLC status.",
|
||||
"default": "unlocked",
|
||||
"$ref": "#/$defs/AppStatus",
|
||||
"x-valid-values": "`\"unlocked\"` or `\"locked\"` or `\"original\"`."
|
||||
},
|
||||
"override_app_status": {
|
||||
"type": "object",
|
||||
"default": {},
|
||||
"description": "Overrides the status of all DLCs that belong to a specified app ID.",
|
||||
"patternProperties": {
|
||||
"^\\d{1,10}$": {
|
||||
"$ref": "#/$defs/AppStatus"
|
||||
}
|
||||
},
|
||||
"additionalProperties": false,
|
||||
"x-valid-values": "An object with `\"key\": \"value\"` pairs, where key is App ID and value is App status."
|
||||
},
|
||||
"override_dlc_status": {
|
||||
"type": "object",
|
||||
"default": {},
|
||||
"description": "Overrides the status of individual DLCs, regardless of the corresponding app status.",
|
||||
"patternProperties": {
|
||||
"^\\d{1,10}$": {
|
||||
"$ref": "#/$defs/AppStatus"
|
||||
}
|
||||
},
|
||||
"additionalProperties": false,
|
||||
"x-valid-values": "An object with `\"key\": \"value\"` pairs, where key is DLC ID and value is DLC status."
|
||||
},
|
||||
"auto_inject_inventory": {
|
||||
"type": "boolean",
|
||||
"default": true,
|
||||
"description": "Specifies whether SmokeAPI should automatically inject a list of all registered inventory items, when a game queries user inventory",
|
||||
"x-valid-values": "`true` or `false`."
|
||||
},
|
||||
"extra_inventory_items": {
|
||||
"type": "array",
|
||||
"default": [],
|
||||
"description": "A list of inventory item IDs that will be added in addition to the automatically injected items.",
|
||||
"items": {
|
||||
"type": "integer",
|
||||
"minimum": 0
|
||||
},
|
||||
"x-valid-values": "An array of integer App IDs."
|
||||
},
|
||||
"extra_dlcs": {
|
||||
"type": "object",
|
||||
"default": {},
|
||||
"description": "See [Extra info](#-how-smokeapi-works-in-games-with-large-number-of-dlcs) to understand the use case for this option.",
|
||||
"patternProperties": {
|
||||
"^\\d{1,10}$": {
|
||||
"$ref": "#/$defs/App"
|
||||
}
|
||||
},
|
||||
"additionalProperties": false,
|
||||
"x-valid-values": "An object with `\"key\": \"value\"`, where the key is App ID and value is an object with `\"dlcs\"` property. See the complete example for more."
|
||||
}
|
||||
},
|
||||
"$defs": {
|
||||
"AppStatus": {
|
||||
"description": "Unlock status for apps or DLCs.",
|
||||
"type": "string",
|
||||
"enum": [
|
||||
"original",
|
||||
"unlocked",
|
||||
"locked"
|
||||
]
|
||||
},
|
||||
"App": {
|
||||
"type": "object",
|
||||
"additionalProperties": false,
|
||||
"properties": {
|
||||
"dlcs": {
|
||||
"type": "object",
|
||||
"default": {},
|
||||
"description": "Map of DLC IDs to human-readable DLC names.",
|
||||
"patternProperties": {
|
||||
"^\\d{1,10}$": {
|
||||
"type": "string"
|
||||
}
|
||||
},
|
||||
"additionalProperties": false
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"examples": [
|
||||
{
|
||||
"$schema": "https://raw.githubusercontent.com/acidicoala/SmokeAPI/refs/tags/v4.0.0/res/SmokeAPI.schema.json",
|
||||
"$version": 4,
|
||||
"logging": true,
|
||||
"log_steam_http": true,
|
||||
"default_app_status": "unlocked",
|
||||
"override_app_status": {
|
||||
"1234": "original",
|
||||
"4321": "unlocked"
|
||||
},
|
||||
"override_dlc_status": {
|
||||
"1234": "original",
|
||||
"4321": "unlocked",
|
||||
"5678": "locked"
|
||||
},
|
||||
"auto_inject_inventory": true,
|
||||
"extra_inventory_items": [
|
||||
9876,
|
||||
8765,
|
||||
7654
|
||||
],
|
||||
"extra_dlcs": {
|
||||
"1234": {
|
||||
"dlcs": {
|
||||
"56789": "Example DLC 1"
|
||||
}
|
||||
},
|
||||
"4321": {
|
||||
"dlcs": {
|
||||
"98765": "Example DLC 2",
|
||||
"98766": "Example DLC 3"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
Binary file not shown.
@@ -1,5 +1,4 @@
|
||||
#pragma once
|
||||
|
||||
#define STEAMAPI_DLL "${STEAMAPI_DLL}"
|
||||
#define STEAMCLIENT_DLL "${STEAMCLIENT_DLL}"
|
||||
#define VSTDLIB_DLL "${VSTDLIB_DLL}"
|
||||
#define STEAM_API_MODULE "${STEAM_API_MODULE}"
|
||||
#define STEAMCLIENT_DLL "${STEAMCLIENT_DLL}"
|
||||
|
||||
5835
res/interface_lookup.json
Normal file
5835
res/interface_lookup.json
Normal file
File diff suppressed because it is too large
Load Diff
40
res/steamworks/100/headers/steam/isteamapps.h
Normal file
40
res/steamworks/100/headers/steam/isteamapps.h
Normal file
@@ -0,0 +1,40 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to app data in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMAPPS_H
|
||||
#define ISTEAMAPPS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam/isteamapps.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to app data
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamApps
|
||||
{
|
||||
public:
|
||||
// returns 0 if the key does not exist
|
||||
// this may be true on first call, since the app data may not be cached locally yet
|
||||
// If you expect it to exists wait for the AppDataChanged_t after the first failure and ask again
|
||||
virtual int GetAppData( AppId_t nAppID, const char *pchKey, char *pchValue, int cchValueMax ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMAPPS_INTERFACE_VERSION "STEAMAPPS_INTERFACE_VERSION001"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when new information about an app has arrived
|
||||
//-----------------------------------------------------------------------------
|
||||
struct AppDataChanged_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamAppsCallbacks + 1 };
|
||||
uint32 m_nAppID; // appid that changed
|
||||
bool m_bBySteamUI; // change came from SteamUI
|
||||
bool m_bCDDBUpdate; // the cddb entry for this app changed
|
||||
};
|
||||
|
||||
#endif // ISTEAMAPPS_H
|
||||
142
res/steamworks/100/headers/steam/isteamclient.h
Normal file
142
res/steamworks/100/headers/steam/isteamclient.h
Normal file
@@ -0,0 +1,142 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: Main interface for loading and accessing Steamworks API's from the
|
||||
// Steam client.
|
||||
// For most uses, this code is wrapped inside of SteamAPI_Init()
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMCLIENT_H
|
||||
#define ISTEAMCLIENT_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steamtypes.h"
|
||||
#include "steamclientpublic.h"
|
||||
|
||||
// handle to a communication pipe to the Steam client
|
||||
typedef int32 HSteamPipe;
|
||||
// handle to single instance of a steam user
|
||||
typedef int32 HSteamUser;
|
||||
// function prototype
|
||||
extern "C" typedef void (__cdecl *SteamAPIWarningMessageHook_t)(int, const char *);
|
||||
|
||||
// interface predec
|
||||
class ISteamUser;
|
||||
class ISteamGameServer;
|
||||
class ISteamFriends;
|
||||
class ISteamUtils;
|
||||
class ISteamMatchmaking;
|
||||
class ISteamContentServer;
|
||||
class ISteamMasterServerUpdater;
|
||||
class ISteamMatchmakingServers;
|
||||
class ISteamUserStats;
|
||||
class ISteamApps;
|
||||
class ISteamNetworking;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Interface to creating a new steam instance, or to
|
||||
// connect to an existing steam instance, whether it's in a
|
||||
// different process or is local.
|
||||
//
|
||||
// For most scenarios this is all handled automatically via SteamAPI_Init().
|
||||
// You'll only need to use these interfaces if you have a more complex versioning scheme,
|
||||
// where you want to get different versions of the same interface in different dll's in your project.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamClient
|
||||
{
|
||||
public:
|
||||
// Creates a communication pipe to the Steam client
|
||||
virtual HSteamPipe CreateSteamPipe() = 0;
|
||||
|
||||
// Releases a previously created communications pipe
|
||||
virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
|
||||
|
||||
// connects to an existing global user, failing if none exists
|
||||
// used by the game to coordinate with the steamUI
|
||||
virtual HSteamUser ConnectToGlobalUser( HSteamPipe hSteamPipe ) = 0;
|
||||
|
||||
// used by game servers, create a steam user that won't be shared with anyone else
|
||||
virtual HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe ) = 0;
|
||||
|
||||
// removes an allocated user
|
||||
virtual void ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ) = 0;
|
||||
|
||||
// retrieves the ISteamUser interface associated with the handle
|
||||
virtual ISteamUser *GetISteamUser( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// retrieves the ISteamGameServer interface associated with the handle
|
||||
virtual ISteamGameServer *GetISteamGameServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// set the local IP and Port to bind to
|
||||
// this must be set before CreateLocalUser()
|
||||
virtual void SetLocalIPBinding( uint32 unIP, uint16 usPort ) = 0;
|
||||
|
||||
// returns the ISteamFriends interface
|
||||
virtual ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamUtils interface
|
||||
virtual ISteamUtils *GetISteamUtils( HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamMatchmaking interface
|
||||
virtual ISteamMatchmaking *GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamContentServer interface
|
||||
virtual ISteamContentServer *GetISteamContentServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamMasterServerUpdater interface
|
||||
virtual ISteamMasterServerUpdater *GetISteamMasterServerUpdater( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamMatchmakingServers interface
|
||||
virtual ISteamMatchmakingServers *GetISteamMatchmakingServers( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the a generic interface
|
||||
virtual void *GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// this needs to be called every frame to process matchmaking results
|
||||
// redundant if you're already calling SteamAPI_RunCallbacks()
|
||||
virtual void RunFrame() = 0;
|
||||
|
||||
// returns the number of IPC calls made since the last time this function was called
|
||||
// Used for perf debugging so you can understand how many IPC calls your game makes per frame
|
||||
// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
|
||||
// control how often you do them.
|
||||
virtual uint32 GetIPCCallCount() = 0;
|
||||
|
||||
// returns the ISteamUserStats interface
|
||||
virtual ISteamUserStats *GetISteamUserStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns apps interface
|
||||
virtual ISteamApps *GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// networking
|
||||
virtual ISteamNetworking *GetISteamNetworking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// API warning handling
|
||||
// 'int' is the severity; 0 for msg, 1 for warning
|
||||
// 'const char *' is the text of the message
|
||||
// callbacks will occur directly after the API function is called that generated the warning or message
|
||||
virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMCLIENT_INTERFACE_VERSION "SteamClient007"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Base values for callback identifiers, each callback must
|
||||
// have a unique ID.
|
||||
//-----------------------------------------------------------------------------
|
||||
enum { k_iSteamUserCallbacks = 100 };
|
||||
enum { k_iSteamGameServerCallbacks = 200 };
|
||||
enum { k_iSteamFriendsCallbacks = 300 };
|
||||
enum { k_iSteamBillingCallbacks = 400 };
|
||||
enum { k_iSteamMatchmakingCallbacks = 500 };
|
||||
enum { k_iSteamContentServerCallbacks = 600 };
|
||||
enum { k_iSteamUtilsCallbacks = 700 };
|
||||
enum { k_iClientFriendsCallbacks = 800 };
|
||||
enum { k_iClientUserCallbacks = 900 };
|
||||
enum { k_iSteamAppsCallbacks = 1000 };
|
||||
enum { k_iSteamUserStatsCallbacks = 1100 };
|
||||
enum { k_iSteamNetworkingCallbacks = 1200 };
|
||||
|
||||
|
||||
#endif // ISTEAMCLIENT_H
|
||||
200
res/steamworks/100/headers/steam/isteamfriends.h
Normal file
200
res/steamworks/100/headers/steam/isteamfriends.h
Normal file
@@ -0,0 +1,200 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to both friends list data and general information about users
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMFRIENDS_H
|
||||
#define ISTEAMFRIENDS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: set of relationships to other users
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EFriendRelationship
|
||||
{
|
||||
k_EFriendRelationshipNone = 0,
|
||||
k_EFriendRelationshipBlocked = 1,
|
||||
k_EFriendRelationshipRequestRecipient = 2,
|
||||
k_EFriendRelationshipFriend = 3,
|
||||
k_EFriendRelationshipRequestInitiator = 4,
|
||||
k_EFriendRelationshipIgnored = 5,
|
||||
k_EFriendRelationshipIgnoredFriend = 6,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: list of states a friend can be in
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EPersonaState
|
||||
{
|
||||
k_EPersonaStateOffline = 0, // friend is not currently logged on
|
||||
k_EPersonaStateOnline = 1, // friend is logged on
|
||||
k_EPersonaStateBusy = 2, // user is on, but busy
|
||||
k_EPersonaStateAway = 3, // auto-away feature
|
||||
k_EPersonaStateSnooze = 4, // auto-away for a long time
|
||||
k_EPersonaStateMax,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: flags for enumerating friends list, or quickly checking a the relationship between users
|
||||
//-----------------------------------------------------------------------------
|
||||
enum k_EFriendFlags
|
||||
{
|
||||
k_EFriendFlagNone = 0x00,
|
||||
k_EFriendFlagBlocked = 0x01,
|
||||
k_EFriendFlagFriendshipRequested = 0x02,
|
||||
k_EFriendFlagImmediate = 0x04, // "regular" friend
|
||||
k_EFriendFlagClanMember = 0x08,
|
||||
k_EFriendFlagOnGameServer = 0x10,
|
||||
// k_EFriendFlagHasPlayedWith = 0x20, // not currently used
|
||||
// k_EFriendFlagFriendOfFriend = 0x40, // not currently used
|
||||
k_EFriendFlagRequestingFriendship = 0x80,
|
||||
k_EFriendFlagRequestingInfo = 0x100,
|
||||
k_EFriendFlagIgnored = 0x200,
|
||||
k_EFriendFlagIgnoredFriend = 0x400,
|
||||
k_EFriendFlagAll = 0xFFFF,
|
||||
};
|
||||
|
||||
// maximum number of characters in a users name
|
||||
enum { k_cchPersonaNameMax = 128 };
|
||||
|
||||
// size limit on chat room or member metadata
|
||||
const uint32 k_cubChatMetadataMax = 4096;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to accessing information about individual users,
|
||||
// that can be a friend, in a group, on a game server or in a lobby with the local user
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamFriends
|
||||
{
|
||||
public:
|
||||
// returns the local players name - guaranteed to not be NULL.
|
||||
// this is the same name as on the users community profile page
|
||||
// this is stored in UTF-8 format
|
||||
// like all the other interface functions that return a char *, it's important that this pointer is not saved
|
||||
// off; it will eventually be free'd or re-allocated
|
||||
virtual const char *GetPersonaName() = 0;
|
||||
|
||||
// sets the player name, stores it on the server and publishes the changes to all friends who are online
|
||||
virtual void SetPersonaName( const char *pchPersonaName ) = 0;
|
||||
|
||||
// gets the status of the current user
|
||||
virtual EPersonaState GetPersonaState() = 0;
|
||||
|
||||
// friend iteration
|
||||
// takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria
|
||||
// then GetFriendByIndex() can then be used to return the id's of each of those users
|
||||
virtual int GetFriendCount( int iFriendFlags ) = 0;
|
||||
|
||||
// returns the steamID of a user
|
||||
// iFriend is a index of range [0, GetFriendCount())
|
||||
// iFriendsFlags must be the same value as used in GetFriendCount()
|
||||
// the returned CSteamID can then be used by all the functions below to access details about the user
|
||||
virtual CSteamID GetFriendByIndex( int iFriend, int iFriendFlags ) = 0;
|
||||
|
||||
// returns a relationship to a user
|
||||
virtual EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend ) = 0;
|
||||
|
||||
// returns the current status of the specified user
|
||||
// this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user
|
||||
virtual EPersonaState GetFriendPersonaState( CSteamID steamIDFriend ) = 0;
|
||||
|
||||
// returns the name another user - guaranteed to not be NULL.
|
||||
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
|
||||
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
|
||||
//
|
||||
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;
|
||||
|
||||
// gets the avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
|
||||
virtual int GetFriendAvatar( CSteamID steamIDFriend ) = 0;
|
||||
// returns true if the friend is actually in a game
|
||||
virtual bool GetFriendGamePlayed( CSteamID steamIDFriend, uint64 *pulGameID, uint32 *punGameIP, uint16 *pusGamePort, uint16 *pusQueryPort ) = 0;
|
||||
// accesses old friends names - returns an empty string when their are no more items in the history
|
||||
virtual const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName ) = 0;
|
||||
|
||||
// returns true if the specified user meets any of the criteria specified in iFriendFlags
|
||||
// iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values
|
||||
virtual bool HasFriend( CSteamID steamIDFriend, int iFriendFlags ) = 0;
|
||||
|
||||
// clan (group) iteration and access functions
|
||||
virtual int GetClanCount() = 0;
|
||||
virtual CSteamID GetClanByIndex( int iClan ) = 0;
|
||||
virtual const char *GetClanName( CSteamID steamIDClan ) = 0;
|
||||
|
||||
// iterators for getting users in a chat room, lobby, game server or clan
|
||||
// note that large clans that cannot be iterated by the local user
|
||||
// steamIDSource can be the steamID of a group, game server, lobby or chat room
|
||||
virtual int GetFriendCountFromSource( CSteamID steamIDSource ) = 0;
|
||||
virtual CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend ) = 0;
|
||||
|
||||
// returns true if the local user can see that steamIDUser is a member or in steamIDSource
|
||||
virtual bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource ) = 0;
|
||||
|
||||
// User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
|
||||
virtual void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking ) = 0;
|
||||
|
||||
// activates the game overlay, with an optional dialog to open ("Friends", "Community", "Players", "Settings")
|
||||
virtual void ActivateGameOverlay( const char *pchDialog ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends003"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a friends' status changes
|
||||
//-----------------------------------------------------------------------------
|
||||
struct PersonaStateChange_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 4 };
|
||||
|
||||
uint64 m_ulSteamID; // steamID of the friend who changed
|
||||
int m_nChangeFlags; // what's changed
|
||||
};
|
||||
|
||||
|
||||
// used in PersonaStateChange_t::m_nChangeFlags to describe what's changed about a user
|
||||
// these flags describe what the client has learned has changed recently, so on startup you'll see a name, avatar & relationship change for every friend
|
||||
enum EPersonaChange
|
||||
{
|
||||
k_EPersonaChangeName = 0x001,
|
||||
k_EPersonaChangeStatus = 0x002,
|
||||
k_EPersonaChangeComeOnline = 0x004,
|
||||
k_EPersonaChangeGoneOffline = 0x008,
|
||||
k_EPersonaChangeGamePlayed = 0x010,
|
||||
k_EPersonaChangeGameServer = 0x020,
|
||||
k_EPersonaChangeAvatar = 0x040,
|
||||
k_EPersonaChangeJoinedSource= 0x080,
|
||||
k_EPersonaChangeLeftSource = 0x100,
|
||||
k_EPersonaChangeRelationshipChanged = 0x200,
|
||||
k_EPersonaChangeNameFirstSet = 0x400,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: posted when game overlay activates or deactivates
|
||||
// the game can use this to be pause or resume single player games
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameOverlayActivated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 31 };
|
||||
uint8 m_bActive; // true if it's just been activated, false otherwise
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the user tries to join a different game server from their friends list
|
||||
// game client should attempt to connect to specified server when this is received
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameServerChangeRequested_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 32 };
|
||||
char m_rgchServer[64]; // server address ("127.0.0.1:27015", "tf2.valvesoftware.com")
|
||||
char m_rgchPassword[64]; // server password, if any
|
||||
};
|
||||
|
||||
#endif // ISTEAMFRIENDS_H
|
||||
160
res/steamworks/100/headers/steam/isteamgameserver.h
Normal file
160
res/steamworks/100/headers/steam/isteamgameserver.h
Normal file
@@ -0,0 +1,160 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam for game servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMGAMESERVER_H
|
||||
#define ISTEAMGAMESERVER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for authenticating users via Steam to play on a game server
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamGameServer
|
||||
{
|
||||
public:
|
||||
// connection functions
|
||||
virtual void LogOn() = 0;
|
||||
virtual void LogOff() = 0;
|
||||
|
||||
// status functions
|
||||
virtual bool BLoggedOn() = 0;
|
||||
virtual bool BSecure() = 0;
|
||||
virtual CSteamID GetSteamID() = 0;
|
||||
|
||||
// Handles receiving a new connection from a Steam user. This call will ask the Steam
|
||||
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
|
||||
// are off-line, then it will validate the cached ticket itself which will validate app ownership
|
||||
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
|
||||
// and must then be sent up to the game server for authentication.
|
||||
//
|
||||
// Return Value: true/false depending on whether the call succeeds. If the call succeeds then you
|
||||
// should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
|
||||
// for the user has succeeded or failed.
|
||||
virtual void SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize ) = 0;
|
||||
|
||||
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
|
||||
//
|
||||
// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
|
||||
// when this user leaves the server just like you would for a real user.
|
||||
virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
|
||||
|
||||
// Should be called whenever a user leaves our game server, this lets Steam internally
|
||||
// track which users are currently on which servers for the purposes of preventing a single
|
||||
// account being logged into multiple servers, showing who is currently on a server, etc.
|
||||
virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
|
||||
|
||||
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
|
||||
// currently connected to the server. For regular users you must call this after you receive a
|
||||
// GSUserValidationSuccess callback.
|
||||
//
|
||||
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
|
||||
virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
|
||||
|
||||
// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
|
||||
//
|
||||
// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
|
||||
//
|
||||
// Input: nGameAppID - The Steam assigned AppID for the game
|
||||
// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
|
||||
// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
|
||||
// unGamePort - The port which the server is listening for client connections on
|
||||
// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
|
||||
// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
|
||||
// pchGameDir - A unique string identifier for your game
|
||||
// pchVersion - The current version of the server as a string like 1.0.0.0
|
||||
// bLanMode - Is this a LAN only server?
|
||||
//
|
||||
// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
|
||||
// and stop calling it in SteamGameServer_Init()?
|
||||
virtual bool BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
|
||||
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
|
||||
|
||||
// Updates server status values which shows up in the server browser and matchmaking APIs
|
||||
virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
|
||||
const char *pchServerName, const char *pSpectatorServerName,
|
||||
const char *pchMapName ) = 0;
|
||||
|
||||
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
|
||||
virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
|
||||
|
||||
// Sets a string defining the "gametype" for this server, this is optional, but if it is set
|
||||
// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
virtual void SetGameType( const char *pchGameType ) = 0;
|
||||
|
||||
// Ask if a user has a specific achievement for this game, will get a callback on reply
|
||||
virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer004"
|
||||
|
||||
// game server flags
|
||||
const uint32 k_unServerFlagNone = 0x00;
|
||||
const uint32 k_unServerFlagActive = 0x01; // server has users playing
|
||||
const uint32 k_unServerFlagSecure = 0x02; // server wants to be secure
|
||||
const uint32 k_unServerFlagDedicated = 0x04; // server is dedicated
|
||||
const uint32 k_unServerFlagLinux = 0x08; // linux build
|
||||
const uint32 k_unServerFlagPassworded = 0x10; // password protected
|
||||
const uint32 k_unServerFlagPrivate = 0x20; // server shouldn't list on master server and
|
||||
// won't enforce authentication of users that connect to the server.
|
||||
// Useful when you run a server where the clients may not
|
||||
// be connected to the internet but you want them to play (i.e LANs)
|
||||
|
||||
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
// client has been approved to connect to this game server
|
||||
struct GSClientApprove_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
|
||||
CSteamID m_SteamID;
|
||||
};
|
||||
|
||||
|
||||
// client has been denied to connection to this game server
|
||||
struct GSClientDeny_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 2 };
|
||||
CSteamID m_SteamID;
|
||||
EDenyReason m_eDenyReason;
|
||||
char m_rgchOptionalText[128];
|
||||
};
|
||||
|
||||
|
||||
// request the game server should kick the user
|
||||
struct GSClientKick_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 3 };
|
||||
CSteamID m_SteamID;
|
||||
EDenyReason m_eDenyReason;
|
||||
};
|
||||
|
||||
// NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks,
|
||||
// do not reuse them here.
|
||||
|
||||
// client achievement info
|
||||
struct GSClientAchievementStatus_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 6 };
|
||||
uint64 m_SteamID;
|
||||
char m_pchAchievement[128];
|
||||
bool m_bUnlocked;
|
||||
};
|
||||
|
||||
|
||||
// received when the game server requests to be displayed as secure (VAC protected)
|
||||
// m_bSecure is true if the game server should display itself as secure to users, false otherwise
|
||||
struct GSPolicyResponse_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 15 };
|
||||
uint8 m_bSecure;
|
||||
};
|
||||
|
||||
#endif // ISTEAMGAMESERVER_H
|
||||
103
res/steamworks/100/headers/steam/isteammasterserverupdater.h
Normal file
103
res/steamworks/100/headers/steam/isteammasterserverupdater.h
Normal file
@@ -0,0 +1,103 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam for retrieving list of game servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMMASTERSERVERUPDATER_H
|
||||
#define ISTEAMMASTERSERVERUPDATER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Game engines use this to tell the Steam master servers
|
||||
// about their games so their games can show up in the server browser.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMasterServerUpdater
|
||||
{
|
||||
public:
|
||||
|
||||
// Call this as often as you like to tell the master server updater whether or not
|
||||
// you want it to be active (default: off).
|
||||
virtual void SetActive( bool bActive ) = 0;
|
||||
|
||||
// You usually don't need to modify this.
|
||||
// Pass -1 to use the default value for iHeartbeatInterval.
|
||||
// Some mods change this.
|
||||
virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
|
||||
|
||||
|
||||
// These are in GameSocketShare mode, where instead of ISteamMasterServerUpdater creating its own
|
||||
// socket to talk to the master server on, it lets the game use its socket to forward messages
|
||||
// back and forth. This prevents us from requiring server ops to open up yet another port
|
||||
// in their firewalls.
|
||||
//
|
||||
// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
|
||||
|
||||
// These are used when you've elected to multiplex the game server's UDP socket
|
||||
// rather than having the master server updater use its own sockets.
|
||||
//
|
||||
// Source games use this to simplify the job of the server admins, so they
|
||||
// don't have to open up more ports on their firewalls.
|
||||
|
||||
// Call this when a packet that starts with 0xFFFFFFFF comes in. That means
|
||||
// it's for us.
|
||||
virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
|
||||
|
||||
// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
|
||||
// This gets a packet that the master server updater needs to send out on UDP.
|
||||
// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
|
||||
// Call this each frame until it returns 0.
|
||||
virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
|
||||
|
||||
|
||||
// Functions to set various fields that are used to respond to queries.
|
||||
|
||||
// Call this to set basic data that is passed to the server browser.
|
||||
virtual void SetBasicServerData(
|
||||
unsigned short nProtocolVersion,
|
||||
bool bDedicatedServer,
|
||||
const char *pRegionName,
|
||||
const char *pProductName,
|
||||
unsigned short nMaxReportedClients,
|
||||
bool bPasswordProtected,
|
||||
const char *pGameDescription ) = 0;
|
||||
|
||||
// Call this to clear the whole list of key/values that are sent in rules queries.
|
||||
virtual void ClearAllKeyValues() = 0;
|
||||
|
||||
// Call this to add/update a key/value pair.
|
||||
virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0;
|
||||
|
||||
|
||||
// You can call this upon shutdown to clear out data stored for this game server and
|
||||
// to tell the master servers that this server is going away.
|
||||
virtual void NotifyShutdown() = 0;
|
||||
|
||||
// Returns true if the master server has requested a restart.
|
||||
// Only returns true once per request.
|
||||
virtual bool WasRestartRequested() = 0;
|
||||
|
||||
// Force it to request a heartbeat from the master servers.
|
||||
virtual void ForceHeartbeat() = 0;
|
||||
|
||||
// Manually edit and query the master server list.
|
||||
// It will provide name resolution and use the default master server port if none is provided.
|
||||
virtual bool AddMasterServer( const char *pServerAddress ) = 0;
|
||||
virtual bool RemoveMasterServer( const char *pServerAddress ) = 0;
|
||||
|
||||
virtual int GetNumMasterServers() = 0;
|
||||
|
||||
// Returns the # of bytes written to pOut.
|
||||
virtual int GetMasterServerAddress( int iServer, char *pOut, int outBufferSize ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMMASTERSERVERUPDATER_INTERFACE_VERSION "SteamMasterServerUpdater001"
|
||||
|
||||
#endif // ISTEAMMASTERSERVERUPDATER_H
|
||||
477
res/steamworks/100/headers/steam/isteammatchmaking.h
Normal file
477
res/steamworks/100/headers/steam/isteammatchmaking.h
Normal file
@@ -0,0 +1,477 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam managing game server/client match making
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMMATCHMAKING
|
||||
#define ISTEAMMATCHMAKING
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steamtypes.h"
|
||||
#include "steamclientpublic.h"
|
||||
#include "matchmakingtypes.h"
|
||||
#include "isteamclient.h"
|
||||
#include "isteamfriends.h"
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to favorites
|
||||
// and to operate on game lobbies.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmaking
|
||||
{
|
||||
public:
|
||||
// game server favorites storage
|
||||
// saves basic details about a multiplayer game server locally
|
||||
|
||||
// returns the number of favorites servers the user has stored
|
||||
virtual int GetFavoriteGameCount() = 0;
|
||||
|
||||
// returns the details of the game server
|
||||
// iGame is of range [0,GetFavoriteGameCount())
|
||||
// *pnIP, *pnConnPort are filled in the with IP:port of the game server
|
||||
// *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections
|
||||
// *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added
|
||||
virtual bool GetFavoriteGame( int iGame, AppId_t *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0;
|
||||
|
||||
// adds the game server to the local list; updates the time played of the server if it already exists in the list
|
||||
virtual int AddFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) =0;
|
||||
|
||||
// removes the game server from the local storage; returns true if one was removed
|
||||
virtual bool RemoveFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0;
|
||||
|
||||
///////
|
||||
// Game lobby functions
|
||||
|
||||
// Get a list of relevant lobbies
|
||||
// this is an asynchronous request
|
||||
// results will be returned by LobbyMatchList_t callback, with the number of servers requested
|
||||
// if the user is not currently connected to Steam (i.e. SteamUser()->BLoggedOn() returns false) then
|
||||
// a LobbyMatchList_t callback will be posted immediately with no servers
|
||||
virtual void RequestLobbyList() = 0;
|
||||
|
||||
// returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call
|
||||
// should only be called after a LobbyMatchList_t callback is received
|
||||
// iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching)
|
||||
// the returned CSteamID::IsValid() will be false if iLobby is out of range
|
||||
virtual CSteamID GetLobbyByIndex( int iLobby ) = 0;
|
||||
|
||||
// Create a lobby on the Steam servers.
|
||||
// If bPrivate is true, then the lobby will not be returned by any RequestLobbyList() call; the CSteamID
|
||||
// of the lobby will need to be communicated via game channels or via InviteUserToLobby()
|
||||
// this is an asynchronous request
|
||||
// results will be returned by LobbyCreated_t callback when the lobby has been created;
|
||||
// local user will the join the lobby, resulting in an additional LobbyEnter_t callback being sent
|
||||
// operations on the chat room can only proceed once the LobbyEnter_t has been received
|
||||
virtual void CreateLobby( bool bPrivate ) = 0;
|
||||
|
||||
// Joins an existing lobby
|
||||
// this is an asynchronous request
|
||||
// results will be returned by LobbyEnter_t callback when the lobby has been joined
|
||||
virtual void JoinLobby( CSteamID steamIDLobby ) = 0;
|
||||
|
||||
// Leave a lobby; this will take effect immediately on the client side
|
||||
// other users in the lobby will be notified by a LobbyChatUpdate_t callback
|
||||
virtual void LeaveLobby( CSteamID steamIDLobby ) = 0;
|
||||
|
||||
// Invite another user to the lobby
|
||||
// the target user will receive a LobbyInvite_t callback
|
||||
// will return true if the invite is successfully sent, whether or not the target responds
|
||||
// returns false if the local user is not connected to the Steam servers
|
||||
virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0;
|
||||
|
||||
// Lobby iteration, for viewing details of users in a lobby
|
||||
// only accessible if the lobby user is a member of the specified lobby
|
||||
// persona information for other lobby members (name, avatar, etc.) will be asynchronously received
|
||||
// and accessible via ISteamFriends interface
|
||||
|
||||
// returns the number of users in the specified lobby
|
||||
virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0;
|
||||
// returns the CSteamID of a user in the lobby
|
||||
// iMember is of range [0,GetNumLobbyMembers())
|
||||
virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0;
|
||||
|
||||
// Get data associated with this lobby
|
||||
// takes a simple key, and returns the string associated with it
|
||||
// "" will be returned if no value is set, or if steamIDLobby is invalid
|
||||
virtual const char *GetLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0;
|
||||
// Sets a key/value pair in the lobby metadata
|
||||
// each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data
|
||||
// this can be used to set lobby names, map, etc.
|
||||
// to reset a key, just set it to ""
|
||||
// other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback
|
||||
virtual bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
|
||||
|
||||
// As above, but gets per-user data for someone in this lobby
|
||||
virtual const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) = 0;
|
||||
// Sets per-user metadata (for the local user implicitly)
|
||||
virtual void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
|
||||
|
||||
// Broadcasts a chat message to the all the users in the lobby
|
||||
// users in the lobby (including the local user) will receive a LobbyChatMsg_t callback
|
||||
// returns true if the message is successfully sent
|
||||
virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0;
|
||||
// Get a chat message as specified in a LobbyChatMsg_t callback
|
||||
// iChatID is the LobbyChatMsg_t::m_iChatID value in the callback
|
||||
// *pSteamIDUser is filled in with the CSteamID of the member
|
||||
// *pvData is filled in with the message itself
|
||||
// return value is the number of bytes written into the buffer
|
||||
virtual int GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
|
||||
|
||||
// Fetch metadata for a lobby you're not necessarily in right now
|
||||
// this will send down all the metadata associated with a lobby
|
||||
// this is an asynchronous call
|
||||
// returns false if the local user is not connected to the Steam servers
|
||||
virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0;
|
||||
|
||||
// sets the game server associated with the lobby
|
||||
// usually at this point, the users will leave the lobby and join the specified game server
|
||||
// either the IP/Port or the steamID of the game server has to be valid, depending on how you want the clients to be able to connect
|
||||
virtual void SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, CSteamID steamIDGameServer ) = 0;
|
||||
|
||||
};
|
||||
#define STEAMMATCHMAKING_INTERFACE_VERSION "SteamMatchMaking002"
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Callback interfaces for server list functions (see ISteamMatchmakingServers below)
|
||||
//
|
||||
// The idea here is that your game code implements objects that implement these
|
||||
// interfaces to receive callback notifications after calling asynchronous functions
|
||||
// inside the ISteamMatchmakingServers() interface below.
|
||||
//
|
||||
// This is different than normal Steam callback handling due to the potentially
|
||||
// large size of server lists.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after a server list refresh
|
||||
// or an individual server update.
|
||||
//
|
||||
// Since you get these callbacks after requesting full list refreshes you will
|
||||
// usually implement this interface inside an object like CServerBrowser. If that
|
||||
// object is getting destructed you should use ISteamMatchMakingServers()->CancelQuery()
|
||||
// to cancel any in-progress queries so you don't get a callback into the destructed
|
||||
// object and crash.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingServerListResponse
|
||||
{
|
||||
public:
|
||||
// Server has responded ok with updated data
|
||||
virtual void ServerResponded( int iServer ) = 0;
|
||||
|
||||
// Server has failed to respond
|
||||
virtual void ServerFailedToRespond( int iServer ) = 0;
|
||||
|
||||
// A list refresh you had initiated is now 100% completed
|
||||
virtual void RefreshComplete( EMatchMakingServerResponse response ) = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after pinging an individual server
|
||||
//
|
||||
// These callbacks all occur in response to querying an individual server
|
||||
// via the ISteamMatchmakingServers()->PingServer() call below. If you are
|
||||
// destructing an object that implements this interface then you should call
|
||||
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
||||
// which is in progress. Failure to cancel in progress queries when destructing
|
||||
// a callback handler may result in a crash when a callback later occurs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingPingResponse
|
||||
{
|
||||
public:
|
||||
// Server has responded successfully and has updated data
|
||||
virtual void ServerResponded( gameserveritem_t &server ) = 0;
|
||||
|
||||
// Server failed to respond to the ping request
|
||||
virtual void ServerFailedToRespond() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after requesting details on
|
||||
// who is playing on a particular server.
|
||||
//
|
||||
// These callbacks all occur in response to querying an individual server
|
||||
// via the ISteamMatchmakingServers()->PlayerDetails() call below. If you are
|
||||
// destructing an object that implements this interface then you should call
|
||||
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
||||
// which is in progress. Failure to cancel in progress queries when destructing
|
||||
// a callback handler may result in a crash when a callback later occurs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingPlayersResponse
|
||||
{
|
||||
public:
|
||||
// Got data on a new player on the server -- you'll get this callback once per player
|
||||
// on the server which you have requested player data on.
|
||||
virtual void AddPlayerToList( const char *pchName, int nScore, float flTimePlayed ) = 0;
|
||||
|
||||
// The server failed to respond to the request for player details
|
||||
virtual void PlayersFailedToRespond() = 0;
|
||||
|
||||
// The server has finished responding to the player details request
|
||||
// (ie, you won't get anymore AddPlayerToList callbacks)
|
||||
virtual void PlayersRefreshComplete() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after requesting rules
|
||||
// details on a particular server.
|
||||
//
|
||||
// These callbacks all occur in response to querying an individual server
|
||||
// via the ISteamMatchmakingServers()->ServerRules() call below. If you are
|
||||
// destructing an object that implements this interface then you should call
|
||||
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
||||
// which is in progress. Failure to cancel in progress queries when destructing
|
||||
// a callback handler may result in a crash when a callback later occurs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingRulesResponse
|
||||
{
|
||||
public:
|
||||
// Got data on a rule on the server -- you'll get one of these per rule defined on
|
||||
// the server you are querying
|
||||
virtual void RulesResponded( const char *pchRule, const char *pchValue ) = 0;
|
||||
|
||||
// The server failed to respond to the request for rule details
|
||||
virtual void RulesFailedToRespond() = 0;
|
||||
|
||||
// The server has finished responding to the rule details request
|
||||
// (ie, you won't get anymore RulesResponded callbacks)
|
||||
virtual void RulesRefreshComplete() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Typedef for handle type you will receive when querying details on an individual server.
|
||||
//-----------------------------------------------------------------------------
|
||||
typedef int HServerQuery;
|
||||
const int HSERVERQUERY_INVALID = 0xffffffff;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to game lists and details
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingServers
|
||||
{
|
||||
public:
|
||||
// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
|
||||
virtual void RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Get details on a given server in the list, you can get the valid range of index
|
||||
// values by calling GetServerCount(). You will also receive index values in
|
||||
// ISteamMatchmakingServerListResponse::ServerResponded() callbacks
|
||||
virtual gameserveritem_t *GetServerDetails( EMatchMakingType eType, int iServer ) = 0;
|
||||
|
||||
// Cancel an request which is operation on the given list type. You should call this to cancel
|
||||
// any in-progress requests before destructing a callback object that may have been passed
|
||||
// to one of the above list request calls. Not doing so may result in a crash when a callback
|
||||
// occurs on the destructed object.
|
||||
virtual void CancelQuery( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Ping every server in your list again but don't update the list of servers
|
||||
virtual void RefreshQuery( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Returns true if the list is currently refreshing its server list
|
||||
virtual bool IsRefreshing( EMatchMakingType eType ) = 0;
|
||||
|
||||
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
|
||||
virtual int GetServerCount( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Refresh a single server inside of a query (rather than all the servers )
|
||||
virtual void RefreshServer( EMatchMakingType eType, int iServer ) = 0;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Queries to individual servers directly via IP/Port
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Request updated ping time and other details from a single server
|
||||
virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Request the list of players currently playing on a server
|
||||
virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Request the list of rules that the server is running (See ISteamMasterServerUpdater->SetKeyValue() to set the rules server side)
|
||||
virtual HServerQuery ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel
|
||||
// any in-progress requests before destructing a callback object that may have been passed
|
||||
// to one of the above calls to avoid crashing when callbacks occur.
|
||||
virtual void CancelServerQuery( HServerQuery hServerQuery ) = 0;
|
||||
};
|
||||
#define STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION "SteamMatchMakingServers001"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Callbacks for ISteamMatchmaking which go through the regular Steam callback registration system
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// game server flags
|
||||
const uint32 k_unFavoriteFlagNone = 0x00;
|
||||
const uint32 k_unFavoriteFlagFavorite = 0x01; // this game favorite entry is for the favorites list
|
||||
const uint32 k_unFavoriteFlagHistory = 0x02; // this game favorite entry is for the history list
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a server was added/removed from the favorites list, you should refresh now
|
||||
//-----------------------------------------------------------------------------
|
||||
struct FavoritesListChanged_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 2 };
|
||||
uint32 m_nIP; // an IP of 0 means reload the whole list, any other value means just one server
|
||||
uint32 m_nQueryPort;
|
||||
uint32 m_nConnPort;
|
||||
uint32 m_nAppID;
|
||||
uint32 m_nFlags;
|
||||
bool m_bAdd; // true if this is adding the entry, otherwise it is a remove
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Someone has invited you to join a Lobby
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyInvite_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 3 };
|
||||
|
||||
uint64 m_ulSteamIDUser; // Steam ID of the person making the invite
|
||||
uint64 m_ulSteamIDLobby; // Steam ID of the Lobby
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sent on entering a Lobby
|
||||
// m_EChatRoomEnterResponse will be set to k_EChatRoomEnterResponseSuccess on success,
|
||||
// or a higher value on failure (see enum EChatRoomEnterResponse)
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyEnter_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 4 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // SteamID of the Lobby you have entered
|
||||
uint32 m_rgfChatPermissions; // Permissions of the current user
|
||||
bool m_bLocked; // If true, then only invited users may join
|
||||
uint32 m_EChatRoomEnterResponse; // EChatRoomEnterResponse
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The lobby metadata has changed
|
||||
// if m_ulSteamIDMember is the steamID of a lobby member, use GetLobbyMemberData() to access per-user details
|
||||
// if m_ulSteamIDMember == m_ulSteamIDLobby, use GetLobbyData() to access lobby metadata
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyDataUpdate_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 5 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // steamID of the Lobby
|
||||
uint64 m_ulSteamIDMember; // steamID of the member whose data changed, or the room itself
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The lobby chat room state has changed
|
||||
// this is usually sent when a user has joined or left the lobby
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyChatUpdate_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 6 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // Lobby ID
|
||||
uint64 m_ulSteamIDUserChanged; // user who's status in the lobby just changed - can be recipient
|
||||
uint64 m_ulSteamIDMakingChange; // Chat member who made the change (different from SteamIDUserChange if kicking, muting, etc.)
|
||||
// for example, if one user kicks another from the lobby, this will be set to the id of the user who initiated the kick
|
||||
uint32 m_rgfChatMemberStateChange; // bitfield of EChatMemberStateChange values
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: A chat message for this lobby has been sent
|
||||
// use GetLobbyChatEntry( m_iChatID ) to retrieve the contents of this message
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyChatMsg_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 7 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // the lobby id this is in
|
||||
uint64 m_ulSteamIDUser; // steamID of the user who has sent this message
|
||||
uint8 m_eChatEntryType; // type of message
|
||||
uint32 m_iChatID; // index of the chat entry to lookup
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: A game created a game for all the members of the lobby to join,
|
||||
// as triggered by a SetLobbyGameServer()
|
||||
// it's up to the individual clients to take action on this; the usual
|
||||
// game behavior is to leave the lobby and connect to the specified game server
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyGameCreated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 9 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // the lobby we were in
|
||||
uint64 m_ulSteamIDGameServer; // the new game server that has been created or found for the lobby members
|
||||
uint32 m_unIP; // IP & Port of the game server (if any)
|
||||
uint16 m_usPort;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Number of matching lobbies found
|
||||
// iterate the returned lobbies with GetLobbyByIndex(), from values 0 to m_nLobbiesMatching-1
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyMatchList_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 10 };
|
||||
uint32 m_nLobbiesMatching; // Number of lobbies that matched search criteria and we have SteamIDs for
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Called when the lobby is being forcefully closed
|
||||
// lobby details functions will no longer be updated
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyClosing_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 11 };
|
||||
uint64 m_ulSteamIDLobby; // Lobby
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Called when the local user has been kicked from the lobby
|
||||
// lobby details functions will no longer be updated
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyKicked_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 12 };
|
||||
uint64 m_ulSteamIDLobby; // Lobby
|
||||
uint64 m_ulSteamIDAdmin; // User who kicked you
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Result of our request to create a Lobby
|
||||
// m_eResult == k_EResultOK on success
|
||||
// at this point, the local user may not have finishing joining this lobby;
|
||||
// game code should wait until the subsequent LobbyEnter_t callback is received
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyCreated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 13 };
|
||||
EResult m_eResult; // Result
|
||||
uint64 m_ulSteamIDLobby; // chat room, zero if failed
|
||||
};
|
||||
|
||||
#endif // ISTEAMMATCHMAKING
|
||||
135
res/steamworks/100/headers/steam/isteamnetworking.h
Normal file
135
res/steamworks/100/headers/steam/isteamnetworking.h
Normal file
@@ -0,0 +1,135 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam managing network connections between game clients & servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMNETWORKING
|
||||
#define ISTEAMNETWORKING
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steamtypes.h"
|
||||
#include "steamclientpublic.h"
|
||||
|
||||
// handle to a socket
|
||||
typedef uint32 SNetSocket_t;
|
||||
typedef uint32 SNetListenSocket_t;
|
||||
|
||||
|
||||
// connection progress indicators
|
||||
enum ESNetSocketState
|
||||
{
|
||||
k_ESNetSocketStateInvalid = 0,
|
||||
|
||||
// communication is valid
|
||||
k_ESNetSocketStateConnected = 1,
|
||||
|
||||
// states while establishing a connection
|
||||
k_ESNetSocketStateInitiated = 10, // the connection state machine has started
|
||||
|
||||
// p2p connections
|
||||
k_ESNetSocketStateLocalCandidatesFound = 11, // we've found our local IP info
|
||||
k_ESNetSocketStateReceivedRemoteCandidates = 12,// we've received information from the remote machine, via the Steam back-end, about their IP info
|
||||
|
||||
// direct connections
|
||||
k_ESNetSocketStateChallengeHandshake = 15, // we've received a challenge packet from the server
|
||||
|
||||
// failure states
|
||||
k_ESNetSocketStateDisconnecting = 21, // the API shut it down, and we're in the process of telling the other end
|
||||
k_ESNetSocketStateLocalDisconnect = 22, // the API shut it down, and we've completed shutdown
|
||||
k_ESNetSocketStateTimeoutDuringConnect = 23, // we timed out while trying to creating the connection
|
||||
k_ESNetSocketStateRemoteEndDisconnected = 24, // the remote end has disconnected from us
|
||||
k_ESNetSocketStateConnectionBroken = 25, // connection has been broken; either the other end has disappeared or our local network connection has broke
|
||||
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for making connections and sending data between clients,
|
||||
// traversing NAT's where possible
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamNetworking
|
||||
{
|
||||
public:
|
||||
// creates a socket and listens others to connect
|
||||
// will trigger a SocketStatusCallback_t callback on another client connecting
|
||||
// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
|
||||
// this can usually just be 0 unless you want multiple sets of connections
|
||||
// unIP is the local IP address to bind to
|
||||
// pass in 0 if you just want the default local IP
|
||||
// unPort is the port to use
|
||||
// pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only
|
||||
virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort ) = 0;
|
||||
|
||||
// creates a socket and begin connection to a remote destination
|
||||
// can connect via a known steamID (client or game server), or directly to an IP
|
||||
// on success will trigger a SocketConnectCallback_t callback
|
||||
// on failure or timeout will trigger a SocketConnectionFailureCallback_t callback
|
||||
virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec ) = 0;
|
||||
virtual SNetSocket_t CreateConnectionSocket( uint32 nIP, uint16 nPort, int nTimeoutSec ) = 0;
|
||||
|
||||
// disconnects the connection to the socket, if any, and invalidates the handle
|
||||
// any unread data on the socket will be thrown away
|
||||
// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
|
||||
virtual bool DestroySocket( SNetSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
|
||||
// destroying a listen socket will automatically kill all the regular sockets generated from it
|
||||
virtual bool DestroyListenSocket( SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
|
||||
|
||||
// sending data
|
||||
// must be a handle to a connected socket
|
||||
// data size cannot be more than 8k, although in UDP mode (default),
|
||||
// it's recommended packets be no larger than 1300 bytes
|
||||
// use the reliable flag with caution; although the resend rate is pretty aggressive,
|
||||
// it can still cause stalls in receiving data (like TCP)
|
||||
virtual bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable ) = 0;
|
||||
|
||||
// receiving data
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
virtual bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
virtual bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// checks for data from any socket that has been connected off this listen socket
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
|
||||
|
||||
// retrieves data from any socket that has been connected off this listen socket
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
|
||||
|
||||
// returns information about the specified socket, filling out the contents of the pointers
|
||||
virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote ) = 0;
|
||||
|
||||
// returns which local port the listen socket is bound to
|
||||
// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
|
||||
virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort ) = 0;
|
||||
|
||||
};
|
||||
#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking001"
|
||||
|
||||
|
||||
// callback notification - status of a socket has changed
|
||||
struct SocketStatusCallback_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 1 };
|
||||
SNetSocket_t m_hSocket; // the socket used to send/receive data to the remote host
|
||||
SNetListenSocket_t m_hListenSocket; // this is the server socket that we were listening on; NULL if this was an outgoing connection
|
||||
CSteamID m_steamIDRemote; // remote steamID we have connected to, if it has one
|
||||
int m_eSNetSocketState; // socket state, ESNetSocketState
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMNETWORKING
|
||||
150
res/steamworks/100/headers/steam/isteamuser.h
Normal file
150
res/steamworks/100/headers/steam/isteamuser.h
Normal file
@@ -0,0 +1,150 @@
|
||||
//====== Copyright <20> 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
|
||||
struct CallbackMsg_t
|
||||
{
|
||||
HSteamUser m_hSteamUser;
|
||||
int m_iCallback;
|
||||
uint8 *m_pubParam;
|
||||
int m_cubParam;
|
||||
};
|
||||
|
||||
// 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, CGameID gameID, 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;
|
||||
|
||||
// legacy authentication support - need to be called if the game server rejects the user with a 'bad ticket' error
|
||||
// this is only needed under very specific circumstances
|
||||
virtual void RefreshSteam2Login() = 0;
|
||||
};
|
||||
|
||||
#define STEAMUSER_INTERFACE_VERSION "SteamUser009"
|
||||
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// 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 CallbackPipeFailure_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 17 };
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMUSER_H
|
||||
98
res/steamworks/100/headers/steam/isteamuserstats.h
Normal file
98
res/steamworks/100/headers/steam/isteamuserstats.h
Normal file
@@ -0,0 +1,98 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to user account information in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUSERSTATS_H
|
||||
#define ISTEAMUSERSTATS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
// size limit on stat or achievement name
|
||||
const uint32 k_cchStatNameMax = 128;
|
||||
|
||||
class ISteamUserStats
|
||||
{
|
||||
public:
|
||||
|
||||
// Ask the server to send down this user's data and achievements for nGameID
|
||||
virtual bool RequestCurrentStats( ) = 0;
|
||||
|
||||
// Data accessors
|
||||
virtual bool GetStat( const char *pchName, int32 *pData ) = 0;
|
||||
virtual bool GetStat( const char *pchName, float *pData ) = 0;
|
||||
|
||||
// Set / update data
|
||||
virtual bool SetStat( const char *pchName, int32 nData ) = 0;
|
||||
virtual bool SetStat( const char *pchName, float fData ) = 0;
|
||||
virtual bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) = 0;
|
||||
|
||||
// Achievement flag accessors
|
||||
virtual bool GetAchievement( const char *pchName, bool *pbAchieved ) = 0;
|
||||
virtual bool SetAchievement( const char *pchName ) = 0;
|
||||
virtual bool ClearAchievement( const char *pchName ) = 0;
|
||||
|
||||
// Store the current data on the server, will get a callback when set
|
||||
// And one callback for every new achievement
|
||||
virtual bool StoreStats( ) = 0;
|
||||
|
||||
// Achievement / GroupAchievement metadata
|
||||
|
||||
// Gets the icon of the achievement, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
|
||||
virtual int GetAchievementIcon( const char *pchName ) = 0;
|
||||
// Get general attributes (display name / text, etc) for an Achievement
|
||||
virtual const char *GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) = 0;
|
||||
|
||||
// Achievement progress - triggers an AchievementProgress callback, that is all.
|
||||
// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
|
||||
virtual bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) = 0;
|
||||
|
||||
};
|
||||
|
||||
|
||||
#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION003"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the latests stats and achievements have been received
|
||||
// from the server
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsReceived_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 1 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // Success / error fetching the stats
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the user stats for a game
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsStored_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 2 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // success / error
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the achievements for a game, or an
|
||||
// "indicate progress" call. If both m_nCurProgress and m_nMaxProgress
|
||||
// are zero, that means the achievement has been fully unlocked.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserAchievementStored_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 3 };
|
||||
|
||||
uint64 m_nGameID; // Game this is for
|
||||
bool m_bGroupAchievement; // if this is a "group" achievement
|
||||
char m_rgchAchievementName[k_cchStatNameMax]; // name of the achievement
|
||||
uint32 m_nCurProgress; // current progress towards the achievement
|
||||
uint32 m_nMaxProgress; // "out of" this many
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMUSER_H
|
||||
77
res/steamworks/100/headers/steam/isteamutils.h
Normal file
77
res/steamworks/100/headers/steam/isteamutils.h
Normal file
@@ -0,0 +1,77 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to utility functions in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUTILS_H
|
||||
#define ISTEAMUTILS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to user independent utility functions
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamUtils
|
||||
{
|
||||
public:
|
||||
// return the number of seconds since the user
|
||||
virtual uint32 GetSecondsSinceAppActive() = 0;
|
||||
virtual uint32 GetSecondsSinceComputerActive() = 0;
|
||||
|
||||
// the universe this client is connecting to
|
||||
virtual EUniverse GetConnectedUniverse() = 0;
|
||||
|
||||
// Steam server time - in PST, number of seconds since January 1, 1970 (i.e unix time)
|
||||
virtual uint32 GetServerRealTime() = 0;
|
||||
|
||||
// returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via an IP-to-location database)
|
||||
// e.g "US" or "UK".
|
||||
virtual const char *GetIPCountry() = 0;
|
||||
|
||||
// returns true if the image exists, and valid sizes were filled out
|
||||
virtual bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) = 0;
|
||||
|
||||
// returns true if the image exists, and the buffer was successfully filled out
|
||||
// results are returned in RGBA format
|
||||
// the destination buffer size should be 4 * height * width * sizeof(char)
|
||||
virtual bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) = 0;
|
||||
|
||||
// returns the IP of the reporting server for valve - currently only used in Source engine games
|
||||
virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0;
|
||||
|
||||
// return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
|
||||
virtual uint8 GetCurrentBatteryPower() = 0;
|
||||
|
||||
// returns the appID of the current process
|
||||
virtual uint32 GetAppID() = 0;
|
||||
};
|
||||
|
||||
#define STEAMUTILS_INTERFACE_VERSION "SteamUtils002"
|
||||
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The country of the user changed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct IPCountry_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 1 };
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Fired when running on a laptop and less than 10 minutes of battery is left, fires then every minute
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LowBatteryPower_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 2 };
|
||||
uint8 m_nMinutesBatteryLeft;
|
||||
};
|
||||
|
||||
#endif // ISTEAMUTILS_H
|
||||
235
res/steamworks/100/headers/steam/matchmakingtypes.h
Normal file
235
res/steamworks/100/headers/steam/matchmakingtypes.h
Normal file
@@ -0,0 +1,235 @@
|
||||
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#ifndef MATCHMAKINGTYPES_H
|
||||
#define MATCHMAKINGTYPES_H
|
||||
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
struct MatchMakingKeyValuePair_t
|
||||
{
|
||||
MatchMakingKeyValuePair_t() { m_szKey[0] = m_szValue[0] = 0; }
|
||||
MatchMakingKeyValuePair_t( const char *pchKey, const char *pchValue )
|
||||
{
|
||||
strncpy( m_szKey, pchKey, sizeof(m_szKey) ); // this is a public header, use basic c library string funcs only!
|
||||
strncpy( m_szValue, pchValue, sizeof(m_szValue) );
|
||||
}
|
||||
char m_szKey[ 256 ];
|
||||
char m_szValue[ 256 ];
|
||||
};
|
||||
|
||||
|
||||
enum EMatchMakingServerResponse
|
||||
{
|
||||
eServerResponded = 0,
|
||||
eServerFailedToRespond,
|
||||
eNoServersListedOnMasterServer // for the Internet query type, returned in response callback if no servers of this type match
|
||||
};
|
||||
|
||||
enum EMatchMakingType
|
||||
{
|
||||
eInternetServer = 0,
|
||||
eLANServer,
|
||||
eFriendsServer,
|
||||
eFavoritesServer,
|
||||
eHistoryServer,
|
||||
eSpectatorServer,
|
||||
eInvalidServer
|
||||
};
|
||||
|
||||
|
||||
// servernetadr_t is all the addressing info the serverbrowser needs to know about a game server,
|
||||
// namely: its IP, its connection port, and its query port.
|
||||
class servernetadr_t
|
||||
{
|
||||
public:
|
||||
|
||||
void Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort );
|
||||
#ifdef NETADR_H
|
||||
void Init( const netadr_t &ipAndQueryPort, uint16 usConnectionPort );
|
||||
netadr_t& GetIPAndQueryPort();
|
||||
#endif
|
||||
|
||||
// Access the query port.
|
||||
uint16 GetQueryPort() const;
|
||||
void SetQueryPort( uint16 usPort );
|
||||
|
||||
// Access the connection port.
|
||||
uint16 GetConnectionPort() const;
|
||||
void SetConnectionPort( uint16 usPort );
|
||||
|
||||
// Access the IP
|
||||
uint32 GetIP() const;
|
||||
void SetIP( uint32 );
|
||||
|
||||
// This gets the 'a.b.c.d:port' string with the connection port (instead of the query port).
|
||||
const char *GetConnectionAddressString() const;
|
||||
const char *GetQueryAddressString() const;
|
||||
|
||||
// Comparison operators and functions.
|
||||
bool operator<(const servernetadr_t &netadr) const;
|
||||
void operator=( const servernetadr_t &that )
|
||||
{
|
||||
m_usConnectionPort = that.m_usConnectionPort;
|
||||
m_usQueryPort = that.m_usQueryPort;
|
||||
m_unIP = that.m_unIP;
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
const char *ToString( uint32 unIP, uint16 usPort ) const;
|
||||
uint16 m_usConnectionPort; // (in HOST byte order)
|
||||
uint16 m_usQueryPort;
|
||||
uint32 m_unIP;
|
||||
};
|
||||
|
||||
|
||||
inline void servernetadr_t::Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort )
|
||||
{
|
||||
m_unIP = ip;
|
||||
m_usQueryPort = usQueryPort;
|
||||
m_usConnectionPort = usConnectionPort;
|
||||
}
|
||||
|
||||
#ifdef NETADR_H
|
||||
inline void servernetadr_t::Init( const netadr_t &ipAndQueryPort, uint16 usConnectionPort )
|
||||
{
|
||||
Init( ipAndQueryPort.GetIP(), ipAndQueryPort.GetPort(), usConnectionPort );
|
||||
}
|
||||
|
||||
inline netadr_t& servernetadr_t::GetIPAndQueryPort()
|
||||
{
|
||||
static netadr_t netAdr;
|
||||
netAdr.SetIP( m_unIP );
|
||||
netAdr.SetPort( m_usQueryPort );
|
||||
return netAdr;
|
||||
}
|
||||
#endif
|
||||
|
||||
inline uint16 servernetadr_t::GetQueryPort() const
|
||||
{
|
||||
return m_usQueryPort;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetQueryPort( uint16 usPort )
|
||||
{
|
||||
m_usQueryPort = usPort;
|
||||
}
|
||||
|
||||
inline uint16 servernetadr_t::GetConnectionPort() const
|
||||
{
|
||||
return m_usConnectionPort;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetConnectionPort( uint16 usPort )
|
||||
{
|
||||
m_usConnectionPort = usPort;
|
||||
}
|
||||
|
||||
inline uint32 servernetadr_t::GetIP() const
|
||||
{
|
||||
return m_unIP;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetIP( uint32 unIP )
|
||||
{
|
||||
m_unIP = unIP;
|
||||
}
|
||||
|
||||
inline const char *servernetadr_t::ToString( uint32 unIP, uint16 usPort ) const
|
||||
{
|
||||
static char s[4][64];
|
||||
static int nBuf = 0;
|
||||
unsigned char *ipByte = (unsigned char *)&unIP;
|
||||
_snprintf (s[nBuf], sizeof( s[nBuf] ), "%u.%u.%u.%u:%i", (int)(ipByte[3]), (int)(ipByte[2]), (int)(ipByte[1]), (int)(ipByte[0]), usPort );
|
||||
const char *pchRet = s[nBuf];
|
||||
++nBuf;
|
||||
nBuf %= ( (sizeof(s)/sizeof(s[0])) );
|
||||
return pchRet;
|
||||
}
|
||||
|
||||
inline const char* servernetadr_t::GetConnectionAddressString() const
|
||||
{
|
||||
return ToString( m_unIP, m_usConnectionPort );
|
||||
}
|
||||
|
||||
inline const char* servernetadr_t::GetQueryAddressString() const
|
||||
{
|
||||
return ToString( m_unIP, m_usQueryPort );
|
||||
}
|
||||
|
||||
inline bool servernetadr_t::operator<(const servernetadr_t &netadr) const
|
||||
{
|
||||
return ( m_unIP < netadr.m_unIP ) || ( m_unIP == netadr.m_unIP && m_usQueryPort < netadr.m_usQueryPort );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Data describing a single server
|
||||
//-----------------------------------------------------------------------------
|
||||
class gameserveritem_t
|
||||
{
|
||||
public:
|
||||
gameserveritem_t();
|
||||
|
||||
const char* GetName() const;
|
||||
void SetName( const char *pName );
|
||||
|
||||
public:
|
||||
servernetadr_t m_NetAdr; // IP/Query Port/Connection Port for this server
|
||||
int m_nPing; // current ping time in milliseconds
|
||||
bool m_bHadSuccessfulResponse; // server has responded successfully in the past
|
||||
bool m_bDoNotRefresh; // server is marked as not responding and should no longer be refreshed
|
||||
char m_szGameDir[32]; // current game directory
|
||||
char m_szMap[32]; // current map
|
||||
char m_szGameDescription[64]; // game description
|
||||
int m_nAppID; // Steam App ID of this server
|
||||
int m_nPlayers; // current number of players on the server
|
||||
int m_nMaxPlayers; // Maximum players that can join this server
|
||||
int m_nBotPlayers; // Number of bots (i.e simulated players) on this server
|
||||
bool m_bPassword; // true if this server needs a password to join
|
||||
bool m_bSecure; // Is this server protected by VAC
|
||||
uint32 m_ulTimeLastPlayed; // time (in unix time) when this server was last played on (for favorite/history servers)
|
||||
int m_nServerVersion; // server version as reported to Steam
|
||||
|
||||
private:
|
||||
char m_szServerName[64]; // Game server name
|
||||
|
||||
// For data added after SteamMatchMaking001 add it here
|
||||
public:
|
||||
char m_szGameTags[128]; // the tags this server exposes
|
||||
};
|
||||
|
||||
|
||||
inline gameserveritem_t::gameserveritem_t()
|
||||
{
|
||||
m_szGameDir[0] = m_szMap[0] = m_szGameDescription[0] = m_szServerName[0] = 0;
|
||||
m_bHadSuccessfulResponse = m_bDoNotRefresh = m_bPassword = m_bSecure = false;
|
||||
m_nPing = m_nAppID = m_nPlayers = m_nMaxPlayers = m_nBotPlayers = m_ulTimeLastPlayed = m_nServerVersion = 0;
|
||||
m_szGameTags[0] = 0;
|
||||
}
|
||||
|
||||
inline const char* gameserveritem_t::GetName() const
|
||||
{
|
||||
// Use the IP address as the name if nothing is set yet.
|
||||
if ( m_szServerName[0] == 0 )
|
||||
return m_NetAdr.GetConnectionAddressString();
|
||||
else
|
||||
return m_szServerName;
|
||||
}
|
||||
|
||||
inline void gameserveritem_t::SetName( const char *pName )
|
||||
{
|
||||
strncpy( m_szServerName, pName, sizeof( m_szServerName ) );
|
||||
}
|
||||
|
||||
|
||||
#endif // MATCHMAKINGTYPES_H
|
||||
308
res/steamworks/100/headers/steam/steam_api.h
Normal file
308
res/steamworks/100/headers/steam/steam_api.h
Normal file
@@ -0,0 +1,308 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_API_H
|
||||
#define STEAM_API_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
#include "isteamuser.h"
|
||||
#include "isteamfriends.h"
|
||||
#include "isteamutils.h"
|
||||
#include "isteammatchmaking.h"
|
||||
#include "isteamuserstats.h"
|
||||
#include "isteamapps.h"
|
||||
#include "isteamnetworking.h"
|
||||
|
||||
// Steam API export macro
|
||||
#if defined( _WIN32 ) && !defined( _X360 )
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C" __declspec( dllexport )
|
||||
#elif defined( STEAM_API_NODLL )
|
||||
#define S_API extern "C"
|
||||
#else
|
||||
#define S_API extern "C" __declspec( dllimport )
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#elif defined( _LINUX )
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C" __attribute__ ((visibility("default")))
|
||||
#else
|
||||
#define S_API extern "C"
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#else // !WIN32
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C"
|
||||
#else
|
||||
#define S_API extern "C"
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// Steam API setup & shutdown
|
||||
//
|
||||
// These functions manage loading, initializing and shutdown of the steamclient.dll
|
||||
//
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// S_API void SteamAPI_Init(); (see below)
|
||||
S_API void SteamAPI_Shutdown();
|
||||
|
||||
// crash dump recording functions
|
||||
S_API void SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID );
|
||||
S_API void SteamAPI_SetMiniDumpComment( const char *pchMsg );
|
||||
|
||||
// interface pointers, configured by SteamAPI_Init()
|
||||
S_API ISteamClient *SteamClient();
|
||||
|
||||
|
||||
//
|
||||
// VERSION_SAFE_STEAM_API_INTERFACES is usually not necessary, but it provides safety against releasing
|
||||
// new steam_api.dll's without recompiling/rereleasing modules that use it.
|
||||
//
|
||||
// If you use VERSION_SAFE_STEAM_API_INTERFACES, then you should call SteamAPI_InitSafe(). Also, to get the
|
||||
// Steam interfaces, you must create and Init() a CSteamAPIContext (below) and use the interfaces in there.
|
||||
//
|
||||
// If you don't use VERSION_SAFE_STEAM_API_INTERFACES, then you can use SteamAPI_Init() and the SteamXXXX()
|
||||
// functions below to get at the Steam interfaces.
|
||||
//
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
S_API bool SteamAPI_InitSafe();
|
||||
#else
|
||||
S_API bool SteamAPI_Init();
|
||||
|
||||
S_API ISteamUser *SteamUser();
|
||||
S_API ISteamFriends *SteamFriends();
|
||||
S_API ISteamUtils *SteamUtils();
|
||||
S_API ISteamMatchmaking *SteamMatchmaking();
|
||||
S_API ISteamUserStats *SteamUserStats();
|
||||
S_API ISteamApps *SteamApps();
|
||||
S_API ISteamNetworking *SteamNetworking();
|
||||
S_API ISteamMatchmakingServers *SteamMatchmakingServers();
|
||||
#endif // VERSION_SAFE_STEAM_API_INTERFACES
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steam callback helper functions
|
||||
//
|
||||
// The following classes/macros are used to be able to easily multiplex callbacks
|
||||
// from the Steam API into various objects in the app in a thread-safe manner
|
||||
//
|
||||
// These functors are triggered via the SteamAPI_RunCallbacks() function, mapping the callback
|
||||
// to as many functions/objects as are registered to it
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
S_API void SteamAPI_RunCallbacks();
|
||||
|
||||
|
||||
|
||||
// functions used by the utility CCallback objects to receive callbacks
|
||||
S_API void SteamAPI_RegisterCallback( class CCallbackBase *pCallback, int iCallback );
|
||||
S_API void SteamAPI_UnregisterCallback( class CCallbackBase *pCallback );
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: base for callbacks,
|
||||
// used only by CCallback, shouldn't be used directly
|
||||
//-----------------------------------------------------------------------------
|
||||
class CCallbackBase
|
||||
{
|
||||
public:
|
||||
CCallbackBase() { m_nCallbackFlags = 0; }
|
||||
// don't add a virtual destructor because we export this binary interface across dll's
|
||||
virtual void Run( void *pvParam ) = 0;
|
||||
|
||||
protected:
|
||||
enum { k_ECallbackFlagsRegistered = 0x01, k_ECallbackFlagsGameServer = 0x02 };
|
||||
uint8 m_nCallbackFlags;
|
||||
private:
|
||||
int m_iCallback;
|
||||
friend class CCallbackMgr;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: maps a steam callback to a class member function
|
||||
// template params: T = local class, P = parameter struct
|
||||
//-----------------------------------------------------------------------------
|
||||
template< class T, class P, bool bGameServer >
|
||||
class CCallback : private CCallbackBase
|
||||
{
|
||||
public:
|
||||
typedef void (T::*func_t)( P* );
|
||||
|
||||
// If you can't support constructing a callback with the correct parameters
|
||||
// then uncomment the empty constructor below and manually call
|
||||
// ::Register() for your object
|
||||
//CCallback() {}
|
||||
|
||||
// constructor for initializing this object in owner's constructor
|
||||
CCallback( T *pObj, func_t func ) : m_pObj( pObj ), m_Func( func )
|
||||
{
|
||||
if ( bGameServer )
|
||||
{
|
||||
m_nCallbackFlags |= k_ECallbackFlagsGameServer;
|
||||
}
|
||||
|
||||
Register( pObj, func );
|
||||
}
|
||||
|
||||
~CCallback()
|
||||
{
|
||||
SteamAPI_UnregisterCallback( this );
|
||||
}
|
||||
|
||||
// manual registration of the callback
|
||||
void Register( T *pObj, func_t func )
|
||||
{
|
||||
m_pObj = pObj;
|
||||
m_Func = func;
|
||||
SteamAPI_RegisterCallback( this, P::k_iCallback );
|
||||
}
|
||||
|
||||
private:
|
||||
virtual void Run( void *pvParam )
|
||||
{
|
||||
(m_pObj->*m_Func)( (P *)pvParam );
|
||||
}
|
||||
|
||||
T *m_pObj;
|
||||
func_t m_Func;
|
||||
};
|
||||
|
||||
|
||||
// utility macro for declaring the function and callback object together
|
||||
#define STEAM_CALLBACK( thisclass, func, param, var ) CCallback< thisclass, param, false > var; void func( param *pParam )
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
// disable this warning; this pattern need for steam callback registration
|
||||
#pragma warning( disable: 4355 ) // 'this' : used in base member initializer list
|
||||
#endif
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steamclient.dll private wrapper functions
|
||||
//
|
||||
// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// pumps out all the steam messages, calling the register callback
|
||||
S_API void Steam_RunCallbacks( HSteamPipe hSteamPipe, bool bGameServerCallbacks );
|
||||
|
||||
// register the callback funcs to use to interact with the steam dll
|
||||
S_API void Steam_RegisterInterfaceFuncs( void *hModule );
|
||||
|
||||
// returns the HSteamUser of the last user to dispatch a callback
|
||||
S_API HSteamUser Steam_GetHSteamUserCurrent();
|
||||
|
||||
// returns the filename path of the current running Steam process, used if you need to load an explicit steam dll by name
|
||||
S_API const char *SteamAPI_GetSteamInstallPath();
|
||||
|
||||
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that
|
||||
// lets them each specify the interface versions they are compiled with.
|
||||
//
|
||||
// It's important that these stay inlined in the header so the calling module specifies the interface versions
|
||||
// for whatever Steam API version it has.
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
S_API HSteamPipe GetHSteamPipe();
|
||||
S_API HSteamUser GetHSteamUser();
|
||||
|
||||
class CSteamAPIContext
|
||||
{
|
||||
public:
|
||||
CSteamAPIContext();
|
||||
void Clear();
|
||||
|
||||
bool Init();
|
||||
|
||||
ISteamUser* SteamUser() { return m_pSteamUser; }
|
||||
ISteamFriends* SteamFriends() { return m_pSteamFriends; }
|
||||
ISteamUtils* SteamUtils() { return m_pSteamUtils; }
|
||||
ISteamMatchmaking* SteamMatchmaking() { return m_pSteamMatchmaking; }
|
||||
ISteamUserStats* SteamUserStats() { return m_pSteamUserStats; }
|
||||
ISteamApps* SteamApps() { return m_pSteamApps; }
|
||||
ISteamMatchmakingServers* SteamMatchmakingServers() { return m_pSteamMatchmakingServers; }
|
||||
ISteamNetworking* SteamNetworking() { return m_pSteamNetworking; }
|
||||
|
||||
private:
|
||||
ISteamUser *m_pSteamUser;
|
||||
ISteamFriends *m_pSteamFriends;
|
||||
ISteamUtils *m_pSteamUtils;
|
||||
ISteamMatchmaking *m_pSteamMatchmaking;
|
||||
ISteamUserStats *m_pSteamUserStats;
|
||||
ISteamApps *m_pSteamApps;
|
||||
ISteamMatchmakingServers *m_pSteamMatchmakingServers;
|
||||
ISteamNetworking *m_pSteamNetworking;
|
||||
};
|
||||
|
||||
inline CSteamAPIContext::CSteamAPIContext()
|
||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
inline void CSteamAPIContext::Clear()
|
||||
{
|
||||
m_pSteamUser = NULL;
|
||||
m_pSteamFriends = NULL;
|
||||
m_pSteamUtils = NULL;
|
||||
m_pSteamMatchmaking = NULL;
|
||||
m_pSteamUserStats = NULL;
|
||||
m_pSteamApps = NULL;
|
||||
m_pSteamMatchmakingServers = NULL;
|
||||
m_pSteamNetworking = NULL;
|
||||
}
|
||||
|
||||
// This function must be inlined so the module using steam_api.dll gets the version names they want.
|
||||
inline bool CSteamAPIContext::Init()
|
||||
{
|
||||
if ( !SteamClient() )
|
||||
return false;
|
||||
|
||||
HSteamUser hSteamUser = GetHSteamUser();
|
||||
HSteamPipe hSteamPipe = GetHSteamPipe();
|
||||
|
||||
m_pSteamUser = SteamClient()->GetISteamUser( hSteamUser, hSteamPipe, STEAMUSER_INTERFACE_VERSION );
|
||||
if ( !m_pSteamUser )
|
||||
return false;
|
||||
|
||||
m_pSteamFriends = SteamClient()->GetISteamFriends( hSteamUser, hSteamPipe, STEAMFRIENDS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamFriends )
|
||||
return false;
|
||||
|
||||
m_pSteamUtils = SteamClient()->GetISteamUtils( hSteamUser, STEAMUTILS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamUtils )
|
||||
return false;
|
||||
|
||||
m_pSteamMatchmaking = SteamClient()->GetISteamMatchmaking( hSteamUser, hSteamPipe, STEAMMATCHMAKING_INTERFACE_VERSION );
|
||||
if ( !m_pSteamMatchmaking )
|
||||
return false;
|
||||
|
||||
m_pSteamMatchmakingServers = SteamClient()->GetISteamMatchmakingServers( hSteamUser, hSteamPipe, STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamMatchmakingServers )
|
||||
return false;
|
||||
|
||||
m_pSteamUserStats = SteamClient()->GetISteamUserStats( hSteamUser, hSteamPipe, STEAMUSERSTATS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamUserStats )
|
||||
return false;
|
||||
|
||||
m_pSteamApps = SteamClient()->GetISteamApps( hSteamUser, hSteamPipe, STEAMAPPS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamApps )
|
||||
return false;
|
||||
|
||||
m_pSteamNetworking = SteamClient()->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION );
|
||||
if ( !m_pSteamNetworking )
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif // VERSION_SAFE_STEAM_API_INTERFACES
|
||||
|
||||
#endif // STEAM_API_H
|
||||
45
res/steamworks/100/headers/steam/steam_gameserver.h
Normal file
45
res/steamworks/100/headers/steam/steam_gameserver.h
Normal file
@@ -0,0 +1,45 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_GAMESERVER_H
|
||||
#define STEAM_GAMESERVER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api.h"
|
||||
#include "isteamgameserver.h"
|
||||
#include "isteammasterserverupdater.h"
|
||||
|
||||
enum EServerMode
|
||||
{
|
||||
eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
|
||||
eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
|
||||
eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
|
||||
};
|
||||
|
||||
// Note: if you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it will use "GameSocketShare" mode,
|
||||
// which means that the game is responsible for sending and receiving UDP packets for the master
|
||||
// server updater. See references to GameSocketShare in isteammasterserverupdater.h.
|
||||
//
|
||||
// Pass 0 for usGamePort or usSpectatorPort if you're not using that. Then, the master server updater will report
|
||||
// what's running based on that.
|
||||
S_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, int nGameAppId, const char *pchGameDir, const char *pchVersionString );
|
||||
S_API void SteamGameServer_Shutdown();
|
||||
S_API void SteamGameServer_RunCallbacks();
|
||||
|
||||
S_API bool SteamGameServer_BSecure();
|
||||
S_API uint64 SteamGameServer_GetSteamID();
|
||||
|
||||
S_API ISteamGameServer *SteamGameServer();
|
||||
S_API ISteamUtils *SteamGameServerUtils();
|
||||
S_API ISteamMasterServerUpdater *SteamMasterServerUpdater();
|
||||
S_API ISteamNetworking *SteamGameServerNetworking();
|
||||
|
||||
#define STEAM_GAMESERVER_CALLBACK( thisclass, func, param, var ) CCallback< thisclass, param, true > var; void func( param *pParam )
|
||||
|
||||
|
||||
#endif // STEAM_GAMESERVER_H
|
||||
732
res/steamworks/100/headers/steam/steamclientpublic.h
Normal file
732
res/steamworks/100/headers/steam/steamclientpublic.h
Normal file
@@ -0,0 +1,732 @@
|
||||
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMCLIENTPUBLIC_H
|
||||
#define STEAMCLIENTPUBLIC_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
//lint -save -e1931 -e1927 -e1924 -e613 -e726
|
||||
|
||||
// This header file defines the interface between the calling application and the code that
|
||||
// knows how to communicate with the connection manager (CM) from the Steam service
|
||||
|
||||
// This header file is intended to be portable; ideally this 1 header file plus a lib or dll
|
||||
// is all you need to integrate the client library into some other tree. So please avoid
|
||||
// including or requiring other header files if possible. This header should only describe the
|
||||
// interface layer, no need to include anything about the implementation.
|
||||
|
||||
#include "steamtypes.h"
|
||||
|
||||
|
||||
// General result codes
|
||||
enum EResult
|
||||
{
|
||||
k_EResultOK = 1, // success
|
||||
k_EResultFail = 2, // generic failure
|
||||
k_EResultNoConnection = 3, // no/failed network connection
|
||||
// k_EResultNoConnectionRetry = 4, // OBSOLETE - removed
|
||||
k_EResultInvalidPassword = 5, // password/ticket is invalid
|
||||
k_EResultLoggedInElsewhere = 6, // same user logged in elsewhere
|
||||
k_EResultInvalidProtocolVer = 7, // protocol version is incorrect
|
||||
k_EResultInvalidParam = 8, // a parameter is incorrect
|
||||
k_EResultFileNotFound = 9, // file was not found
|
||||
k_EResultBusy = 10, // called method busy - action not taken
|
||||
k_EResultInvalidState = 11, // called object was in an invalid state
|
||||
k_EResultInvalidName = 12, // name is invalid
|
||||
k_EResultInvalidEmail = 13, // email is invalid
|
||||
k_EResultDuplicateName = 14, // name is not unique
|
||||
k_EResultAccessDenied = 15, // access is denied
|
||||
k_EResultTimeout = 16, // operation timed out
|
||||
k_EResultBanned = 17, // VAC2 banned
|
||||
k_EResultAccountNotFound = 18, // account not found
|
||||
k_EResultInvalidSteamID = 19, // steamID is invalid
|
||||
k_EResultServiceUnavailable = 20, // The requested service is currently unavailable
|
||||
k_EResultNotLoggedOn = 21, // The user is not logged on
|
||||
k_EResultPending = 22, // Request is pending (may be in process, or waiting on third party)
|
||||
k_EResultEncryptionFailure = 23, // Encryption or Decryption failed
|
||||
k_EResultInsufficientPrivilege = 24, // Insufficient privilege
|
||||
k_EResultLimitExceeded = 25, // Too much of a good thing
|
||||
k_EResultRevoked = 26, // Access has been revoked (used for revoked guest passes)
|
||||
k_EResultExpired = 27, // License/Guest pass the user is trying to access is expired
|
||||
k_EResultAlreadyRedeemed = 28, // Guest pass has already been redeemed by account, cannot be acked again
|
||||
k_EResultDuplicateRequest = 29, // The request is a duplicate and the action has already occurred in the past, ignored this time
|
||||
k_EResultAlreadyOwned = 30, // All the games in this guest pass redemption request are already owned by the user
|
||||
k_EResultIPNotFound = 31, // IP address not found
|
||||
k_EResultPersistFailed = 32, // failed to write change to the data store
|
||||
k_EResultLockingFailed = 33, // failed to acquire access lock for this operation
|
||||
k_EResultLogonSessionReplaced = 34,
|
||||
k_EResultConnectFailed = 35,
|
||||
k_EResultHandshakeFailed = 36,
|
||||
k_EResultIOFailure = 37,
|
||||
k_EResultRemoteDisconnect = 38,
|
||||
k_EResultShoppingCartNotFound = 39, // failed to find the shopping cart requested
|
||||
k_EResultBlocked = 40, // a user didn't allow it
|
||||
k_EResultIgnored = 41, // target is ignoring sender
|
||||
};
|
||||
|
||||
// Result codes to GSHandleClientDeny/Kick
|
||||
typedef enum
|
||||
{
|
||||
k_EDenyInvalidVersion = 1,
|
||||
k_EDenyGeneric = 2,
|
||||
k_EDenyNotLoggedOn = 3,
|
||||
k_EDenyNoLicense = 4,
|
||||
k_EDenyCheater = 5,
|
||||
k_EDenyLoggedInElseWhere = 6,
|
||||
k_EDenyUnknownText = 7,
|
||||
k_EDenyIncompatibleAnticheat = 8,
|
||||
k_EDenyMemoryCorruption = 9,
|
||||
k_EDenyIncompatibleSoftware = 10,
|
||||
k_EDenySteamConnectionLost = 11,
|
||||
k_EDenySteamConnectionError = 12,
|
||||
k_EDenySteamResponseTimedOut = 13,
|
||||
k_EDenySteamValidationStalled = 14,
|
||||
} EDenyReason;
|
||||
|
||||
// Steam universes. Each universe is a self-contained Steam instance.
|
||||
enum EUniverse
|
||||
{
|
||||
k_EUniverseInvalid = 0,
|
||||
k_EUniversePublic = 1,
|
||||
k_EUniverseBeta = 2,
|
||||
k_EUniverseInternal = 3,
|
||||
k_EUniverseDev = 4,
|
||||
k_EUniverseRC = 5,
|
||||
|
||||
k_EUniverseMax
|
||||
};
|
||||
|
||||
// Steam account types
|
||||
enum EAccountType
|
||||
{
|
||||
k_EAccountTypeInvalid = 0,
|
||||
k_EAccountTypeIndividual = 1, // single user account
|
||||
k_EAccountTypeMultiseat = 2, // multiseat (e.g. cybercafe) account
|
||||
k_EAccountTypeGameServer = 3, // game server account
|
||||
k_EAccountTypeAnonGameServer = 4, // anonymous game server account
|
||||
k_EAccountTypePending = 5, // pending
|
||||
k_EAccountTypeContentServer = 6, // content server
|
||||
k_EAccountTypeClan = 7,
|
||||
k_EAccountTypeChat = 8,
|
||||
k_EAccountTypeP2PSuperSeeder = 9, // a fake steamid used by superpeers to seed content to users of Steam P2P stuff
|
||||
k_EAccountTypeAnonUser = 10,
|
||||
|
||||
// Max of 16 items in this field
|
||||
k_EAccountTypeMax
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// types of user game stats fields
|
||||
// WARNING: DO NOT RENUMBER EXISTING VALUES - STORED IN DATABASE
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ESteamUserStatType
|
||||
{
|
||||
k_ESteamUserStatTypeINVALID = 0,
|
||||
k_ESteamUserStatTypeINT = 1,
|
||||
k_ESteamUserStatTypeFLOAT = 2,
|
||||
// Read as FLOAT, set with count / session length
|
||||
k_ESteamUserStatTypeAVGRATE = 3,
|
||||
k_ESteamUserStatTypeACHIEVEMENTS = 4,
|
||||
k_ESteamUserStatTypeGROUPACHIEVEMENTS = 5,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Chat Entry Types (previously was only friend-to-friend message types)
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EChatEntryType
|
||||
{
|
||||
k_EChatEntryTypeChatMsg = 1, // Normal text message from another user
|
||||
k_EChatEntryTypeTyping = 2, // Another user is typing (not used in multi-user chat)
|
||||
k_EChatEntryTypeInviteGame = 3, // Invite from other user into that users current game
|
||||
k_EChatEntryTypeEmote = 4, // text emote message
|
||||
k_EChatEntryTypeLobbyGameStart = 5, // lobby game is starting
|
||||
// Above are previous FriendMsgType entries, now merged into more generic chat entry types
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Chat Room Enter Responses
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EChatRoomEnterResponse
|
||||
{
|
||||
k_EChatRoomEnterResponseSuccess = 1, // Success
|
||||
k_EChatRoomEnterResponseDoesntExist = 2, // Chat doesn't exist (probably closed)
|
||||
k_EChatRoomEnterResponseNotAllowed = 3, // General Denied - You don't have the permissions needed to join the chat
|
||||
k_EChatRoomEnterResponseFull = 4, // Chat room has reached its maximum size
|
||||
k_EChatRoomEnterResponseError = 5, // Unexpected Error
|
||||
k_EChatRoomEnterResponseBanned = 6, // You are banned from this chat room and may not join
|
||||
};
|
||||
|
||||
|
||||
typedef void (*PFNLegacyKeyRegistration)( const char *pchCDKey, const char *pchInstallPath );
|
||||
typedef bool (*PFNLegacyKeyInstalled)();
|
||||
|
||||
|
||||
#pragma pack( push, 1 )
|
||||
|
||||
// Steam ID structure (64 bits total)
|
||||
class CSteamID
|
||||
{
|
||||
public:
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID()
|
||||
{
|
||||
m_unAccountID = 0;
|
||||
m_EAccountType = k_EAccountTypeInvalid;
|
||||
m_EUniverse = k_EUniverseInvalid;
|
||||
m_unAccountInstance = 0;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID( uint32 unAccountID, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
Set( unAccountID, eUniverse, eAccountType );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// unAccountInstance - instance
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID( uint32 unAccountID, unsigned int unAccountInstance, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
#if defined(_SERVER) && defined(Assert)
|
||||
Assert( ! ( ( k_EAccountTypeIndividual == eAccountType ) && ( 1 != unAccountInstance ) ) ); // enforce that for individual accounts, instance is always 1
|
||||
#endif // _SERVER
|
||||
InstancedSet( unAccountID, unAccountInstance, eUniverse, eAccountType );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
// Input : ulSteamID - 64-bit representation of a Steam ID
|
||||
// Note: Will not accept a uint32 or int32 as input, as that is a probable mistake.
|
||||
// See the stubbed out overloads in the private: section for more info.
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID( uint64 ulSteamID )
|
||||
{
|
||||
SetFromUint64( ulSteamID );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sets parameters for steam ID
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
void Set( uint32 unAccountID, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
m_unAccountID = unAccountID;
|
||||
m_EUniverse = eUniverse;
|
||||
m_EAccountType = eAccountType;
|
||||
m_unAccountInstance = 1;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sets parameters for steam ID
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
void InstancedSet( uint32 unAccountID, uint32 unInstance, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
m_unAccountID = unAccountID;
|
||||
m_EUniverse = eUniverse;
|
||||
m_EAccountType = eAccountType;
|
||||
m_unAccountInstance = unInstance;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Initializes a steam ID from its 52 bit parts and universe/type
|
||||
// Input : ulIdentifier - 52 bits of goodness
|
||||
//-----------------------------------------------------------------------------
|
||||
void FullSet( uint64 ulIdentifier, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
m_unAccountID = ( ulIdentifier & 0xFFFFFFFF ); // account ID is low 32 bits
|
||||
m_unAccountInstance = ( ( ulIdentifier >> 32 ) & 0xFFFFF ); // account instance is next 20 bits
|
||||
m_EUniverse = eUniverse;
|
||||
m_EAccountType = eAccountType;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Initializes a steam ID from its 64-bit representation
|
||||
// Input : ulSteamID - 64-bit representation of a Steam ID
|
||||
//-----------------------------------------------------------------------------
|
||||
void SetFromUint64( uint64 ulSteamID )
|
||||
{
|
||||
m_unAccountID = ( ulSteamID & 0xFFFFFFFF ); // account ID is low 32 bits
|
||||
m_unAccountInstance = ( ( ulSteamID >> 32 ) & 0xFFFFF ); // account instance is next 20 bits
|
||||
|
||||
m_EAccountType = ( EAccountType ) ( ( ulSteamID >> 52 ) & 0xF ); // type is next 4 bits
|
||||
m_EUniverse = ( EUniverse ) ( ( ulSteamID >> 56 ) & 0xFF ); // universe is next 8 bits
|
||||
}
|
||||
|
||||
|
||||
#if defined( INCLUDED_STEAM_COMMON_STEAMCOMMON_H )
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Initializes a steam ID from a Steam2 ID structure
|
||||
// Input: pTSteamGlobalUserID - Steam2 ID to convert
|
||||
// eUniverse - universe this ID belongs to
|
||||
//-----------------------------------------------------------------------------
|
||||
void SetFromSteam2( TSteamGlobalUserID *pTSteamGlobalUserID, EUniverse eUniverse )
|
||||
{
|
||||
m_unAccountID = pTSteamGlobalUserID->m_SteamLocalUserID.Split.Low32bits * 2 +
|
||||
pTSteamGlobalUserID->m_SteamLocalUserID.Split.High32bits;
|
||||
m_EUniverse = eUniverse; // set the universe
|
||||
m_EAccountType = k_EAccountTypeIndividual; // Steam 2 accounts always map to account type of individual
|
||||
m_unAccountInstance = 1; // individual accounts always have an account instance ID of 1
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Fills out a Steam2 ID structure
|
||||
// Input: pTSteamGlobalUserID - Steam2 ID to write to
|
||||
//-----------------------------------------------------------------------------
|
||||
void ConvertToSteam2( TSteamGlobalUserID *pTSteamGlobalUserID ) const
|
||||
{
|
||||
// only individual accounts have any meaning in Steam 2, only they can be mapped
|
||||
// Assert( m_EAccountType == k_EAccountTypeIndividual );
|
||||
|
||||
pTSteamGlobalUserID->m_SteamInstanceID = 0;
|
||||
pTSteamGlobalUserID->m_SteamLocalUserID.Split.High32bits = m_unAccountID % 2;
|
||||
pTSteamGlobalUserID->m_SteamLocalUserID.Split.Low32bits = m_unAccountID / 2;
|
||||
}
|
||||
#endif // defined( INCLUDED_STEAM_COMMON_STEAMCOMMON_H )
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Converts steam ID to its 64-bit representation
|
||||
// Output : 64-bit representation of a Steam ID
|
||||
//-----------------------------------------------------------------------------
|
||||
uint64 ConvertToUint64() const
|
||||
{
|
||||
return (uint64) ( ( ( (uint64) m_EUniverse ) << 56 ) + ( ( (uint64) m_EAccountType ) << 52 ) +
|
||||
( ( (uint64) m_unAccountInstance ) << 32 ) + m_unAccountID );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Converts the static parts of a steam ID to a 64-bit representation.
|
||||
// For multiseat accounts, all instances of that account will have the
|
||||
// same static account key, so they can be grouped together by the static
|
||||
// account key.
|
||||
// Output : 64-bit static account key
|
||||
//-----------------------------------------------------------------------------
|
||||
uint64 GetStaticAccountKey() const
|
||||
{
|
||||
// note we do NOT include the account instance (which is a dynamic property) in the static account key
|
||||
return (uint64) ( ( ( (uint64) m_EUniverse ) << 56 ) + ((uint64) m_EAccountType << 52 ) + m_unAccountID );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: create an anonymous game server login to be filled in by the AM
|
||||
//-----------------------------------------------------------------------------
|
||||
void CreateBlankAnonLogon( EUniverse eUniverse )
|
||||
{
|
||||
m_unAccountID = 0;
|
||||
m_EAccountType = k_EAccountTypeAnonGameServer;
|
||||
m_EUniverse = eUniverse;
|
||||
m_unAccountInstance = 0;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: create an anonymous game server login to be filled in by the AM
|
||||
//-----------------------------------------------------------------------------
|
||||
void CreateBlankAnonUserLogon( EUniverse eUniverse )
|
||||
{
|
||||
m_unAccountID = 0;
|
||||
m_EAccountType = k_EAccountTypeAnonUser;
|
||||
m_EUniverse = eUniverse;
|
||||
m_unAccountInstance = 0;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this an anonymous game server login that will be filled in?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BBlankAnonAccount() const
|
||||
{
|
||||
return m_unAccountID == 0 && BAnonAccount() && m_unAccountInstance == 0;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a game server account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BGameServerAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeGameServer || m_EAccountType == k_EAccountTypeAnonGameServer;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a content server account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BContentServerAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeContentServer;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a clan account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BClanAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeClan;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a chat account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BChatAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeChat;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this an individual user account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BIndividualAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeIndividual;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this an anonymous account?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BAnonAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeAnonUser || m_EAccountType == k_EAccountTypeAnonGameServer;
|
||||
}
|
||||
|
||||
|
||||
// simple accessors
|
||||
void SetAccountID( uint32 unAccountID ) { m_unAccountID = unAccountID; }
|
||||
uint32 GetAccountID() const { return m_unAccountID; }
|
||||
uint32 GetUnAccountInstance() const { return m_unAccountInstance; }
|
||||
EAccountType GetEAccountType() const { return ( EAccountType ) m_EAccountType; }
|
||||
EUniverse GetEUniverse() const { return m_EUniverse; }
|
||||
void SetEUniverse( EUniverse eUniverse ) { m_EUniverse = eUniverse; }
|
||||
bool IsValid() const { return ( m_EAccountType != k_EAccountTypeInvalid && m_EUniverse != k_EUniverseInvalid ); }
|
||||
|
||||
// this set of functions is hidden, will be moved out of class
|
||||
explicit CSteamID( const char *pchSteamID, EUniverse eDefaultUniverse = k_EUniverseInvalid );
|
||||
char * Render() const; // renders this steam ID to string
|
||||
static char * Render( uint64 ulSteamID ); // static method to render a uint64 representation of a steam ID to a string
|
||||
|
||||
void SetFromString( const char *pchSteamID, EUniverse eDefaultUniverse );
|
||||
bool SetFromSteam2String( const char *pchSteam2ID, EUniverse eUniverse );
|
||||
|
||||
bool operator==( const CSteamID &val ) const
|
||||
{
|
||||
return ( ( val.m_unAccountID == m_unAccountID ) && ( val.m_unAccountInstance == m_unAccountInstance )
|
||||
&& ( val.m_EAccountType == m_EAccountType ) && ( val.m_EUniverse == m_EUniverse ) );
|
||||
}
|
||||
|
||||
bool operator!=( const CSteamID &val ) const { return !operator==( val ); }
|
||||
bool operator<( const CSteamID &val ) const { return ConvertToUint64() < val.ConvertToUint64(); }
|
||||
bool operator>( const CSteamID &val ) const { return ConvertToUint64() > val.ConvertToUint64(); }
|
||||
|
||||
// DEBUG function
|
||||
bool BValidExternalSteamID() const;
|
||||
|
||||
private:
|
||||
// These are defined here to prevent accidental implicit conversion of a u32AccountID to a CSteamID.
|
||||
// If you get a compiler error about an ambiguous constructor/function then it may be because you're
|
||||
// passing a 32-bit int to a function that takes a CSteamID. You should explicitly create the SteamID
|
||||
// using the correct Universe and account Type/Instance values.
|
||||
CSteamID( uint32 );
|
||||
CSteamID( int32 );
|
||||
|
||||
#ifdef _WIN32
|
||||
#pragma warning(push)
|
||||
#pragma warning(disable:4201) // nameless union is nonstandard
|
||||
// 64 bits total
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
#endif
|
||||
uint32 m_unAccountID : 32; // unique account identifier
|
||||
unsigned int m_unAccountInstance : 20; // dynamic instance ID (used for multiseat type accounts only)
|
||||
unsigned int m_EAccountType : 4; // type of account - can't show as EAccountType, due to signed / unsigned difference
|
||||
EUniverse m_EUniverse : 8; // universe this account belongs to
|
||||
#ifdef _WIN32
|
||||
};
|
||||
|
||||
uint64 m_unAll64Bits;
|
||||
};
|
||||
#pragma warning(pop) // no more anonymous unions until next time
|
||||
#endif
|
||||
};
|
||||
|
||||
const int k_unSteamAccountIDMask = 0xFFFFFFFF;
|
||||
const int k_unSteamAccountInstanceMask = 0x000FFFFF;
|
||||
|
||||
|
||||
// Special flags for Chat accounts - they go in the top 8 bits
|
||||
// of the steam ID's "instance", leaving 12 for the actual instances
|
||||
enum EChatSteamIDInstanceFlags
|
||||
{
|
||||
k_EChatAccountInstanceMask = 0x00000FFF, // top 8 bits are flags
|
||||
|
||||
k_EChatInstanceFlagClan = ( k_unSteamAccountInstanceMask + 1 ) >> 1, // top bit
|
||||
k_EChatInstanceFlagLobby = ( k_unSteamAccountInstanceMask + 1 ) >> 2, // next one down, etc
|
||||
|
||||
// Max of 8 flags
|
||||
};
|
||||
|
||||
|
||||
// generic invalid CSteamID
|
||||
const CSteamID k_steamIDNil;
|
||||
|
||||
// This steamID comes from a user game connection to an out of date GS that hasnt implemented the protocol
|
||||
// to provide its steamID
|
||||
const CSteamID k_steamIDOutofDateGS( 0, 0, k_EUniverseInvalid, k_EAccountTypeInvalid );
|
||||
// This steamID comes from a user game connection to an sv_lan GS
|
||||
const CSteamID k_steamIDLanModeGS( 0, 0, k_EUniversePublic, k_EAccountTypeInvalid );
|
||||
// This steamID can come from a user game connection to a GS that has just booted but hasnt yet even initialized
|
||||
// its steam3 component and started logging on.
|
||||
const CSteamID k_steamIDNotInitYetGS( 1, 0, k_EUniverseInvalid, k_EAccountTypeInvalid );
|
||||
|
||||
|
||||
#ifdef STEAM
|
||||
// Returns the matching chat steamID, with the default instance of 0
|
||||
// If the steamID passed in is already of type k_EAccountTypeChat it will be returned with the same instance
|
||||
CSteamID ChatIDFromSteamID( CSteamID &steamID );
|
||||
// Returns the matching clan steamID, with the default instance of 0
|
||||
// If the steamID passed in is already of type k_EAccountTypeClan it will be returned with the same instance
|
||||
CSteamID ClanIDFromSteamID( CSteamID &steamID );
|
||||
// Asserts steamID type before conversion
|
||||
CSteamID ChatIDFromClanID( CSteamID &steamIDClan );
|
||||
// Asserts steamID type before conversion
|
||||
CSteamID ClanIDFromChatID( CSteamID &steamIDChat );
|
||||
|
||||
#endif // _STEAM
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: encapsulates an appID/modID pair
|
||||
//-----------------------------------------------------------------------------
|
||||
class CGameID
|
||||
{
|
||||
public:
|
||||
CGameID()
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
}
|
||||
|
||||
explicit CGameID( uint64 ulGameID )
|
||||
{
|
||||
m_ulGameID = ulGameID;
|
||||
}
|
||||
|
||||
explicit CGameID( int32 nAppID )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
}
|
||||
|
||||
explicit CGameID( uint32 nAppID )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
}
|
||||
|
||||
CGameID( uint32 nAppID, uint32 nModID )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
m_gameID.m_nModID = nModID;
|
||||
m_gameID.m_nType = k_EGameIDTypeGameMod;
|
||||
}
|
||||
|
||||
// Hidden functions used only by Steam
|
||||
explicit CGameID( const char *pchGameID );
|
||||
char * Render() const; // renders this Game ID to string
|
||||
static char * Render( uint64 ulGameID ); // static method to render a uint64 representation of a Game ID to a string
|
||||
|
||||
// must include checksum_crc.h first to get this functionality
|
||||
#if defined( CHECKSUM_CRC_H )
|
||||
CGameID( uint32 nAppID, const char *pchModPath )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
m_gameID.m_nType = k_EGameIDTypeGameMod;
|
||||
|
||||
char rgchModDir[MAX_PATH];
|
||||
Q_FileBase( pchModPath, rgchModDir, sizeof( rgchModDir ) );
|
||||
CRC32_t crc32;
|
||||
CRC32_Init( &crc32 );
|
||||
CRC32_ProcessBuffer( &crc32, rgchModDir, Q_strlen( rgchModDir ) );
|
||||
CRC32_Final( &crc32 );
|
||||
|
||||
// set the high-bit on the mod-id
|
||||
// reduces crc32 to 31bits, but lets us use the modID as a guaranteed unique
|
||||
// replacement for appID's
|
||||
m_gameID.m_nModID = crc32 | (0x80000000);
|
||||
}
|
||||
|
||||
CGameID( const char *pchExePath, const char *pchAppName )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = 0;
|
||||
m_gameID.m_nType = k_EGameIDTypeShortcut;
|
||||
|
||||
CRC32_t crc32;
|
||||
CRC32_Init( &crc32 );
|
||||
CRC32_ProcessBuffer( &crc32, pchExePath, Q_strlen( pchExePath ) );
|
||||
CRC32_ProcessBuffer( &crc32, pchAppName, Q_strlen( pchAppName ) );
|
||||
CRC32_Final( &crc32 );
|
||||
|
||||
// set the high-bit on the mod-id
|
||||
// reduces crc32 to 31bits, but lets us use the modID as a guaranteed unique
|
||||
// replacement for appID's
|
||||
m_gameID.m_nModID = crc32 | (0x80000000);
|
||||
}
|
||||
#endif
|
||||
|
||||
void SetAsShortcut()
|
||||
{
|
||||
m_gameID.m_nAppID = 0;
|
||||
m_gameID.m_nType = k_EGameIDTypeShortcut;
|
||||
}
|
||||
|
||||
void SetAsP2PFile()
|
||||
{
|
||||
m_gameID.m_nAppID = 0;
|
||||
m_gameID.m_nType = k_EGameIDTypeP2P;
|
||||
}
|
||||
|
||||
uint64 ToUint64() const
|
||||
{
|
||||
return m_ulGameID;
|
||||
}
|
||||
|
||||
uint64 *GetUint64Ptr()
|
||||
{
|
||||
return &m_ulGameID;
|
||||
}
|
||||
|
||||
bool IsMod() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeGameMod );
|
||||
}
|
||||
|
||||
bool IsShortcut() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeShortcut );
|
||||
}
|
||||
|
||||
bool IsP2PFile() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeP2P );
|
||||
}
|
||||
|
||||
bool IsSteamApp() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeApp );
|
||||
}
|
||||
|
||||
|
||||
|
||||
uint32 ModID() const
|
||||
{
|
||||
return m_gameID.m_nModID;
|
||||
}
|
||||
|
||||
uint32 AppID() const
|
||||
{
|
||||
return m_gameID.m_nAppID;
|
||||
}
|
||||
|
||||
bool operator == ( const CGameID &rhs ) const
|
||||
{
|
||||
return m_ulGameID == rhs.m_ulGameID;
|
||||
}
|
||||
|
||||
bool operator != ( const CGameID &rhs ) const
|
||||
{
|
||||
return !(*this == rhs);
|
||||
}
|
||||
|
||||
bool operator < ( const CGameID &rhs ) const
|
||||
{
|
||||
return ( m_ulGameID < rhs.m_ulGameID );
|
||||
}
|
||||
|
||||
bool IsValid() const
|
||||
{
|
||||
return ( m_ulGameID != 0 );
|
||||
}
|
||||
|
||||
void Reset()
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
private:
|
||||
enum EGameIDType
|
||||
{
|
||||
k_EGameIDTypeApp = 0,
|
||||
k_EGameIDTypeGameMod = 1,
|
||||
k_EGameIDTypeShortcut = 2,
|
||||
k_EGameIDTypeP2P = 3,
|
||||
};
|
||||
|
||||
struct GameID_t
|
||||
{
|
||||
unsigned int m_nAppID : 24;
|
||||
unsigned int m_nType : 8;
|
||||
unsigned int m_nModID : 32;
|
||||
};
|
||||
|
||||
union
|
||||
{
|
||||
uint64 m_ulGameID;
|
||||
GameID_t m_gameID;
|
||||
};
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
const int k_cchGameExtraInfoMax = 64;
|
||||
|
||||
|
||||
// Max number of credit cards stored for one account
|
||||
const int k_nMaxNumCardsPerAccount = 1;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Constants used for query ports.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#define QUERY_PORT_NOT_INITIALIZED 0xFFFF // We haven't asked the GS for this query port's actual value yet.
|
||||
#define QUERY_PORT_ERROR 0xFFFE // We were unable to get the query port for this server.
|
||||
|
||||
#endif // STEAMCLIENTPUBLIC_H
|
||||
85
res/steamworks/100/headers/steam/steamtypes.h
Normal file
85
res/steamworks/100/headers/steam/steamtypes.h
Normal file
@@ -0,0 +1,85 @@
|
||||
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMTYPES_H
|
||||
#define STEAMTYPES_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
// Steam-specific types. Defined here so this header file can be included in other code bases.
|
||||
#ifndef WCHARTYPES_H
|
||||
typedef unsigned char uint8;
|
||||
#endif
|
||||
|
||||
|
||||
#if defined(__x86_64__) || defined(_WIN64)
|
||||
#define X64BITS
|
||||
#endif
|
||||
|
||||
typedef unsigned char uint8;
|
||||
typedef signed char int8;
|
||||
|
||||
#if defined( _WIN32 )
|
||||
|
||||
typedef __int16 int16;
|
||||
typedef unsigned __int16 uint16;
|
||||
typedef __int32 int32;
|
||||
typedef unsigned __int32 uint32;
|
||||
typedef __int64 int64;
|
||||
typedef unsigned __int64 uint64;
|
||||
|
||||
#ifdef X64BITS
|
||||
typedef __int64 intp; // intp is an integer that can accomodate a pointer
|
||||
typedef unsigned __int64 uintp; // (ie, sizeof(intp) >= sizeof(int) && sizeof(intp) >= sizeof(void *)
|
||||
#else
|
||||
typedef __int32 intp;
|
||||
typedef unsigned __int32 uintp;
|
||||
#endif
|
||||
|
||||
#else // _WIN32
|
||||
|
||||
typedef short int16;
|
||||
typedef unsigned short uint16;
|
||||
typedef int int32;
|
||||
typedef unsigned int uint32;
|
||||
typedef long long int64;
|
||||
typedef unsigned long long uint64;
|
||||
#ifdef X64BITS
|
||||
typedef long long intp;
|
||||
typedef unsigned long long uintp;
|
||||
#else
|
||||
typedef int intp;
|
||||
typedef unsigned int uintp;
|
||||
#endif
|
||||
|
||||
#endif // else _WIN32
|
||||
|
||||
const int k_cubDigestSize = 20; // CryptoPP::SHA::DIGESTSIZE
|
||||
const int k_cubSaltSize = 8;
|
||||
|
||||
typedef uint8 SHADigest_t[ k_cubDigestSize ];
|
||||
typedef uint8 Salt_t[ k_cubSaltSize ];
|
||||
|
||||
typedef uint64 GID_t; // globally unique identifier
|
||||
|
||||
// this is baked into client messages and interfaces as an int,
|
||||
// make sure we never break this.
|
||||
typedef uint32 PackageId_t;
|
||||
const PackageId_t k_uPackageIdInvalid = 0xFFFFFFFF;
|
||||
|
||||
|
||||
// this is baked into client messages and interfaces as an int,
|
||||
// make sure we never break this.
|
||||
typedef uint32 AppId_t;
|
||||
const AppId_t k_uAppIdInvalid = 0xFFFFFFFF;
|
||||
|
||||
// RTime32
|
||||
// We use this 32 bit time representing real world time.
|
||||
// It offers 1 second resolution beginning on January 1, 1970 (Unix time)
|
||||
typedef uint32 RTime32;
|
||||
|
||||
#endif // STEAMTYPES_H
|
||||
32
res/steamworks/101/headers/steam/isteamapps.h
Normal file
32
res/steamworks/101/headers/steam/isteamapps.h
Normal file
@@ -0,0 +1,32 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to app data in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMAPPS_H
|
||||
#define ISTEAMAPPS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to app data
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamApps
|
||||
{
|
||||
public:
|
||||
virtual bool BIsSubscribed() = 0;
|
||||
virtual bool BIsLowViolence() = 0;
|
||||
virtual bool BIsCybercafe() = 0;
|
||||
virtual bool BIsVACBanned() = 0;
|
||||
virtual const char *GetCurrentGameLanguage() = 0;
|
||||
virtual const char *GetAvailableGameLanguages() = 0;
|
||||
|
||||
// only use this member if you need to check ownership of another game related to yours, a demo for example
|
||||
virtual bool BIsSubscribedApp( AppId_t appID ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMAPPS_INTERFACE_VERSION "STEAMAPPS_INTERFACE_VERSION002"
|
||||
|
||||
#endif // ISTEAMAPPS_H
|
||||
146
res/steamworks/101/headers/steam/isteamclient.h
Normal file
146
res/steamworks/101/headers/steam/isteamclient.h
Normal file
@@ -0,0 +1,146 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: Main interface for loading and accessing Steamworks API's from the
|
||||
// Steam client.
|
||||
// For most uses, this code is wrapped inside of SteamAPI_Init()
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMCLIENT_H
|
||||
#define ISTEAMCLIENT_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steamtypes.h"
|
||||
#include "steamclientpublic.h"
|
||||
|
||||
// handle to a communication pipe to the Steam client
|
||||
typedef int32 HSteamPipe;
|
||||
// handle to single instance of a steam user
|
||||
typedef int32 HSteamUser;
|
||||
// function prototype
|
||||
#ifdef _LINUX
|
||||
#define __cdecl
|
||||
#endif
|
||||
extern "C" typedef void (__cdecl *SteamAPIWarningMessageHook_t)(int, const char *);
|
||||
|
||||
// interface predec
|
||||
class ISteamUser;
|
||||
class ISteamGameServer;
|
||||
class ISteamFriends;
|
||||
class ISteamUtils;
|
||||
class ISteamMatchmaking;
|
||||
class ISteamContentServer;
|
||||
class ISteamMasterServerUpdater;
|
||||
class ISteamMatchmakingServers;
|
||||
class ISteamUserStats;
|
||||
class ISteamApps;
|
||||
class ISteamNetworking;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Interface to creating a new steam instance, or to
|
||||
// connect to an existing steam instance, whether it's in a
|
||||
// different process or is local.
|
||||
//
|
||||
// For most scenarios this is all handled automatically via SteamAPI_Init().
|
||||
// You'll only need to use these interfaces if you have a more complex versioning scheme,
|
||||
// where you want to get different versions of the same interface in different dll's in your project.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamClient
|
||||
{
|
||||
public:
|
||||
// Creates a communication pipe to the Steam client
|
||||
virtual HSteamPipe CreateSteamPipe() = 0;
|
||||
|
||||
// Releases a previously created communications pipe
|
||||
virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
|
||||
|
||||
// connects to an existing global user, failing if none exists
|
||||
// used by the game to coordinate with the steamUI
|
||||
virtual HSteamUser ConnectToGlobalUser( HSteamPipe hSteamPipe ) = 0;
|
||||
|
||||
// used by game servers, create a steam user that won't be shared with anyone else
|
||||
virtual HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe ) = 0;
|
||||
|
||||
// removes an allocated user
|
||||
virtual void ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ) = 0;
|
||||
|
||||
// retrieves the ISteamUser interface associated with the handle
|
||||
virtual ISteamUser *GetISteamUser( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// retrieves the ISteamGameServer interface associated with the handle
|
||||
virtual ISteamGameServer *GetISteamGameServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// set the local IP and Port to bind to
|
||||
// this must be set before CreateLocalUser()
|
||||
virtual void SetLocalIPBinding( uint32 unIP, uint16 usPort ) = 0;
|
||||
|
||||
// returns the ISteamFriends interface
|
||||
virtual ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamUtils interface
|
||||
virtual ISteamUtils *GetISteamUtils( HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamMatchmaking interface
|
||||
virtual ISteamMatchmaking *GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamContentServer interface
|
||||
virtual ISteamContentServer *GetISteamContentServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamMasterServerUpdater interface
|
||||
virtual ISteamMasterServerUpdater *GetISteamMasterServerUpdater( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamMatchmakingServers interface
|
||||
virtual ISteamMatchmakingServers *GetISteamMatchmakingServers( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the a generic interface
|
||||
virtual void *GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// this needs to be called every frame to process matchmaking results
|
||||
// redundant if you're already calling SteamAPI_RunCallbacks()
|
||||
virtual void RunFrame() = 0;
|
||||
|
||||
// returns the number of IPC calls made since the last time this function was called
|
||||
// Used for perf debugging so you can understand how many IPC calls your game makes per frame
|
||||
// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
|
||||
// control how often you do them.
|
||||
virtual uint32 GetIPCCallCount() = 0;
|
||||
|
||||
// returns the ISteamUserStats interface
|
||||
virtual ISteamUserStats *GetISteamUserStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns apps interface
|
||||
virtual ISteamApps *GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// networking
|
||||
virtual ISteamNetworking *GetISteamNetworking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// API warning handling
|
||||
// 'int' is the severity; 0 for msg, 1 for warning
|
||||
// 'const char *' is the text of the message
|
||||
// callbacks will occur directly after the API function is called that generated the warning or message
|
||||
virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMCLIENT_INTERFACE_VERSION "SteamClient007"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Base values for callback identifiers, each callback must
|
||||
// have a unique ID.
|
||||
//-----------------------------------------------------------------------------
|
||||
enum { k_iSteamUserCallbacks = 100 };
|
||||
enum { k_iSteamGameServerCallbacks = 200 };
|
||||
enum { k_iSteamFriendsCallbacks = 300 };
|
||||
enum { k_iSteamBillingCallbacks = 400 };
|
||||
enum { k_iSteamMatchmakingCallbacks = 500 };
|
||||
enum { k_iSteamContentServerCallbacks = 600 };
|
||||
enum { k_iSteamUtilsCallbacks = 700 };
|
||||
enum { k_iClientFriendsCallbacks = 800 };
|
||||
enum { k_iClientUserCallbacks = 900 };
|
||||
enum { k_iSteamAppsCallbacks = 1000 };
|
||||
enum { k_iSteamUserStatsCallbacks = 1100 };
|
||||
enum { k_iSteamNetworkingCallbacks = 1200 };
|
||||
enum { k_iClientRemoteStorageCallbacks = 1300 };
|
||||
|
||||
|
||||
#endif // ISTEAMCLIENT_H
|
||||
200
res/steamworks/101/headers/steam/isteamfriends.h
Normal file
200
res/steamworks/101/headers/steam/isteamfriends.h
Normal file
@@ -0,0 +1,200 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to both friends list data and general information about users
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMFRIENDS_H
|
||||
#define ISTEAMFRIENDS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: set of relationships to other users
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EFriendRelationship
|
||||
{
|
||||
k_EFriendRelationshipNone = 0,
|
||||
k_EFriendRelationshipBlocked = 1,
|
||||
k_EFriendRelationshipRequestRecipient = 2,
|
||||
k_EFriendRelationshipFriend = 3,
|
||||
k_EFriendRelationshipRequestInitiator = 4,
|
||||
k_EFriendRelationshipIgnored = 5,
|
||||
k_EFriendRelationshipIgnoredFriend = 6,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: list of states a friend can be in
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EPersonaState
|
||||
{
|
||||
k_EPersonaStateOffline = 0, // friend is not currently logged on
|
||||
k_EPersonaStateOnline = 1, // friend is logged on
|
||||
k_EPersonaStateBusy = 2, // user is on, but busy
|
||||
k_EPersonaStateAway = 3, // auto-away feature
|
||||
k_EPersonaStateSnooze = 4, // auto-away for a long time
|
||||
k_EPersonaStateMax,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: flags for enumerating friends list, or quickly checking a the relationship between users
|
||||
//-----------------------------------------------------------------------------
|
||||
enum k_EFriendFlags
|
||||
{
|
||||
k_EFriendFlagNone = 0x00,
|
||||
k_EFriendFlagBlocked = 0x01,
|
||||
k_EFriendFlagFriendshipRequested = 0x02,
|
||||
k_EFriendFlagImmediate = 0x04, // "regular" friend
|
||||
k_EFriendFlagClanMember = 0x08,
|
||||
k_EFriendFlagOnGameServer = 0x10,
|
||||
// k_EFriendFlagHasPlayedWith = 0x20, // not currently used
|
||||
// k_EFriendFlagFriendOfFriend = 0x40, // not currently used
|
||||
k_EFriendFlagRequestingFriendship = 0x80,
|
||||
k_EFriendFlagRequestingInfo = 0x100,
|
||||
k_EFriendFlagIgnored = 0x200,
|
||||
k_EFriendFlagIgnoredFriend = 0x400,
|
||||
k_EFriendFlagAll = 0xFFFF,
|
||||
};
|
||||
|
||||
// maximum number of characters in a users name
|
||||
enum { k_cchPersonaNameMax = 128 };
|
||||
|
||||
// size limit on chat room or member metadata
|
||||
const uint32 k_cubChatMetadataMax = 8192;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to accessing information about individual users,
|
||||
// that can be a friend, in a group, on a game server or in a lobby with the local user
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamFriends
|
||||
{
|
||||
public:
|
||||
// returns the local players name - guaranteed to not be NULL.
|
||||
// this is the same name as on the users community profile page
|
||||
// this is stored in UTF-8 format
|
||||
// like all the other interface functions that return a char *, it's important that this pointer is not saved
|
||||
// off; it will eventually be free'd or re-allocated
|
||||
virtual const char *GetPersonaName() = 0;
|
||||
|
||||
// sets the player name, stores it on the server and publishes the changes to all friends who are online
|
||||
virtual void SetPersonaName( const char *pchPersonaName ) = 0;
|
||||
|
||||
// gets the status of the current user
|
||||
virtual EPersonaState GetPersonaState() = 0;
|
||||
|
||||
// friend iteration
|
||||
// takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria
|
||||
// then GetFriendByIndex() can then be used to return the id's of each of those users
|
||||
virtual int GetFriendCount( int iFriendFlags ) = 0;
|
||||
|
||||
// returns the steamID of a user
|
||||
// iFriend is a index of range [0, GetFriendCount())
|
||||
// iFriendsFlags must be the same value as used in GetFriendCount()
|
||||
// the returned CSteamID can then be used by all the functions below to access details about the user
|
||||
virtual CSteamID GetFriendByIndex( int iFriend, int iFriendFlags ) = 0;
|
||||
|
||||
// returns a relationship to a user
|
||||
virtual EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend ) = 0;
|
||||
|
||||
// returns the current status of the specified user
|
||||
// this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user
|
||||
virtual EPersonaState GetFriendPersonaState( CSteamID steamIDFriend ) = 0;
|
||||
|
||||
// returns the name another user - guaranteed to not be NULL.
|
||||
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
|
||||
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
|
||||
//
|
||||
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;
|
||||
|
||||
// gets the avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
|
||||
virtual int GetFriendAvatar( CSteamID steamIDFriend ) = 0;
|
||||
// returns true if the friend is actually in a game
|
||||
virtual bool GetFriendGamePlayed( CSteamID steamIDFriend, uint64 *pulGameID, uint32 *punGameIP, uint16 *pusGamePort, uint16 *pusQueryPort ) = 0;
|
||||
// accesses old friends names - returns an empty string when their are no more items in the history
|
||||
virtual const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName ) = 0;
|
||||
|
||||
// returns true if the specified user meets any of the criteria specified in iFriendFlags
|
||||
// iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values
|
||||
virtual bool HasFriend( CSteamID steamIDFriend, int iFriendFlags ) = 0;
|
||||
|
||||
// clan (group) iteration and access functions
|
||||
virtual int GetClanCount() = 0;
|
||||
virtual CSteamID GetClanByIndex( int iClan ) = 0;
|
||||
virtual const char *GetClanName( CSteamID steamIDClan ) = 0;
|
||||
|
||||
// iterators for getting users in a chat room, lobby, game server or clan
|
||||
// note that large clans that cannot be iterated by the local user
|
||||
// steamIDSource can be the steamID of a group, game server, lobby or chat room
|
||||
virtual int GetFriendCountFromSource( CSteamID steamIDSource ) = 0;
|
||||
virtual CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend ) = 0;
|
||||
|
||||
// returns true if the local user can see that steamIDUser is a member or in steamIDSource
|
||||
virtual bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource ) = 0;
|
||||
|
||||
// User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
|
||||
virtual void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking ) = 0;
|
||||
|
||||
// activates the game overlay, with an optional dialog to open ("Friends", "Community", "Players", "Settings")
|
||||
virtual void ActivateGameOverlay( const char *pchDialog ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends003"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a friends' status changes
|
||||
//-----------------------------------------------------------------------------
|
||||
struct PersonaStateChange_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 4 };
|
||||
|
||||
uint64 m_ulSteamID; // steamID of the friend who changed
|
||||
int m_nChangeFlags; // what's changed
|
||||
};
|
||||
|
||||
|
||||
// used in PersonaStateChange_t::m_nChangeFlags to describe what's changed about a user
|
||||
// these flags describe what the client has learned has changed recently, so on startup you'll see a name, avatar & relationship change for every friend
|
||||
enum EPersonaChange
|
||||
{
|
||||
k_EPersonaChangeName = 0x001,
|
||||
k_EPersonaChangeStatus = 0x002,
|
||||
k_EPersonaChangeComeOnline = 0x004,
|
||||
k_EPersonaChangeGoneOffline = 0x008,
|
||||
k_EPersonaChangeGamePlayed = 0x010,
|
||||
k_EPersonaChangeGameServer = 0x020,
|
||||
k_EPersonaChangeAvatar = 0x040,
|
||||
k_EPersonaChangeJoinedSource= 0x080,
|
||||
k_EPersonaChangeLeftSource = 0x100,
|
||||
k_EPersonaChangeRelationshipChanged = 0x200,
|
||||
k_EPersonaChangeNameFirstSet = 0x400,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: posted when game overlay activates or deactivates
|
||||
// the game can use this to be pause or resume single player games
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameOverlayActivated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 31 };
|
||||
uint8 m_bActive; // true if it's just been activated, false otherwise
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the user tries to join a different game server from their friends list
|
||||
// game client should attempt to connect to specified server when this is received
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameServerChangeRequested_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 32 };
|
||||
char m_rgchServer[64]; // server address ("127.0.0.1:27015", "tf2.valvesoftware.com")
|
||||
char m_rgchPassword[64]; // server password, if any
|
||||
};
|
||||
|
||||
#endif // ISTEAMFRIENDS_H
|
||||
161
res/steamworks/101/headers/steam/isteamgameserver.h
Normal file
161
res/steamworks/101/headers/steam/isteamgameserver.h
Normal file
@@ -0,0 +1,161 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam for game servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMGAMESERVER_H
|
||||
#define ISTEAMGAMESERVER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for authenticating users via Steam to play on a game server
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamGameServer
|
||||
{
|
||||
public:
|
||||
// connection functions
|
||||
virtual void LogOn() = 0;
|
||||
virtual void LogOff() = 0;
|
||||
|
||||
// status functions
|
||||
virtual bool BLoggedOn() = 0;
|
||||
virtual bool BSecure() = 0;
|
||||
virtual CSteamID GetSteamID() = 0;
|
||||
|
||||
// Handles receiving a new connection from a Steam user. This call will ask the Steam
|
||||
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
|
||||
// are off-line, then it will validate the cached ticket itself which will validate app ownership
|
||||
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
|
||||
// and must then be sent up to the game server for authentication.
|
||||
//
|
||||
// Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
|
||||
// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
|
||||
// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
|
||||
virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
|
||||
|
||||
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
|
||||
//
|
||||
// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
|
||||
// when this user leaves the server just like you would for a real user.
|
||||
virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
|
||||
|
||||
// Should be called whenever a user leaves our game server, this lets Steam internally
|
||||
// track which users are currently on which servers for the purposes of preventing a single
|
||||
// account being logged into multiple servers, showing who is currently on a server, etc.
|
||||
virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
|
||||
|
||||
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
|
||||
// currently connected to the server. For regular users you must call this after you receive a
|
||||
// GSUserValidationSuccess callback.
|
||||
//
|
||||
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
|
||||
virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
|
||||
|
||||
// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
|
||||
//
|
||||
// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
|
||||
//
|
||||
// Input: nGameAppID - The Steam assigned AppID for the game
|
||||
// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
|
||||
// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
|
||||
// unGamePort - The port which the server is listening for client connections on
|
||||
// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
|
||||
// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
|
||||
// pchGameDir - A unique string identifier for your game
|
||||
// pchVersion - The current version of the server as a string like 1.0.0.0
|
||||
// bLanMode - Is this a LAN only server?
|
||||
//
|
||||
// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
|
||||
// and stop calling it in SteamGameServer_Init()?
|
||||
virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
|
||||
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
|
||||
|
||||
// Updates server status values which shows up in the server browser and matchmaking APIs
|
||||
virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
|
||||
const char *pchServerName, const char *pSpectatorServerName,
|
||||
const char *pchMapName ) = 0;
|
||||
|
||||
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
|
||||
virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
|
||||
|
||||
// Sets a string defining the "gametype" for this server, this is optional, but if it is set
|
||||
// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
virtual void SetGameType( const char *pchGameType ) = 0;
|
||||
|
||||
// Ask if a user has a specific achievement for this game, will get a callback on reply
|
||||
virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer005"
|
||||
|
||||
// game server flags
|
||||
const uint32 k_unServerFlagNone = 0x00;
|
||||
const uint32 k_unServerFlagActive = 0x01; // server has users playing
|
||||
const uint32 k_unServerFlagSecure = 0x02; // server wants to be secure
|
||||
const uint32 k_unServerFlagDedicated = 0x04; // server is dedicated
|
||||
const uint32 k_unServerFlagLinux = 0x08; // linux build
|
||||
const uint32 k_unServerFlagPassworded = 0x10; // password protected
|
||||
const uint32 k_unServerFlagPrivate = 0x20; // server shouldn't list on master server and
|
||||
// won't enforce authentication of users that connect to the server.
|
||||
// Useful when you run a server where the clients may not
|
||||
// be connected to the internet but you want them to play (i.e LANs)
|
||||
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
// client has been approved to connect to this game server
|
||||
struct GSClientApprove_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
|
||||
CSteamID m_SteamID;
|
||||
};
|
||||
|
||||
|
||||
// client has been denied to connection to this game server
|
||||
struct GSClientDeny_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 2 };
|
||||
CSteamID m_SteamID;
|
||||
EDenyReason m_eDenyReason;
|
||||
char m_rgchOptionalText[128];
|
||||
};
|
||||
|
||||
|
||||
// request the game server should kick the user
|
||||
struct GSClientKick_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 3 };
|
||||
CSteamID m_SteamID;
|
||||
EDenyReason m_eDenyReason;
|
||||
};
|
||||
|
||||
// NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks,
|
||||
// do not reuse them here.
|
||||
|
||||
// client achievement info
|
||||
struct GSClientAchievementStatus_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 6 };
|
||||
uint64 m_SteamID;
|
||||
char m_pchAchievement[128];
|
||||
bool m_bUnlocked;
|
||||
};
|
||||
|
||||
|
||||
// received when the game server requests to be displayed as secure (VAC protected)
|
||||
// m_bSecure is true if the game server should display itself as secure to users, false otherwise
|
||||
struct GSPolicyResponse_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 15 };
|
||||
uint8 m_bSecure;
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif // ISTEAMGAMESERVER_H
|
||||
103
res/steamworks/101/headers/steam/isteammasterserverupdater.h
Normal file
103
res/steamworks/101/headers/steam/isteammasterserverupdater.h
Normal file
@@ -0,0 +1,103 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam for retrieving list of game servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMMASTERSERVERUPDATER_H
|
||||
#define ISTEAMMASTERSERVERUPDATER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Game engines use this to tell the Steam master servers
|
||||
// about their games so their games can show up in the server browser.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMasterServerUpdater
|
||||
{
|
||||
public:
|
||||
|
||||
// Call this as often as you like to tell the master server updater whether or not
|
||||
// you want it to be active (default: off).
|
||||
virtual void SetActive( bool bActive ) = 0;
|
||||
|
||||
// You usually don't need to modify this.
|
||||
// Pass -1 to use the default value for iHeartbeatInterval.
|
||||
// Some mods change this.
|
||||
virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
|
||||
|
||||
|
||||
// These are in GameSocketShare mode, where instead of ISteamMasterServerUpdater creating its own
|
||||
// socket to talk to the master server on, it lets the game use its socket to forward messages
|
||||
// back and forth. This prevents us from requiring server ops to open up yet another port
|
||||
// in their firewalls.
|
||||
//
|
||||
// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
|
||||
|
||||
// These are used when you've elected to multiplex the game server's UDP socket
|
||||
// rather than having the master server updater use its own sockets.
|
||||
//
|
||||
// Source games use this to simplify the job of the server admins, so they
|
||||
// don't have to open up more ports on their firewalls.
|
||||
|
||||
// Call this when a packet that starts with 0xFFFFFFFF comes in. That means
|
||||
// it's for us.
|
||||
virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
|
||||
|
||||
// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
|
||||
// This gets a packet that the master server updater needs to send out on UDP.
|
||||
// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
|
||||
// Call this each frame until it returns 0.
|
||||
virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
|
||||
|
||||
|
||||
// Functions to set various fields that are used to respond to queries.
|
||||
|
||||
// Call this to set basic data that is passed to the server browser.
|
||||
virtual void SetBasicServerData(
|
||||
unsigned short nProtocolVersion,
|
||||
bool bDedicatedServer,
|
||||
const char *pRegionName,
|
||||
const char *pProductName,
|
||||
unsigned short nMaxReportedClients,
|
||||
bool bPasswordProtected,
|
||||
const char *pGameDescription ) = 0;
|
||||
|
||||
// Call this to clear the whole list of key/values that are sent in rules queries.
|
||||
virtual void ClearAllKeyValues() = 0;
|
||||
|
||||
// Call this to add/update a key/value pair.
|
||||
virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0;
|
||||
|
||||
|
||||
// You can call this upon shutdown to clear out data stored for this game server and
|
||||
// to tell the master servers that this server is going away.
|
||||
virtual void NotifyShutdown() = 0;
|
||||
|
||||
// Returns true if the master server has requested a restart.
|
||||
// Only returns true once per request.
|
||||
virtual bool WasRestartRequested() = 0;
|
||||
|
||||
// Force it to request a heartbeat from the master servers.
|
||||
virtual void ForceHeartbeat() = 0;
|
||||
|
||||
// Manually edit and query the master server list.
|
||||
// It will provide name resolution and use the default master server port if none is provided.
|
||||
virtual bool AddMasterServer( const char *pServerAddress ) = 0;
|
||||
virtual bool RemoveMasterServer( const char *pServerAddress ) = 0;
|
||||
|
||||
virtual int GetNumMasterServers() = 0;
|
||||
|
||||
// Returns the # of bytes written to pOut.
|
||||
virtual int GetMasterServerAddress( int iServer, char *pOut, int outBufferSize ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMMASTERSERVERUPDATER_INTERFACE_VERSION "SteamMasterServerUpdater001"
|
||||
|
||||
#endif // ISTEAMMASTERSERVERUPDATER_H
|
||||
509
res/steamworks/101/headers/steam/isteammatchmaking.h
Normal file
509
res/steamworks/101/headers/steam/isteammatchmaking.h
Normal file
@@ -0,0 +1,509 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam managing game server/client match making
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMMATCHMAKING
|
||||
#define ISTEAMMATCHMAKING
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steamtypes.h"
|
||||
#include "steamclientpublic.h"
|
||||
#include "matchmakingtypes.h"
|
||||
#include "isteamclient.h"
|
||||
#include "isteamfriends.h"
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to favorites
|
||||
// and to operate on game lobbies.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmaking
|
||||
{
|
||||
public:
|
||||
// game server favorites storage
|
||||
// saves basic details about a multiplayer game server locally
|
||||
|
||||
// returns the number of favorites servers the user has stored
|
||||
virtual int GetFavoriteGameCount() = 0;
|
||||
|
||||
// returns the details of the game server
|
||||
// iGame is of range [0,GetFavoriteGameCount())
|
||||
// *pnIP, *pnConnPort are filled in the with IP:port of the game server
|
||||
// *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections
|
||||
// *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added
|
||||
virtual bool GetFavoriteGame( int iGame, AppId_t *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0;
|
||||
|
||||
// adds the game server to the local list; updates the time played of the server if it already exists in the list
|
||||
virtual int AddFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) =0;
|
||||
|
||||
// removes the game server from the local storage; returns true if one was removed
|
||||
virtual bool RemoveFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0;
|
||||
|
||||
///////
|
||||
// Game lobby functions
|
||||
|
||||
// Get a list of relevant lobbies
|
||||
// this is an asynchronous request
|
||||
// results will be returned by LobbyMatchList_t callback, with the number of servers requested
|
||||
// if the user is not currently connected to Steam (i.e. SteamUser()->BLoggedOn() returns false) then
|
||||
// a LobbyMatchList_t callback will be posted immediately with no servers
|
||||
virtual void RequestLobbyList() = 0;
|
||||
|
||||
// returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call
|
||||
// should only be called after a LobbyMatchList_t callback is received
|
||||
// iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching)
|
||||
// the returned CSteamID::IsValid() will be false if iLobby is out of range
|
||||
virtual CSteamID GetLobbyByIndex( int iLobby ) = 0;
|
||||
|
||||
// Create a lobby on the Steam servers.
|
||||
// If bPrivate is true, then the lobby will not be returned by any RequestLobbyList() call; the CSteamID
|
||||
// of the lobby will need to be communicated via game channels or via InviteUserToLobby()
|
||||
// this is an asynchronous request
|
||||
// results will be returned by LobbyCreated_t callback when the lobby has been created;
|
||||
// local user will the join the lobby, resulting in an additional LobbyEnter_t callback being sent
|
||||
// operations on the chat room can only proceed once the LobbyEnter_t has been received
|
||||
virtual void CreateLobby( bool bPrivate ) = 0;
|
||||
|
||||
// Joins an existing lobby
|
||||
// this is an asynchronous request
|
||||
// results will be returned by LobbyEnter_t callback when the lobby has been joined
|
||||
virtual void JoinLobby( CSteamID steamIDLobby ) = 0;
|
||||
|
||||
// Leave a lobby; this will take effect immediately on the client side
|
||||
// other users in the lobby will be notified by a LobbyChatUpdate_t callback
|
||||
virtual void LeaveLobby( CSteamID steamIDLobby ) = 0;
|
||||
|
||||
// Invite another user to the lobby
|
||||
// the target user will receive a LobbyInvite_t callback
|
||||
// will return true if the invite is successfully sent, whether or not the target responds
|
||||
// returns false if the local user is not connected to the Steam servers
|
||||
virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0;
|
||||
|
||||
// Lobby iteration, for viewing details of users in a lobby
|
||||
// only accessible if the lobby user is a member of the specified lobby
|
||||
// persona information for other lobby members (name, avatar, etc.) will be asynchronously received
|
||||
// and accessible via ISteamFriends interface
|
||||
|
||||
// returns the number of users in the specified lobby
|
||||
virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0;
|
||||
// returns the CSteamID of a user in the lobby
|
||||
// iMember is of range [0,GetNumLobbyMembers())
|
||||
virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0;
|
||||
|
||||
// Get data associated with this lobby
|
||||
// takes a simple key, and returns the string associated with it
|
||||
// "" will be returned if no value is set, or if steamIDLobby is invalid
|
||||
virtual const char *GetLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0;
|
||||
// Sets a key/value pair in the lobby metadata
|
||||
// each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data
|
||||
// this can be used to set lobby names, map, etc.
|
||||
// to reset a key, just set it to ""
|
||||
// other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback
|
||||
virtual bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
|
||||
|
||||
// As above, but gets per-user data for someone in this lobby
|
||||
virtual const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) = 0;
|
||||
// Sets per-user metadata (for the local user implicitly)
|
||||
virtual void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
|
||||
|
||||
// Broadcasts a chat message to the all the users in the lobby
|
||||
// users in the lobby (including the local user) will receive a LobbyChatMsg_t callback
|
||||
// returns true if the message is successfully sent
|
||||
// pvMsgBody can be binary or text data, up to 4k
|
||||
// if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator
|
||||
virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0;
|
||||
// Get a chat message as specified in a LobbyChatMsg_t callback
|
||||
// iChatID is the LobbyChatMsg_t::m_iChatID value in the callback
|
||||
// *pSteamIDUser is filled in with the CSteamID of the member
|
||||
// *pvData is filled in with the message itself
|
||||
// return value is the number of bytes written into the buffer
|
||||
virtual int GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
|
||||
|
||||
// Fetch metadata for a lobby you're not necessarily in right now
|
||||
// this will send down all the metadata associated with a lobby
|
||||
// this is an asynchronous call
|
||||
// returns false if the local user is not connected to the Steam servers
|
||||
virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0;
|
||||
|
||||
// sets the game server associated with the lobby
|
||||
// usually at this point, the users will leave the lobby and join the specified game server
|
||||
// either the IP/Port or the steamID of the game server has to be valid, depending on how you want the clients to be able to connect
|
||||
virtual void SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, CSteamID steamIDGameServer ) = 0;
|
||||
|
||||
};
|
||||
#define STEAMMATCHMAKING_INTERFACE_VERSION "SteamMatchMaking002"
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Callback interfaces for server list functions (see ISteamMatchmakingServers below)
|
||||
//
|
||||
// The idea here is that your game code implements objects that implement these
|
||||
// interfaces to receive callback notifications after calling asynchronous functions
|
||||
// inside the ISteamMatchmakingServers() interface below.
|
||||
//
|
||||
// This is different than normal Steam callback handling due to the potentially
|
||||
// large size of server lists.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after a server list refresh
|
||||
// or an individual server update.
|
||||
//
|
||||
// Since you get these callbacks after requesting full list refreshes you will
|
||||
// usually implement this interface inside an object like CServerBrowser. If that
|
||||
// object is getting destructed you should use ISteamMatchMakingServers()->CancelQuery()
|
||||
// to cancel any in-progress queries so you don't get a callback into the destructed
|
||||
// object and crash.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingServerListResponse
|
||||
{
|
||||
public:
|
||||
// Server has responded ok with updated data
|
||||
virtual void ServerResponded( int iServer ) = 0;
|
||||
|
||||
// Server has failed to respond
|
||||
virtual void ServerFailedToRespond( int iServer ) = 0;
|
||||
|
||||
// A list refresh you had initiated is now 100% completed
|
||||
virtual void RefreshComplete( EMatchMakingServerResponse response ) = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after pinging an individual server
|
||||
//
|
||||
// These callbacks all occur in response to querying an individual server
|
||||
// via the ISteamMatchmakingServers()->PingServer() call below. If you are
|
||||
// destructing an object that implements this interface then you should call
|
||||
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
||||
// which is in progress. Failure to cancel in progress queries when destructing
|
||||
// a callback handler may result in a crash when a callback later occurs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingPingResponse
|
||||
{
|
||||
public:
|
||||
// Server has responded successfully and has updated data
|
||||
virtual void ServerResponded( gameserveritem_t &server ) = 0;
|
||||
|
||||
// Server failed to respond to the ping request
|
||||
virtual void ServerFailedToRespond() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after requesting details on
|
||||
// who is playing on a particular server.
|
||||
//
|
||||
// These callbacks all occur in response to querying an individual server
|
||||
// via the ISteamMatchmakingServers()->PlayerDetails() call below. If you are
|
||||
// destructing an object that implements this interface then you should call
|
||||
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
||||
// which is in progress. Failure to cancel in progress queries when destructing
|
||||
// a callback handler may result in a crash when a callback later occurs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingPlayersResponse
|
||||
{
|
||||
public:
|
||||
// Got data on a new player on the server -- you'll get this callback once per player
|
||||
// on the server which you have requested player data on.
|
||||
virtual void AddPlayerToList( const char *pchName, int nScore, float flTimePlayed ) = 0;
|
||||
|
||||
// The server failed to respond to the request for player details
|
||||
virtual void PlayersFailedToRespond() = 0;
|
||||
|
||||
// The server has finished responding to the player details request
|
||||
// (ie, you won't get anymore AddPlayerToList callbacks)
|
||||
virtual void PlayersRefreshComplete() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after requesting rules
|
||||
// details on a particular server.
|
||||
//
|
||||
// These callbacks all occur in response to querying an individual server
|
||||
// via the ISteamMatchmakingServers()->ServerRules() call below. If you are
|
||||
// destructing an object that implements this interface then you should call
|
||||
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
||||
// which is in progress. Failure to cancel in progress queries when destructing
|
||||
// a callback handler may result in a crash when a callback later occurs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingRulesResponse
|
||||
{
|
||||
public:
|
||||
// Got data on a rule on the server -- you'll get one of these per rule defined on
|
||||
// the server you are querying
|
||||
virtual void RulesResponded( const char *pchRule, const char *pchValue ) = 0;
|
||||
|
||||
// The server failed to respond to the request for rule details
|
||||
virtual void RulesFailedToRespond() = 0;
|
||||
|
||||
// The server has finished responding to the rule details request
|
||||
// (ie, you won't get anymore RulesResponded callbacks)
|
||||
virtual void RulesRefreshComplete() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Typedef for handle type you will receive when querying details on an individual server.
|
||||
//-----------------------------------------------------------------------------
|
||||
typedef int HServerQuery;
|
||||
const int HSERVERQUERY_INVALID = 0xffffffff;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to game lists and details
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingServers
|
||||
{
|
||||
public:
|
||||
// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
|
||||
virtual void RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
/* the filters that are available in the ppchFilters params are:
|
||||
|
||||
"map" - map the server is running, as set in the dedicated server api
|
||||
"dedicated" - reports bDedicated from the API
|
||||
"secure" - VAC-enabled
|
||||
"full" - not full
|
||||
"empty" - not empty
|
||||
"noplayers" - is empty
|
||||
"proxy" - a relay server
|
||||
|
||||
*/
|
||||
|
||||
// Get details on a given server in the list, you can get the valid range of index
|
||||
// values by calling GetServerCount(). You will also receive index values in
|
||||
// ISteamMatchmakingServerListResponse::ServerResponded() callbacks
|
||||
virtual gameserveritem_t *GetServerDetails( EMatchMakingType eType, int iServer ) = 0;
|
||||
|
||||
// Cancel an request which is operation on the given list type. You should call this to cancel
|
||||
// any in-progress requests before destructing a callback object that may have been passed
|
||||
// to one of the above list request calls. Not doing so may result in a crash when a callback
|
||||
// occurs on the destructed object.
|
||||
virtual void CancelQuery( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Ping every server in your list again but don't update the list of servers
|
||||
virtual void RefreshQuery( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Returns true if the list is currently refreshing its server list
|
||||
virtual bool IsRefreshing( EMatchMakingType eType ) = 0;
|
||||
|
||||
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
|
||||
virtual int GetServerCount( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Refresh a single server inside of a query (rather than all the servers )
|
||||
virtual void RefreshServer( EMatchMakingType eType, int iServer ) = 0;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Queries to individual servers directly via IP/Port
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Request updated ping time and other details from a single server
|
||||
virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Request the list of players currently playing on a server
|
||||
virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Request the list of rules that the server is running (See ISteamMasterServerUpdater->SetKeyValue() to set the rules server side)
|
||||
virtual HServerQuery ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel
|
||||
// any in-progress requests before destructing a callback object that may have been passed
|
||||
// to one of the above calls to avoid crashing when callbacks occur.
|
||||
virtual void CancelServerQuery( HServerQuery hServerQuery ) = 0;
|
||||
};
|
||||
#define STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION "SteamMatchMakingServers001"
|
||||
|
||||
// game server flags
|
||||
const uint32 k_unFavoriteFlagNone = 0x00;
|
||||
const uint32 k_unFavoriteFlagFavorite = 0x01; // this game favorite entry is for the favorites list
|
||||
const uint32 k_unFavoriteFlagHistory = 0x02; // this game favorite entry is for the history list
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Used in ChatInfo messages - fields specific to a chat member - must fit in a uint32
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EChatMemberStateChange
|
||||
{
|
||||
// Specific to joining / leaving the chatroom
|
||||
k_EChatMemberStateChangeEntered = 0x01, // This user has joined or is joining the chat room
|
||||
k_EChatMemberStateChangeLeft = 0x02, // This user has left or is leaving the chat room
|
||||
k_EChatMemberStateChangeDisconnected = 0x04, // User disconnected without leaving the chat first
|
||||
k_EChatMemberStateChangeKicked = 0x08, // User kicked
|
||||
k_EChatMemberStateChangeBanned = 0x10, // User kicked and banned
|
||||
|
||||
k_EChatMemberInfoVoiceSpeaking = 0x20, // User started talking (using speaker slot)
|
||||
k_EChatMemberInfoVoiceDoneSpeaking = 0x40, // User relinquished speaker slot
|
||||
};
|
||||
|
||||
// returns true of the flags indicate that a user has been removed from the chat
|
||||
#define BChatMemberStateChangeRemoved( rgfChatMemberStateChangeFlags ) ( rgfChatMemberStateChangeFlags & ( k_EChatMemberStateChangeDisconnected | k_EChatMemberStateChangeLeft | k_EChatMemberStateChangeKicked | k_EChatMemberStateChangeBanned ) )
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Callbacks for ISteamMatchmaking (which go through the regular Steam callback registration system)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a server was added/removed from the favorites list, you should refresh now
|
||||
//-----------------------------------------------------------------------------
|
||||
struct FavoritesListChanged_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 2 };
|
||||
uint32 m_nIP; // an IP of 0 means reload the whole list, any other value means just one server
|
||||
uint32 m_nQueryPort;
|
||||
uint32 m_nConnPort;
|
||||
uint32 m_nAppID;
|
||||
uint32 m_nFlags;
|
||||
bool m_bAdd; // true if this is adding the entry, otherwise it is a remove
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Someone has invited you to join a Lobby
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyInvite_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 3 };
|
||||
|
||||
uint64 m_ulSteamIDUser; // Steam ID of the person making the invite
|
||||
uint64 m_ulSteamIDLobby; // Steam ID of the Lobby
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sent on entering a Lobby
|
||||
// m_EChatRoomEnterResponse will be set to k_EChatRoomEnterResponseSuccess on success,
|
||||
// or a higher value on failure (see enum EChatRoomEnterResponse)
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyEnter_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 4 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // SteamID of the Lobby you have entered
|
||||
uint32 m_rgfChatPermissions; // Permissions of the current user
|
||||
bool m_bLocked; // If true, then only invited users may join
|
||||
uint32 m_EChatRoomEnterResponse; // EChatRoomEnterResponse
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The lobby metadata has changed
|
||||
// if m_ulSteamIDMember is the steamID of a lobby member, use GetLobbyMemberData() to access per-user details
|
||||
// if m_ulSteamIDMember == m_ulSteamIDLobby, use GetLobbyData() to access lobby metadata
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyDataUpdate_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 5 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // steamID of the Lobby
|
||||
uint64 m_ulSteamIDMember; // steamID of the member whose data changed, or the room itself
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The lobby chat room state has changed
|
||||
// this is usually sent when a user has joined or left the lobby
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyChatUpdate_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 6 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // Lobby ID
|
||||
uint64 m_ulSteamIDUserChanged; // user who's status in the lobby just changed - can be recipient
|
||||
uint64 m_ulSteamIDMakingChange; // Chat member who made the change (different from SteamIDUserChange if kicking, muting, etc.)
|
||||
// for example, if one user kicks another from the lobby, this will be set to the id of the user who initiated the kick
|
||||
uint32 m_rgfChatMemberStateChange; // bitfield of EChatMemberStateChange values
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: A chat message for this lobby has been sent
|
||||
// use GetLobbyChatEntry( m_iChatID ) to retrieve the contents of this message
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyChatMsg_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 7 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // the lobby id this is in
|
||||
uint64 m_ulSteamIDUser; // steamID of the user who has sent this message
|
||||
uint8 m_eChatEntryType; // type of message
|
||||
uint32 m_iChatID; // index of the chat entry to lookup
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: A game created a game for all the members of the lobby to join,
|
||||
// as triggered by a SetLobbyGameServer()
|
||||
// it's up to the individual clients to take action on this; the usual
|
||||
// game behavior is to leave the lobby and connect to the specified game server
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyGameCreated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 9 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // the lobby we were in
|
||||
uint64 m_ulSteamIDGameServer; // the new game server that has been created or found for the lobby members
|
||||
uint32 m_unIP; // IP & Port of the game server (if any)
|
||||
uint16 m_usPort;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Number of matching lobbies found
|
||||
// iterate the returned lobbies with GetLobbyByIndex(), from values 0 to m_nLobbiesMatching-1
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyMatchList_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 10 };
|
||||
uint32 m_nLobbiesMatching; // Number of lobbies that matched search criteria and we have SteamIDs for
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Called when the lobby is being forcefully closed
|
||||
// lobby details functions will no longer be updated
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyClosing_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 11 };
|
||||
uint64 m_ulSteamIDLobby; // Lobby
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Called when the local user has been kicked from the lobby
|
||||
// lobby details functions will no longer be updated
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyKicked_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 12 };
|
||||
uint64 m_ulSteamIDLobby; // Lobby
|
||||
uint64 m_ulSteamIDAdmin; // User who kicked you
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Result of our request to create a Lobby
|
||||
// m_eResult == k_EResultOK on success
|
||||
// at this point, the local user may not have finishing joining this lobby;
|
||||
// game code should wait until the subsequent LobbyEnter_t callback is received
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyCreated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 13 };
|
||||
EResult m_eResult; // Result
|
||||
uint64 m_ulSteamIDLobby; // chat room, zero if failed
|
||||
};
|
||||
|
||||
#endif // ISTEAMMATCHMAKING
|
||||
134
res/steamworks/101/headers/steam/isteamnetworking.h
Normal file
134
res/steamworks/101/headers/steam/isteamnetworking.h
Normal file
@@ -0,0 +1,134 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam managing network connections between game clients & servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMNETWORKING
|
||||
#define ISTEAMNETWORKING
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steamtypes.h"
|
||||
#include "steamclientpublic.h"
|
||||
|
||||
// handle to a socket
|
||||
typedef uint32 SNetSocket_t;
|
||||
typedef uint32 SNetListenSocket_t;
|
||||
|
||||
|
||||
// connection progress indicators
|
||||
enum ESNetSocketState
|
||||
{
|
||||
k_ESNetSocketStateInvalid = 0,
|
||||
|
||||
// communication is valid
|
||||
k_ESNetSocketStateConnected = 1,
|
||||
|
||||
// states while establishing a connection
|
||||
k_ESNetSocketStateInitiated = 10, // the connection state machine has started
|
||||
|
||||
// p2p connections
|
||||
k_ESNetSocketStateLocalCandidatesFound = 11, // we've found our local IP info
|
||||
k_ESNetSocketStateReceivedRemoteCandidates = 12,// we've received information from the remote machine, via the Steam back-end, about their IP info
|
||||
|
||||
// direct connections
|
||||
k_ESNetSocketStateChallengeHandshake = 15, // we've received a challenge packet from the server
|
||||
|
||||
// failure states
|
||||
k_ESNetSocketStateDisconnecting = 21, // the API shut it down, and we're in the process of telling the other end
|
||||
k_ESNetSocketStateLocalDisconnect = 22, // the API shut it down, and we've completed shutdown
|
||||
k_ESNetSocketStateTimeoutDuringConnect = 23, // we timed out while trying to creating the connection
|
||||
k_ESNetSocketStateRemoteEndDisconnected = 24, // the remote end has disconnected from us
|
||||
k_ESNetSocketStateConnectionBroken = 25, // connection has been broken; either the other end has disappeared or our local network connection has broke
|
||||
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for making connections and sending data between clients,
|
||||
// traversing NAT's where possible
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamNetworking
|
||||
{
|
||||
public:
|
||||
// creates a socket and listens others to connect
|
||||
// will trigger a SocketStatusCallback_t callback on another client connecting
|
||||
// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
|
||||
// this can usually just be 0 unless you want multiple sets of connections
|
||||
// unIP is the local IP address to bind to
|
||||
// pass in 0 if you just want the default local IP
|
||||
// unPort is the port to use
|
||||
// pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only
|
||||
virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort ) = 0;
|
||||
|
||||
// creates a socket and begin connection to a remote destination
|
||||
// can connect via a known steamID (client or game server), or directly to an IP
|
||||
// on success will trigger a SocketConnectCallback_t callback
|
||||
// on failure or timeout will trigger a SocketConnectionFailureCallback_t callback
|
||||
virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec ) = 0;
|
||||
virtual SNetSocket_t CreateConnectionSocket( uint32 nIP, uint16 nPort, int nTimeoutSec ) = 0;
|
||||
|
||||
// disconnects the connection to the socket, if any, and invalidates the handle
|
||||
// any unread data on the socket will be thrown away
|
||||
// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
|
||||
virtual bool DestroySocket( SNetSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
|
||||
// destroying a listen socket will automatically kill all the regular sockets generated from it
|
||||
virtual bool DestroyListenSocket( SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
|
||||
|
||||
// sending data
|
||||
// must be a handle to a connected socket
|
||||
// data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
|
||||
// use the reliable flag with caution; although the resend rate is pretty aggressive,
|
||||
// it can still cause stalls in receiving data (like TCP)
|
||||
virtual bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable ) = 0;
|
||||
|
||||
// receiving data
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
virtual bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
virtual bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// checks for data from any socket that has been connected off this listen socket
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
|
||||
|
||||
// retrieves data from any socket that has been connected off this listen socket
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
|
||||
|
||||
// returns information about the specified socket, filling out the contents of the pointers
|
||||
virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote ) = 0;
|
||||
|
||||
// returns which local port the listen socket is bound to
|
||||
// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
|
||||
virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort ) = 0;
|
||||
|
||||
};
|
||||
#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking001"
|
||||
|
||||
|
||||
// callback notification - status of a socket has changed
|
||||
struct SocketStatusCallback_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 1 };
|
||||
SNetSocket_t m_hSocket; // the socket used to send/receive data to the remote host
|
||||
SNetListenSocket_t m_hListenSocket; // this is the server socket that we were listening on; NULL if this was an outgoing connection
|
||||
CSteamID m_steamIDRemote; // remote steamID we have connected to, if it has one
|
||||
int m_eSNetSocketState; // socket state, ESNetSocketState
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMNETWORKING
|
||||
146
res/steamworks/101/headers/steam/isteamuser.h
Normal file
146
res/steamworks/101/headers/steam/isteamuser.h
Normal file
@@ -0,0 +1,146 @@
|
||||
//====== Copyright <20> 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
|
||||
struct CallbackMsg_t
|
||||
{
|
||||
HSteamUser m_hSteamUser;
|
||||
int m_iCallback;
|
||||
uint8 *m_pubParam;
|
||||
int m_cubParam;
|
||||
};
|
||||
|
||||
// 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;
|
||||
};
|
||||
|
||||
#define STEAMUSER_INTERFACE_VERSION "SteamUser010"
|
||||
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// 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 CallbackPipeFailure_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 17 };
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMUSER_H
|
||||
98
res/steamworks/101/headers/steam/isteamuserstats.h
Normal file
98
res/steamworks/101/headers/steam/isteamuserstats.h
Normal file
@@ -0,0 +1,98 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to user account information in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUSERSTATS_H
|
||||
#define ISTEAMUSERSTATS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
// size limit on stat or achievement name
|
||||
const uint32 k_cchStatNameMax = 128;
|
||||
|
||||
class ISteamUserStats
|
||||
{
|
||||
public:
|
||||
|
||||
// Ask the server to send down this user's data and achievements for nGameID
|
||||
virtual bool RequestCurrentStats( ) = 0;
|
||||
|
||||
// Data accessors
|
||||
virtual bool GetStat( const char *pchName, int32 *pData ) = 0;
|
||||
virtual bool GetStat( const char *pchName, float *pData ) = 0;
|
||||
|
||||
// Set / update data
|
||||
virtual bool SetStat( const char *pchName, int32 nData ) = 0;
|
||||
virtual bool SetStat( const char *pchName, float fData ) = 0;
|
||||
virtual bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) = 0;
|
||||
|
||||
// Achievement flag accessors
|
||||
virtual bool GetAchievement( const char *pchName, bool *pbAchieved ) = 0;
|
||||
virtual bool SetAchievement( const char *pchName ) = 0;
|
||||
virtual bool ClearAchievement( const char *pchName ) = 0;
|
||||
|
||||
// Store the current data on the server, will get a callback when set
|
||||
// And one callback for every new achievement
|
||||
virtual bool StoreStats( ) = 0;
|
||||
|
||||
// Achievement / GroupAchievement metadata
|
||||
|
||||
// Gets the icon of the achievement, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
|
||||
virtual int GetAchievementIcon( const char *pchName ) = 0;
|
||||
// Get general attributes (display name / text, etc) for an Achievement
|
||||
virtual const char *GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) = 0;
|
||||
|
||||
// Achievement progress - triggers an AchievementProgress callback, that is all.
|
||||
// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
|
||||
virtual bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) = 0;
|
||||
|
||||
};
|
||||
|
||||
|
||||
#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION003"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the latests stats and achievements have been received
|
||||
// from the server
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsReceived_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 1 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // Success / error fetching the stats
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the user stats for a game
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsStored_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 2 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // success / error
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the achievements for a game, or an
|
||||
// "indicate progress" call. If both m_nCurProgress and m_nMaxProgress
|
||||
// are zero, that means the achievement has been fully unlocked.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserAchievementStored_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 3 };
|
||||
|
||||
uint64 m_nGameID; // Game this is for
|
||||
bool m_bGroupAchievement; // if this is a "group" achievement
|
||||
char m_rgchAchievementName[k_cchStatNameMax]; // name of the achievement
|
||||
uint32 m_nCurProgress; // current progress towards the achievement
|
||||
uint32 m_nMaxProgress; // "out of" this many
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMUSER_H
|
||||
77
res/steamworks/101/headers/steam/isteamutils.h
Normal file
77
res/steamworks/101/headers/steam/isteamutils.h
Normal file
@@ -0,0 +1,77 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to utility functions in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUTILS_H
|
||||
#define ISTEAMUTILS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to user independent utility functions
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamUtils
|
||||
{
|
||||
public:
|
||||
// return the number of seconds since the user
|
||||
virtual uint32 GetSecondsSinceAppActive() = 0;
|
||||
virtual uint32 GetSecondsSinceComputerActive() = 0;
|
||||
|
||||
// the universe this client is connecting to
|
||||
virtual EUniverse GetConnectedUniverse() = 0;
|
||||
|
||||
// Steam server time - in PST, number of seconds since January 1, 1970 (i.e unix time)
|
||||
virtual uint32 GetServerRealTime() = 0;
|
||||
|
||||
// returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via an IP-to-location database)
|
||||
// e.g "US" or "UK".
|
||||
virtual const char *GetIPCountry() = 0;
|
||||
|
||||
// returns true if the image exists, and valid sizes were filled out
|
||||
virtual bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) = 0;
|
||||
|
||||
// returns true if the image exists, and the buffer was successfully filled out
|
||||
// results are returned in RGBA format
|
||||
// the destination buffer size should be 4 * height * width * sizeof(char)
|
||||
virtual bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) = 0;
|
||||
|
||||
// returns the IP of the reporting server for valve - currently only used in Source engine games
|
||||
virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0;
|
||||
|
||||
// return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
|
||||
virtual uint8 GetCurrentBatteryPower() = 0;
|
||||
|
||||
// returns the appID of the current process
|
||||
virtual uint32 GetAppID() = 0;
|
||||
};
|
||||
|
||||
#define STEAMUTILS_INTERFACE_VERSION "SteamUtils002"
|
||||
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The country of the user changed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct IPCountry_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 1 };
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Fired when running on a laptop and less than 10 minutes of battery is left, fires then every minute
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LowBatteryPower_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 2 };
|
||||
uint8 m_nMinutesBatteryLeft;
|
||||
};
|
||||
|
||||
#endif // ISTEAMUTILS_H
|
||||
235
res/steamworks/101/headers/steam/matchmakingtypes.h
Normal file
235
res/steamworks/101/headers/steam/matchmakingtypes.h
Normal file
@@ -0,0 +1,235 @@
|
||||
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#ifndef MATCHMAKINGTYPES_H
|
||||
#define MATCHMAKINGTYPES_H
|
||||
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
struct MatchMakingKeyValuePair_t
|
||||
{
|
||||
MatchMakingKeyValuePair_t() { m_szKey[0] = m_szValue[0] = 0; }
|
||||
MatchMakingKeyValuePair_t( const char *pchKey, const char *pchValue )
|
||||
{
|
||||
strncpy( m_szKey, pchKey, sizeof(m_szKey) ); // this is a public header, use basic c library string funcs only!
|
||||
strncpy( m_szValue, pchValue, sizeof(m_szValue) );
|
||||
}
|
||||
char m_szKey[ 256 ];
|
||||
char m_szValue[ 256 ];
|
||||
};
|
||||
|
||||
|
||||
enum EMatchMakingServerResponse
|
||||
{
|
||||
eServerResponded = 0,
|
||||
eServerFailedToRespond,
|
||||
eNoServersListedOnMasterServer // for the Internet query type, returned in response callback if no servers of this type match
|
||||
};
|
||||
|
||||
enum EMatchMakingType
|
||||
{
|
||||
eInternetServer = 0,
|
||||
eLANServer,
|
||||
eFriendsServer,
|
||||
eFavoritesServer,
|
||||
eHistoryServer,
|
||||
eSpectatorServer,
|
||||
eInvalidServer
|
||||
};
|
||||
|
||||
|
||||
// servernetadr_t is all the addressing info the serverbrowser needs to know about a game server,
|
||||
// namely: its IP, its connection port, and its query port.
|
||||
class servernetadr_t
|
||||
{
|
||||
public:
|
||||
|
||||
void Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort );
|
||||
#ifdef NETADR_H
|
||||
void Init( const netadr_t &ipAndQueryPort, uint16 usConnectionPort );
|
||||
netadr_t& GetIPAndQueryPort();
|
||||
#endif
|
||||
|
||||
// Access the query port.
|
||||
uint16 GetQueryPort() const;
|
||||
void SetQueryPort( uint16 usPort );
|
||||
|
||||
// Access the connection port.
|
||||
uint16 GetConnectionPort() const;
|
||||
void SetConnectionPort( uint16 usPort );
|
||||
|
||||
// Access the IP
|
||||
uint32 GetIP() const;
|
||||
void SetIP( uint32 );
|
||||
|
||||
// This gets the 'a.b.c.d:port' string with the connection port (instead of the query port).
|
||||
const char *GetConnectionAddressString() const;
|
||||
const char *GetQueryAddressString() const;
|
||||
|
||||
// Comparison operators and functions.
|
||||
bool operator<(const servernetadr_t &netadr) const;
|
||||
void operator=( const servernetadr_t &that )
|
||||
{
|
||||
m_usConnectionPort = that.m_usConnectionPort;
|
||||
m_usQueryPort = that.m_usQueryPort;
|
||||
m_unIP = that.m_unIP;
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
const char *ToString( uint32 unIP, uint16 usPort ) const;
|
||||
uint16 m_usConnectionPort; // (in HOST byte order)
|
||||
uint16 m_usQueryPort;
|
||||
uint32 m_unIP;
|
||||
};
|
||||
|
||||
|
||||
inline void servernetadr_t::Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort )
|
||||
{
|
||||
m_unIP = ip;
|
||||
m_usQueryPort = usQueryPort;
|
||||
m_usConnectionPort = usConnectionPort;
|
||||
}
|
||||
|
||||
#ifdef NETADR_H
|
||||
inline void servernetadr_t::Init( const netadr_t &ipAndQueryPort, uint16 usConnectionPort )
|
||||
{
|
||||
Init( ipAndQueryPort.GetIP(), ipAndQueryPort.GetPort(), usConnectionPort );
|
||||
}
|
||||
|
||||
inline netadr_t& servernetadr_t::GetIPAndQueryPort()
|
||||
{
|
||||
static netadr_t netAdr;
|
||||
netAdr.SetIP( m_unIP );
|
||||
netAdr.SetPort( m_usQueryPort );
|
||||
return netAdr;
|
||||
}
|
||||
#endif
|
||||
|
||||
inline uint16 servernetadr_t::GetQueryPort() const
|
||||
{
|
||||
return m_usQueryPort;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetQueryPort( uint16 usPort )
|
||||
{
|
||||
m_usQueryPort = usPort;
|
||||
}
|
||||
|
||||
inline uint16 servernetadr_t::GetConnectionPort() const
|
||||
{
|
||||
return m_usConnectionPort;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetConnectionPort( uint16 usPort )
|
||||
{
|
||||
m_usConnectionPort = usPort;
|
||||
}
|
||||
|
||||
inline uint32 servernetadr_t::GetIP() const
|
||||
{
|
||||
return m_unIP;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetIP( uint32 unIP )
|
||||
{
|
||||
m_unIP = unIP;
|
||||
}
|
||||
|
||||
inline const char *servernetadr_t::ToString( uint32 unIP, uint16 usPort ) const
|
||||
{
|
||||
static char s[4][64];
|
||||
static int nBuf = 0;
|
||||
unsigned char *ipByte = (unsigned char *)&unIP;
|
||||
_snprintf (s[nBuf], sizeof( s[nBuf] ), "%u.%u.%u.%u:%i", (int)(ipByte[3]), (int)(ipByte[2]), (int)(ipByte[1]), (int)(ipByte[0]), usPort );
|
||||
const char *pchRet = s[nBuf];
|
||||
++nBuf;
|
||||
nBuf %= ( (sizeof(s)/sizeof(s[0])) );
|
||||
return pchRet;
|
||||
}
|
||||
|
||||
inline const char* servernetadr_t::GetConnectionAddressString() const
|
||||
{
|
||||
return ToString( m_unIP, m_usConnectionPort );
|
||||
}
|
||||
|
||||
inline const char* servernetadr_t::GetQueryAddressString() const
|
||||
{
|
||||
return ToString( m_unIP, m_usQueryPort );
|
||||
}
|
||||
|
||||
inline bool servernetadr_t::operator<(const servernetadr_t &netadr) const
|
||||
{
|
||||
return ( m_unIP < netadr.m_unIP ) || ( m_unIP == netadr.m_unIP && m_usQueryPort < netadr.m_usQueryPort );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Data describing a single server
|
||||
//-----------------------------------------------------------------------------
|
||||
class gameserveritem_t
|
||||
{
|
||||
public:
|
||||
gameserveritem_t();
|
||||
|
||||
const char* GetName() const;
|
||||
void SetName( const char *pName );
|
||||
|
||||
public:
|
||||
servernetadr_t m_NetAdr; // IP/Query Port/Connection Port for this server
|
||||
int m_nPing; // current ping time in milliseconds
|
||||
bool m_bHadSuccessfulResponse; // server has responded successfully in the past
|
||||
bool m_bDoNotRefresh; // server is marked as not responding and should no longer be refreshed
|
||||
char m_szGameDir[32]; // current game directory
|
||||
char m_szMap[32]; // current map
|
||||
char m_szGameDescription[64]; // game description
|
||||
int m_nAppID; // Steam App ID of this server
|
||||
int m_nPlayers; // current number of players on the server
|
||||
int m_nMaxPlayers; // Maximum players that can join this server
|
||||
int m_nBotPlayers; // Number of bots (i.e simulated players) on this server
|
||||
bool m_bPassword; // true if this server needs a password to join
|
||||
bool m_bSecure; // Is this server protected by VAC
|
||||
uint32 m_ulTimeLastPlayed; // time (in unix time) when this server was last played on (for favorite/history servers)
|
||||
int m_nServerVersion; // server version as reported to Steam
|
||||
|
||||
private:
|
||||
char m_szServerName[64]; // Game server name
|
||||
|
||||
// For data added after SteamMatchMaking001 add it here
|
||||
public:
|
||||
char m_szGameTags[128]; // the tags this server exposes
|
||||
};
|
||||
|
||||
|
||||
inline gameserveritem_t::gameserveritem_t()
|
||||
{
|
||||
m_szGameDir[0] = m_szMap[0] = m_szGameDescription[0] = m_szServerName[0] = 0;
|
||||
m_bHadSuccessfulResponse = m_bDoNotRefresh = m_bPassword = m_bSecure = false;
|
||||
m_nPing = m_nAppID = m_nPlayers = m_nMaxPlayers = m_nBotPlayers = m_ulTimeLastPlayed = m_nServerVersion = 0;
|
||||
m_szGameTags[0] = 0;
|
||||
}
|
||||
|
||||
inline const char* gameserveritem_t::GetName() const
|
||||
{
|
||||
// Use the IP address as the name if nothing is set yet.
|
||||
if ( m_szServerName[0] == 0 )
|
||||
return m_NetAdr.GetConnectionAddressString();
|
||||
else
|
||||
return m_szServerName;
|
||||
}
|
||||
|
||||
inline void gameserveritem_t::SetName( const char *pName )
|
||||
{
|
||||
strncpy( m_szServerName, pName, sizeof( m_szServerName ) );
|
||||
}
|
||||
|
||||
|
||||
#endif // MATCHMAKINGTYPES_H
|
||||
318
res/steamworks/101/headers/steam/steam_api.h
Normal file
318
res/steamworks/101/headers/steam/steam_api.h
Normal file
@@ -0,0 +1,318 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_API_H
|
||||
#define STEAM_API_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
#include "isteamuser.h"
|
||||
#include "isteamfriends.h"
|
||||
#include "isteamutils.h"
|
||||
#include "isteammatchmaking.h"
|
||||
#include "isteamuserstats.h"
|
||||
#include "isteamapps.h"
|
||||
#include "isteamnetworking.h"
|
||||
|
||||
// Steam API export macro
|
||||
#if defined( _WIN32 ) && !defined( _X360 )
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C" __declspec( dllexport )
|
||||
#elif defined( STEAM_API_NODLL )
|
||||
#define S_API extern "C"
|
||||
#else
|
||||
#define S_API extern "C" __declspec( dllimport )
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#elif defined( _LINUX )
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C" __attribute__ ((visibility("default")))
|
||||
#else
|
||||
#define S_API extern "C"
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#else // !WIN32
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C"
|
||||
#else
|
||||
#define S_API extern "C"
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// Steam API setup & shutdown
|
||||
//
|
||||
// These functions manage loading, initializing and shutdown of the steamclient.dll
|
||||
//
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// S_API void SteamAPI_Init(); (see below)
|
||||
S_API void SteamAPI_Shutdown();
|
||||
|
||||
// crash dump recording functions
|
||||
S_API void SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID );
|
||||
S_API void SteamAPI_SetMiniDumpComment( const char *pchMsg );
|
||||
|
||||
// interface pointers, configured by SteamAPI_Init()
|
||||
S_API ISteamClient *SteamClient();
|
||||
|
||||
|
||||
//
|
||||
// VERSION_SAFE_STEAM_API_INTERFACES is usually not necessary, but it provides safety against releasing
|
||||
// new steam_api.dll's without recompiling/rereleasing modules that use it.
|
||||
//
|
||||
// If you use VERSION_SAFE_STEAM_API_INTERFACES, then you should call SteamAPI_InitSafe(). Also, to get the
|
||||
// Steam interfaces, you must create and Init() a CSteamAPIContext (below) and use the interfaces in there.
|
||||
//
|
||||
// If you don't use VERSION_SAFE_STEAM_API_INTERFACES, then you can use SteamAPI_Init() and the SteamXXXX()
|
||||
// functions below to get at the Steam interfaces.
|
||||
//
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
S_API bool SteamAPI_InitSafe();
|
||||
#else
|
||||
S_API bool SteamAPI_Init();
|
||||
|
||||
S_API ISteamUser *SteamUser();
|
||||
S_API ISteamFriends *SteamFriends();
|
||||
S_API ISteamUtils *SteamUtils();
|
||||
S_API ISteamMatchmaking *SteamMatchmaking();
|
||||
S_API ISteamUserStats *SteamUserStats();
|
||||
S_API ISteamApps *SteamApps();
|
||||
S_API ISteamNetworking *SteamNetworking();
|
||||
S_API ISteamMatchmakingServers *SteamMatchmakingServers();
|
||||
#endif // VERSION_SAFE_STEAM_API_INTERFACES
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steam callback helper functions
|
||||
//
|
||||
// The following classes/macros are used to be able to easily multiplex callbacks
|
||||
// from the Steam API into various objects in the app in a thread-safe manner
|
||||
//
|
||||
// These functors are triggered via the SteamAPI_RunCallbacks() function, mapping the callback
|
||||
// to as many functions/objects as are registered to it
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
S_API void SteamAPI_RunCallbacks();
|
||||
|
||||
|
||||
|
||||
// functions used by the utility CCallback objects to receive callbacks
|
||||
S_API void SteamAPI_RegisterCallback( class CCallbackBase *pCallback, int iCallback );
|
||||
S_API void SteamAPI_UnregisterCallback( class CCallbackBase *pCallback );
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: base for callbacks,
|
||||
// used only by CCallback, shouldn't be used directly
|
||||
//-----------------------------------------------------------------------------
|
||||
class CCallbackBase
|
||||
{
|
||||
public:
|
||||
CCallbackBase() { m_nCallbackFlags = 0; }
|
||||
// don't add a virtual destructor because we export this binary interface across dll's
|
||||
virtual void Run( void *pvParam ) = 0;
|
||||
|
||||
protected:
|
||||
enum { k_ECallbackFlagsRegistered = 0x01, k_ECallbackFlagsGameServer = 0x02 };
|
||||
uint8 m_nCallbackFlags;
|
||||
private:
|
||||
int m_iCallback;
|
||||
friend class CCallbackMgr;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: maps a steam callback to a class member function
|
||||
// template params: T = local class, P = parameter struct
|
||||
//-----------------------------------------------------------------------------
|
||||
template< class T, class P, bool bGameServer >
|
||||
class CCallback : private CCallbackBase
|
||||
{
|
||||
public:
|
||||
typedef void (T::*func_t)( P* );
|
||||
|
||||
// If you can't support constructing a callback with the correct parameters
|
||||
// then uncomment the empty constructor below and manually call
|
||||
// ::Register() for your object
|
||||
// Or, just call the regular constructor with (NULL, NULL)
|
||||
// CCallback() {}
|
||||
|
||||
// constructor for initializing this object in owner's constructor
|
||||
CCallback( T *pObj, func_t func ) : m_pObj( pObj ), m_Func( func )
|
||||
{
|
||||
if ( pObj && func )
|
||||
Register( pObj, func );
|
||||
}
|
||||
|
||||
~CCallback()
|
||||
{
|
||||
Unregister();
|
||||
}
|
||||
|
||||
// manual registration of the callback
|
||||
void Register( T *pObj, func_t func )
|
||||
{
|
||||
if ( m_nCallbackFlags & k_ECallbackFlagsRegistered )
|
||||
Unregister();
|
||||
|
||||
if ( bGameServer )
|
||||
{
|
||||
m_nCallbackFlags |= k_ECallbackFlagsGameServer;
|
||||
}
|
||||
m_pObj = pObj;
|
||||
m_Func = func;
|
||||
SteamAPI_RegisterCallback( this, P::k_iCallback );
|
||||
}
|
||||
|
||||
void Unregister()
|
||||
{
|
||||
SteamAPI_UnregisterCallback( this );
|
||||
}
|
||||
|
||||
private:
|
||||
virtual void Run( void *pvParam )
|
||||
{
|
||||
(m_pObj->*m_Func)( (P *)pvParam );
|
||||
}
|
||||
|
||||
T *m_pObj;
|
||||
func_t m_Func;
|
||||
};
|
||||
|
||||
|
||||
// utility macro for declaring the function and callback object together
|
||||
#define STEAM_CALLBACK( thisclass, func, param, var ) CCallback< thisclass, param, false > var; void func( param *pParam )
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
// disable this warning; this pattern need for steam callback registration
|
||||
#pragma warning( disable: 4355 ) // 'this' : used in base member initializer list
|
||||
#endif
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steamclient.dll private wrapper functions
|
||||
//
|
||||
// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// pumps out all the steam messages, calling the register callback
|
||||
S_API void Steam_RunCallbacks( HSteamPipe hSteamPipe, bool bGameServerCallbacks );
|
||||
|
||||
// register the callback funcs to use to interact with the steam dll
|
||||
S_API void Steam_RegisterInterfaceFuncs( void *hModule );
|
||||
|
||||
// returns the HSteamUser of the last user to dispatch a callback
|
||||
S_API HSteamUser Steam_GetHSteamUserCurrent();
|
||||
|
||||
// returns the filename path of the current running Steam process, used if you need to load an explicit steam dll by name
|
||||
S_API const char *SteamAPI_GetSteamInstallPath();
|
||||
|
||||
// returns the pipe we are communicating to Steam with
|
||||
S_API HSteamPipe SteamAPI_GetHSteamPipe();
|
||||
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that
|
||||
// lets them each specify the interface versions they are compiled with.
|
||||
//
|
||||
// It's important that these stay inlined in the header so the calling module specifies the interface versions
|
||||
// for whatever Steam API version it has.
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
S_API HSteamUser SteamAPI_GetHSteamUser();
|
||||
|
||||
class CSteamAPIContext
|
||||
{
|
||||
public:
|
||||
CSteamAPIContext();
|
||||
void Clear();
|
||||
|
||||
bool Init();
|
||||
|
||||
ISteamUser* SteamUser() { return m_pSteamUser; }
|
||||
ISteamFriends* SteamFriends() { return m_pSteamFriends; }
|
||||
ISteamUtils* SteamUtils() { return m_pSteamUtils; }
|
||||
ISteamMatchmaking* SteamMatchmaking() { return m_pSteamMatchmaking; }
|
||||
ISteamUserStats* SteamUserStats() { return m_pSteamUserStats; }
|
||||
ISteamApps* SteamApps() { return m_pSteamApps; }
|
||||
ISteamMatchmakingServers* SteamMatchmakingServers() { return m_pSteamMatchmakingServers; }
|
||||
ISteamNetworking* SteamNetworking() { return m_pSteamNetworking; }
|
||||
|
||||
private:
|
||||
ISteamUser *m_pSteamUser;
|
||||
ISteamFriends *m_pSteamFriends;
|
||||
ISteamUtils *m_pSteamUtils;
|
||||
ISteamMatchmaking *m_pSteamMatchmaking;
|
||||
ISteamUserStats *m_pSteamUserStats;
|
||||
ISteamApps *m_pSteamApps;
|
||||
ISteamMatchmakingServers *m_pSteamMatchmakingServers;
|
||||
ISteamNetworking *m_pSteamNetworking;
|
||||
};
|
||||
|
||||
inline CSteamAPIContext::CSteamAPIContext()
|
||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
inline void CSteamAPIContext::Clear()
|
||||
{
|
||||
m_pSteamUser = NULL;
|
||||
m_pSteamFriends = NULL;
|
||||
m_pSteamUtils = NULL;
|
||||
m_pSteamMatchmaking = NULL;
|
||||
m_pSteamUserStats = NULL;
|
||||
m_pSteamApps = NULL;
|
||||
m_pSteamMatchmakingServers = NULL;
|
||||
m_pSteamNetworking = NULL;
|
||||
}
|
||||
|
||||
// This function must be inlined so the module using steam_api.dll gets the version names they want.
|
||||
inline bool CSteamAPIContext::Init()
|
||||
{
|
||||
if ( !SteamClient() )
|
||||
return false;
|
||||
|
||||
HSteamUser hSteamUser = SteamAPI_GetHSteamUser();
|
||||
HSteamPipe hSteamPipe = SteamAPI_GetHSteamPipe();
|
||||
|
||||
m_pSteamUser = SteamClient()->GetISteamUser( hSteamUser, hSteamPipe, STEAMUSER_INTERFACE_VERSION );
|
||||
if ( !m_pSteamUser )
|
||||
return false;
|
||||
|
||||
m_pSteamFriends = SteamClient()->GetISteamFriends( hSteamUser, hSteamPipe, STEAMFRIENDS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamFriends )
|
||||
return false;
|
||||
|
||||
m_pSteamUtils = SteamClient()->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamUtils )
|
||||
return false;
|
||||
|
||||
m_pSteamMatchmaking = SteamClient()->GetISteamMatchmaking( hSteamUser, hSteamPipe, STEAMMATCHMAKING_INTERFACE_VERSION );
|
||||
if ( !m_pSteamMatchmaking )
|
||||
return false;
|
||||
|
||||
m_pSteamMatchmakingServers = SteamClient()->GetISteamMatchmakingServers( hSteamUser, hSteamPipe, STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamMatchmakingServers )
|
||||
return false;
|
||||
|
||||
m_pSteamUserStats = SteamClient()->GetISteamUserStats( hSteamUser, hSteamPipe, STEAMUSERSTATS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamUserStats )
|
||||
return false;
|
||||
|
||||
m_pSteamApps = SteamClient()->GetISteamApps( hSteamUser, hSteamPipe, STEAMAPPS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamApps )
|
||||
return false;
|
||||
|
||||
m_pSteamNetworking = SteamClient()->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION );
|
||||
if ( !m_pSteamNetworking )
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif // VERSION_SAFE_STEAM_API_INTERFACES
|
||||
|
||||
#endif // STEAM_API_H
|
||||
134
res/steamworks/101/headers/steam/steam_gameserver.h
Normal file
134
res/steamworks/101/headers/steam/steam_gameserver.h
Normal file
@@ -0,0 +1,134 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_GAMESERVER_H
|
||||
#define STEAM_GAMESERVER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api.h"
|
||||
#include "isteamgameserver.h"
|
||||
#include "isteammasterserverupdater.h"
|
||||
|
||||
enum EServerMode
|
||||
{
|
||||
eServerModeInvalid = 0, // DO NOT USE
|
||||
eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
|
||||
eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
|
||||
eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
|
||||
};
|
||||
|
||||
// Note: if you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it will use "GameSocketShare" mode,
|
||||
// which means that the game is responsible for sending and receiving UDP packets for the master
|
||||
// server updater. See references to GameSocketShare in isteammasterserverupdater.h.
|
||||
//
|
||||
// Pass 0 for usGamePort or usSpectatorPort if you're not using that. Then, the master server updater will report
|
||||
// what's running based on that.
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
S_API bool SteamGameServer_InitSafe( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString );
|
||||
#else
|
||||
S_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString );
|
||||
|
||||
S_API ISteamGameServer *SteamGameServer();
|
||||
S_API ISteamUtils *SteamGameServerUtils();
|
||||
S_API ISteamMasterServerUpdater *SteamMasterServerUpdater();
|
||||
S_API ISteamNetworking *SteamGameServerNetworking();
|
||||
#endif
|
||||
|
||||
S_API void SteamGameServer_Shutdown();
|
||||
S_API void SteamGameServer_RunCallbacks();
|
||||
|
||||
S_API bool SteamGameServer_BSecure();
|
||||
S_API uint64 SteamGameServer_GetSteamID();
|
||||
|
||||
#define STEAM_GAMESERVER_CALLBACK( thisclass, func, param, var ) CCallback< thisclass, param, true > var; void func( param *pParam )
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steamclient.dll private wrapper functions
|
||||
//
|
||||
// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
S_API HSteamPipe SteamGameServer_GetHSteamPipe();
|
||||
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that
|
||||
// lets them each specify the interface versions they are compiled with.
|
||||
//
|
||||
// It's important that these stay inlined in the header so the calling module specifies the interface versions
|
||||
// for whatever Steam API version it has.
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
S_API HSteamUser SteamGameServer_GetHSteamUser();
|
||||
|
||||
class CSteamGameServerAPIContext
|
||||
{
|
||||
public:
|
||||
CSteamGameServerAPIContext();
|
||||
void Clear();
|
||||
|
||||
bool Init();
|
||||
|
||||
ISteamGameServer *SteamGameServer() { return m_pSteamGameServer; }
|
||||
ISteamUtils *SteamGameServerUtils() { return m_pSteamGameServerUtils; }
|
||||
ISteamMasterServerUpdater *SteamMasterServerUpdater() { return m_pSteamMasterServerUpdater; }
|
||||
ISteamNetworking *SteamGameServerNetworking() { return m_pSteamGameServerNetworking; }
|
||||
|
||||
private:
|
||||
ISteamGameServer *m_pSteamGameServer;
|
||||
ISteamUtils *m_pSteamGameServerUtils;
|
||||
ISteamMasterServerUpdater *m_pSteamMasterServerUpdater;
|
||||
ISteamNetworking *m_pSteamGameServerNetworking;
|
||||
};
|
||||
|
||||
inline CSteamGameServerAPIContext::CSteamGameServerAPIContext()
|
||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
inline void CSteamGameServerAPIContext::Clear()
|
||||
{
|
||||
m_pSteamGameServer = NULL;
|
||||
m_pSteamGameServerUtils = NULL;
|
||||
m_pSteamMasterServerUpdater = NULL;
|
||||
m_pSteamGameServerNetworking = NULL;
|
||||
}
|
||||
|
||||
S_API ISteamClient *g_pSteamClientGameServer;
|
||||
// This function must be inlined so the module using steam_api.dll gets the version names they want.
|
||||
inline bool CSteamGameServerAPIContext::Init()
|
||||
{
|
||||
if ( !g_pSteamClientGameServer )
|
||||
return false;
|
||||
|
||||
HSteamUser hSteamUser = SteamGameServer_GetHSteamUser();
|
||||
HSteamPipe hSteamPipe = SteamGameServer_GetHSteamPipe();
|
||||
|
||||
m_pSteamGameServer = g_pSteamClientGameServer->GetISteamGameServer( hSteamUser, hSteamPipe, STEAMGAMESERVER_INTERFACE_VERSION );
|
||||
if ( !m_pSteamGameServer )
|
||||
return false;
|
||||
|
||||
m_pSteamGameServerUtils = g_pSteamClientGameServer->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamGameServerUtils )
|
||||
return false;
|
||||
|
||||
m_pSteamMasterServerUpdater = g_pSteamClientGameServer->GetISteamMasterServerUpdater( hSteamUser, hSteamPipe, STEAMMASTERSERVERUPDATER_INTERFACE_VERSION );
|
||||
if ( !m_pSteamMasterServerUpdater )
|
||||
return false;
|
||||
|
||||
m_pSteamGameServerNetworking = g_pSteamClientGameServer->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION );
|
||||
if ( !m_pSteamGameServerNetworking )
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif // VERSION_SAFE_STEAM_API_INTERFACES
|
||||
|
||||
|
||||
#endif // STEAM_GAMESERVER_H
|
||||
768
res/steamworks/101/headers/steam/steamclientpublic.h
Normal file
768
res/steamworks/101/headers/steam/steamclientpublic.h
Normal file
@@ -0,0 +1,768 @@
|
||||
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMCLIENTPUBLIC_H
|
||||
#define STEAMCLIENTPUBLIC_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
//lint -save -e1931 -e1927 -e1924 -e613 -e726
|
||||
|
||||
// This header file defines the interface between the calling application and the code that
|
||||
// knows how to communicate with the connection manager (CM) from the Steam service
|
||||
|
||||
// This header file is intended to be portable; ideally this 1 header file plus a lib or dll
|
||||
// is all you need to integrate the client library into some other tree. So please avoid
|
||||
// including or requiring other header files if possible. This header should only describe the
|
||||
// interface layer, no need to include anything about the implementation.
|
||||
|
||||
#include "steamtypes.h"
|
||||
|
||||
|
||||
// General result codes
|
||||
enum EResult
|
||||
{
|
||||
k_EResultOK = 1, // success
|
||||
k_EResultFail = 2, // generic failure
|
||||
k_EResultNoConnection = 3, // no/failed network connection
|
||||
// k_EResultNoConnectionRetry = 4, // OBSOLETE - removed
|
||||
k_EResultInvalidPassword = 5, // password/ticket is invalid
|
||||
k_EResultLoggedInElsewhere = 6, // same user logged in elsewhere
|
||||
k_EResultInvalidProtocolVer = 7, // protocol version is incorrect
|
||||
k_EResultInvalidParam = 8, // a parameter is incorrect
|
||||
k_EResultFileNotFound = 9, // file was not found
|
||||
k_EResultBusy = 10, // called method busy - action not taken
|
||||
k_EResultInvalidState = 11, // called object was in an invalid state
|
||||
k_EResultInvalidName = 12, // name is invalid
|
||||
k_EResultInvalidEmail = 13, // email is invalid
|
||||
k_EResultDuplicateName = 14, // name is not unique
|
||||
k_EResultAccessDenied = 15, // access is denied
|
||||
k_EResultTimeout = 16, // operation timed out
|
||||
k_EResultBanned = 17, // VAC2 banned
|
||||
k_EResultAccountNotFound = 18, // account not found
|
||||
k_EResultInvalidSteamID = 19, // steamID is invalid
|
||||
k_EResultServiceUnavailable = 20, // The requested service is currently unavailable
|
||||
k_EResultNotLoggedOn = 21, // The user is not logged on
|
||||
k_EResultPending = 22, // Request is pending (may be in process, or waiting on third party)
|
||||
k_EResultEncryptionFailure = 23, // Encryption or Decryption failed
|
||||
k_EResultInsufficientPrivilege = 24, // Insufficient privilege
|
||||
k_EResultLimitExceeded = 25, // Too much of a good thing
|
||||
k_EResultRevoked = 26, // Access has been revoked (used for revoked guest passes)
|
||||
k_EResultExpired = 27, // License/Guest pass the user is trying to access is expired
|
||||
k_EResultAlreadyRedeemed = 28, // Guest pass has already been redeemed by account, cannot be acked again
|
||||
k_EResultDuplicateRequest = 29, // The request is a duplicate and the action has already occurred in the past, ignored this time
|
||||
k_EResultAlreadyOwned = 30, // All the games in this guest pass redemption request are already owned by the user
|
||||
k_EResultIPNotFound = 31, // IP address not found
|
||||
k_EResultPersistFailed = 32, // failed to write change to the data store
|
||||
k_EResultLockingFailed = 33, // failed to acquire access lock for this operation
|
||||
k_EResultLogonSessionReplaced = 34,
|
||||
k_EResultConnectFailed = 35,
|
||||
k_EResultHandshakeFailed = 36,
|
||||
k_EResultIOFailure = 37,
|
||||
k_EResultRemoteDisconnect = 38,
|
||||
k_EResultShoppingCartNotFound = 39, // failed to find the shopping cart requested
|
||||
k_EResultBlocked = 40, // a user didn't allow it
|
||||
k_EResultIgnored = 41, // target is ignoring sender
|
||||
k_EResultNoMatch = 42, // nothing matching the request found
|
||||
};
|
||||
|
||||
// Result codes to GSHandleClientDeny/Kick
|
||||
typedef enum
|
||||
{
|
||||
k_EDenyInvalidVersion = 1,
|
||||
k_EDenyGeneric = 2,
|
||||
k_EDenyNotLoggedOn = 3,
|
||||
k_EDenyNoLicense = 4,
|
||||
k_EDenyCheater = 5,
|
||||
k_EDenyLoggedInElseWhere = 6,
|
||||
k_EDenyUnknownText = 7,
|
||||
k_EDenyIncompatibleAnticheat = 8,
|
||||
k_EDenyMemoryCorruption = 9,
|
||||
k_EDenyIncompatibleSoftware = 10,
|
||||
k_EDenySteamConnectionLost = 11,
|
||||
k_EDenySteamConnectionError = 12,
|
||||
k_EDenySteamResponseTimedOut = 13,
|
||||
k_EDenySteamValidationStalled = 14,
|
||||
} EDenyReason;
|
||||
|
||||
// Steam universes. Each universe is a self-contained Steam instance.
|
||||
enum EUniverse
|
||||
{
|
||||
k_EUniverseInvalid = 0,
|
||||
k_EUniversePublic = 1,
|
||||
k_EUniverseBeta = 2,
|
||||
k_EUniverseInternal = 3,
|
||||
k_EUniverseDev = 4,
|
||||
k_EUniverseRC = 5,
|
||||
|
||||
k_EUniverseMax
|
||||
};
|
||||
|
||||
// Steam account types
|
||||
enum EAccountType
|
||||
{
|
||||
k_EAccountTypeInvalid = 0,
|
||||
k_EAccountTypeIndividual = 1, // single user account
|
||||
k_EAccountTypeMultiseat = 2, // multiseat (e.g. cybercafe) account
|
||||
k_EAccountTypeGameServer = 3, // game server account
|
||||
k_EAccountTypeAnonGameServer = 4, // anonymous game server account
|
||||
k_EAccountTypePending = 5, // pending
|
||||
k_EAccountTypeContentServer = 6, // content server
|
||||
k_EAccountTypeClan = 7,
|
||||
k_EAccountTypeChat = 8,
|
||||
k_EAccountTypeP2PSuperSeeder = 9, // a fake steamid used by superpeers to seed content to users of Steam P2P stuff
|
||||
k_EAccountTypeAnonUser = 10,
|
||||
|
||||
// Max of 16 items in this field
|
||||
k_EAccountTypeMax
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// types of user game stats fields
|
||||
// WARNING: DO NOT RENUMBER EXISTING VALUES - STORED IN DATABASE
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ESteamUserStatType
|
||||
{
|
||||
k_ESteamUserStatTypeINVALID = 0,
|
||||
k_ESteamUserStatTypeINT = 1,
|
||||
k_ESteamUserStatTypeFLOAT = 2,
|
||||
// Read as FLOAT, set with count / session length
|
||||
k_ESteamUserStatTypeAVGRATE = 3,
|
||||
k_ESteamUserStatTypeACHIEVEMENTS = 4,
|
||||
k_ESteamUserStatTypeGROUPACHIEVEMENTS = 5,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Chat Entry Types (previously was only friend-to-friend message types)
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EChatEntryType
|
||||
{
|
||||
k_EChatEntryTypeChatMsg = 1, // Normal text message from another user
|
||||
k_EChatEntryTypeTyping = 2, // Another user is typing (not used in multi-user chat)
|
||||
k_EChatEntryTypeInviteGame = 3, // Invite from other user into that users current game
|
||||
k_EChatEntryTypeEmote = 4, // text emote message
|
||||
k_EChatEntryTypeLobbyGameStart = 5, // lobby game is starting
|
||||
// Above are previous FriendMsgType entries, now merged into more generic chat entry types
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Chat Room Enter Responses
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EChatRoomEnterResponse
|
||||
{
|
||||
k_EChatRoomEnterResponseSuccess = 1, // Success
|
||||
k_EChatRoomEnterResponseDoesntExist = 2, // Chat doesn't exist (probably closed)
|
||||
k_EChatRoomEnterResponseNotAllowed = 3, // General Denied - You don't have the permissions needed to join the chat
|
||||
k_EChatRoomEnterResponseFull = 4, // Chat room has reached its maximum size
|
||||
k_EChatRoomEnterResponseError = 5, // Unexpected Error
|
||||
k_EChatRoomEnterResponseBanned = 6, // You are banned from this chat room and may not join
|
||||
};
|
||||
|
||||
|
||||
typedef void (*PFNLegacyKeyRegistration)( const char *pchCDKey, const char *pchInstallPath );
|
||||
typedef bool (*PFNLegacyKeyInstalled)();
|
||||
|
||||
|
||||
#pragma pack( push, 1 )
|
||||
|
||||
// Steam ID structure (64 bits total)
|
||||
class CSteamID
|
||||
{
|
||||
public:
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID()
|
||||
{
|
||||
m_unAccountID = 0;
|
||||
m_EAccountType = k_EAccountTypeInvalid;
|
||||
m_EUniverse = k_EUniverseInvalid;
|
||||
m_unAccountInstance = 0;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID( uint32 unAccountID, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
Set( unAccountID, eUniverse, eAccountType );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// unAccountInstance - instance
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID( uint32 unAccountID, unsigned int unAccountInstance, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
#if defined(_SERVER) && defined(Assert)
|
||||
Assert( ! ( ( k_EAccountTypeIndividual == eAccountType ) && ( 1 != unAccountInstance ) ) ); // enforce that for individual accounts, instance is always 1
|
||||
#endif // _SERVER
|
||||
InstancedSet( unAccountID, unAccountInstance, eUniverse, eAccountType );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
// Input : ulSteamID - 64-bit representation of a Steam ID
|
||||
// Note: Will not accept a uint32 or int32 as input, as that is a probable mistake.
|
||||
// See the stubbed out overloads in the private: section for more info.
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID( uint64 ulSteamID )
|
||||
{
|
||||
SetFromUint64( ulSteamID );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sets parameters for steam ID
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
void Set( uint32 unAccountID, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
m_unAccountID = unAccountID;
|
||||
m_EUniverse = eUniverse;
|
||||
m_EAccountType = eAccountType;
|
||||
m_unAccountInstance = 1;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sets parameters for steam ID
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
void InstancedSet( uint32 unAccountID, uint32 unInstance, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
m_unAccountID = unAccountID;
|
||||
m_EUniverse = eUniverse;
|
||||
m_EAccountType = eAccountType;
|
||||
m_unAccountInstance = unInstance;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Initializes a steam ID from its 52 bit parts and universe/type
|
||||
// Input : ulIdentifier - 52 bits of goodness
|
||||
//-----------------------------------------------------------------------------
|
||||
void FullSet( uint64 ulIdentifier, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
m_unAccountID = ( ulIdentifier & 0xFFFFFFFF ); // account ID is low 32 bits
|
||||
m_unAccountInstance = ( ( ulIdentifier >> 32 ) & 0xFFFFF ); // account instance is next 20 bits
|
||||
m_EUniverse = eUniverse;
|
||||
m_EAccountType = eAccountType;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Initializes a steam ID from its 64-bit representation
|
||||
// Input : ulSteamID - 64-bit representation of a Steam ID
|
||||
//-----------------------------------------------------------------------------
|
||||
void SetFromUint64( uint64 ulSteamID )
|
||||
{
|
||||
m_unAccountID = ( ulSteamID & 0xFFFFFFFF ); // account ID is low 32 bits
|
||||
m_unAccountInstance = ( ( ulSteamID >> 32 ) & 0xFFFFF ); // account instance is next 20 bits
|
||||
|
||||
m_EAccountType = ( EAccountType ) ( ( ulSteamID >> 52 ) & 0xF ); // type is next 4 bits
|
||||
m_EUniverse = ( EUniverse ) ( ( ulSteamID >> 56 ) & 0xFF ); // universe is next 8 bits
|
||||
}
|
||||
|
||||
|
||||
#if defined( INCLUDED_STEAM_COMMON_STEAMCOMMON_H )
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Initializes a steam ID from a Steam2 ID structure
|
||||
// Input: pTSteamGlobalUserID - Steam2 ID to convert
|
||||
// eUniverse - universe this ID belongs to
|
||||
//-----------------------------------------------------------------------------
|
||||
void SetFromSteam2( TSteamGlobalUserID *pTSteamGlobalUserID, EUniverse eUniverse )
|
||||
{
|
||||
m_unAccountID = pTSteamGlobalUserID->m_SteamLocalUserID.Split.Low32bits * 2 +
|
||||
pTSteamGlobalUserID->m_SteamLocalUserID.Split.High32bits;
|
||||
m_EUniverse = eUniverse; // set the universe
|
||||
m_EAccountType = k_EAccountTypeIndividual; // Steam 2 accounts always map to account type of individual
|
||||
m_unAccountInstance = 1; // individual accounts always have an account instance ID of 1
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Fills out a Steam2 ID structure
|
||||
// Input: pTSteamGlobalUserID - Steam2 ID to write to
|
||||
//-----------------------------------------------------------------------------
|
||||
void ConvertToSteam2( TSteamGlobalUserID *pTSteamGlobalUserID ) const
|
||||
{
|
||||
// only individual accounts have any meaning in Steam 2, only they can be mapped
|
||||
// Assert( m_EAccountType == k_EAccountTypeIndividual );
|
||||
|
||||
pTSteamGlobalUserID->m_SteamInstanceID = 0;
|
||||
pTSteamGlobalUserID->m_SteamLocalUserID.Split.High32bits = m_unAccountID % 2;
|
||||
pTSteamGlobalUserID->m_SteamLocalUserID.Split.Low32bits = m_unAccountID / 2;
|
||||
}
|
||||
#endif // defined( INCLUDED_STEAM_COMMON_STEAMCOMMON_H )
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Converts steam ID to its 64-bit representation
|
||||
// Output : 64-bit representation of a Steam ID
|
||||
//-----------------------------------------------------------------------------
|
||||
uint64 ConvertToUint64() const
|
||||
{
|
||||
return (uint64) ( ( ( (uint64) m_EUniverse ) << 56 ) + ( ( (uint64) m_EAccountType ) << 52 ) +
|
||||
( ( (uint64) m_unAccountInstance ) << 32 ) + m_unAccountID );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Converts the static parts of a steam ID to a 64-bit representation.
|
||||
// For multiseat accounts, all instances of that account will have the
|
||||
// same static account key, so they can be grouped together by the static
|
||||
// account key.
|
||||
// Output : 64-bit static account key
|
||||
//-----------------------------------------------------------------------------
|
||||
uint64 GetStaticAccountKey() const
|
||||
{
|
||||
// note we do NOT include the account instance (which is a dynamic property) in the static account key
|
||||
return (uint64) ( ( ( (uint64) m_EUniverse ) << 56 ) + ((uint64) m_EAccountType << 52 ) + m_unAccountID );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: create an anonymous game server login to be filled in by the AM
|
||||
//-----------------------------------------------------------------------------
|
||||
void CreateBlankAnonLogon( EUniverse eUniverse )
|
||||
{
|
||||
m_unAccountID = 0;
|
||||
m_EAccountType = k_EAccountTypeAnonGameServer;
|
||||
m_EUniverse = eUniverse;
|
||||
m_unAccountInstance = 0;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: create an anonymous game server login to be filled in by the AM
|
||||
//-----------------------------------------------------------------------------
|
||||
void CreateBlankAnonUserLogon( EUniverse eUniverse )
|
||||
{
|
||||
m_unAccountID = 0;
|
||||
m_EAccountType = k_EAccountTypeAnonUser;
|
||||
m_EUniverse = eUniverse;
|
||||
m_unAccountInstance = 0;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this an anonymous game server login that will be filled in?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BBlankAnonAccount() const
|
||||
{
|
||||
return m_unAccountID == 0 && BAnonAccount() && m_unAccountInstance == 0;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a game server account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BGameServerAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeGameServer || m_EAccountType == k_EAccountTypeAnonGameServer;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a content server account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BContentServerAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeContentServer;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a clan account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BClanAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeClan;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a chat account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BChatAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeChat;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this an individual user account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BIndividualAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeIndividual;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this an anonymous account?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BAnonAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeAnonUser || m_EAccountType == k_EAccountTypeAnonGameServer;
|
||||
}
|
||||
|
||||
|
||||
// simple accessors
|
||||
void SetAccountID( uint32 unAccountID ) { m_unAccountID = unAccountID; }
|
||||
uint32 GetAccountID() const { return m_unAccountID; }
|
||||
uint32 GetUnAccountInstance() const { return m_unAccountInstance; }
|
||||
EAccountType GetEAccountType() const { return ( EAccountType ) m_EAccountType; }
|
||||
EUniverse GetEUniverse() const { return m_EUniverse; }
|
||||
void SetEUniverse( EUniverse eUniverse ) { m_EUniverse = eUniverse; }
|
||||
bool IsValid() const { return ( m_EAccountType != k_EAccountTypeInvalid && m_EUniverse != k_EUniverseInvalid ); }
|
||||
|
||||
// this set of functions is hidden, will be moved out of class
|
||||
explicit CSteamID( const char *pchSteamID, EUniverse eDefaultUniverse = k_EUniverseInvalid );
|
||||
char * Render() const; // renders this steam ID to string
|
||||
static char * Render( uint64 ulSteamID ); // static method to render a uint64 representation of a steam ID to a string
|
||||
|
||||
void SetFromString( const char *pchSteamID, EUniverse eDefaultUniverse );
|
||||
bool SetFromSteam2String( const char *pchSteam2ID, EUniverse eUniverse );
|
||||
|
||||
bool operator==( const CSteamID &val ) const
|
||||
{
|
||||
return ( ( val.m_unAccountID == m_unAccountID ) && ( val.m_unAccountInstance == m_unAccountInstance )
|
||||
&& ( val.m_EAccountType == m_EAccountType ) && ( val.m_EUniverse == m_EUniverse ) );
|
||||
}
|
||||
|
||||
bool operator!=( const CSteamID &val ) const { return !operator==( val ); }
|
||||
bool operator<( const CSteamID &val ) const { return ConvertToUint64() < val.ConvertToUint64(); }
|
||||
bool operator>( const CSteamID &val ) const { return ConvertToUint64() > val.ConvertToUint64(); }
|
||||
|
||||
// DEBUG function
|
||||
bool BValidExternalSteamID() const;
|
||||
|
||||
private:
|
||||
// These are defined here to prevent accidental implicit conversion of a u32AccountID to a CSteamID.
|
||||
// If you get a compiler error about an ambiguous constructor/function then it may be because you're
|
||||
// passing a 32-bit int to a function that takes a CSteamID. You should explicitly create the SteamID
|
||||
// using the correct Universe and account Type/Instance values.
|
||||
CSteamID( uint32 );
|
||||
CSteamID( int32 );
|
||||
|
||||
#ifdef _WIN32
|
||||
#pragma warning(push)
|
||||
#pragma warning(disable:4201) // nameless union is nonstandard
|
||||
// 64 bits total
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
#endif
|
||||
uint32 m_unAccountID : 32; // unique account identifier
|
||||
unsigned int m_unAccountInstance : 20; // dynamic instance ID (used for multiseat type accounts only)
|
||||
unsigned int m_EAccountType : 4; // type of account - can't show as EAccountType, due to signed / unsigned difference
|
||||
EUniverse m_EUniverse : 8; // universe this account belongs to
|
||||
#ifdef _WIN32
|
||||
};
|
||||
|
||||
uint64 m_unAll64Bits;
|
||||
};
|
||||
#pragma warning(pop) // no more anonymous unions until next time
|
||||
#endif
|
||||
};
|
||||
|
||||
const int k_unSteamAccountIDMask = 0xFFFFFFFF;
|
||||
const int k_unSteamAccountInstanceMask = 0x000FFFFF;
|
||||
|
||||
|
||||
// Special flags for Chat accounts - they go in the top 8 bits
|
||||
// of the steam ID's "instance", leaving 12 for the actual instances
|
||||
enum EChatSteamIDInstanceFlags
|
||||
{
|
||||
k_EChatAccountInstanceMask = 0x00000FFF, // top 8 bits are flags
|
||||
|
||||
k_EChatInstanceFlagClan = ( k_unSteamAccountInstanceMask + 1 ) >> 1, // top bit
|
||||
k_EChatInstanceFlagLobby = ( k_unSteamAccountInstanceMask + 1 ) >> 2, // next one down, etc
|
||||
|
||||
// Max of 8 flags
|
||||
};
|
||||
|
||||
|
||||
// generic invalid CSteamID
|
||||
const CSteamID k_steamIDNil;
|
||||
|
||||
// This steamID comes from a user game connection to an out of date GS that hasnt implemented the protocol
|
||||
// to provide its steamID
|
||||
const CSteamID k_steamIDOutofDateGS( 0, 0, k_EUniverseInvalid, k_EAccountTypeInvalid );
|
||||
// This steamID comes from a user game connection to an sv_lan GS
|
||||
const CSteamID k_steamIDLanModeGS( 0, 0, k_EUniversePublic, k_EAccountTypeInvalid );
|
||||
// This steamID can come from a user game connection to a GS that has just booted but hasnt yet even initialized
|
||||
// its steam3 component and started logging on.
|
||||
const CSteamID k_steamIDNotInitYetGS( 1, 0, k_EUniverseInvalid, k_EAccountTypeInvalid );
|
||||
|
||||
|
||||
#ifdef STEAM
|
||||
// Returns the matching chat steamID, with the default instance of 0
|
||||
// If the steamID passed in is already of type k_EAccountTypeChat it will be returned with the same instance
|
||||
CSteamID ChatIDFromSteamID( CSteamID &steamID );
|
||||
// Returns the matching clan steamID, with the default instance of 0
|
||||
// If the steamID passed in is already of type k_EAccountTypeClan it will be returned with the same instance
|
||||
CSteamID ClanIDFromSteamID( CSteamID &steamID );
|
||||
// Asserts steamID type before conversion
|
||||
CSteamID ChatIDFromClanID( CSteamID &steamIDClan );
|
||||
// Asserts steamID type before conversion
|
||||
CSteamID ClanIDFromChatID( CSteamID &steamIDChat );
|
||||
|
||||
#endif // _STEAM
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: encapsulates an appID/modID pair
|
||||
//-----------------------------------------------------------------------------
|
||||
class CGameID
|
||||
{
|
||||
public:
|
||||
|
||||
CGameID()
|
||||
{
|
||||
m_gameID.m_nType = k_EGameIDTypeApp;
|
||||
m_gameID.m_nAppID = k_uAppIdInvalid;
|
||||
m_gameID.m_nModID = 0;
|
||||
}
|
||||
|
||||
explicit CGameID( uint64 ulGameID )
|
||||
{
|
||||
m_ulGameID = ulGameID;
|
||||
}
|
||||
|
||||
explicit CGameID( int32 nAppID )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
}
|
||||
|
||||
explicit CGameID( uint32 nAppID )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
}
|
||||
|
||||
CGameID( uint32 nAppID, uint32 nModID )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
m_gameID.m_nModID = nModID;
|
||||
m_gameID.m_nType = k_EGameIDTypeGameMod;
|
||||
}
|
||||
|
||||
// Hidden functions used only by Steam
|
||||
explicit CGameID( const char *pchGameID );
|
||||
char *Render() const; // render this Game ID to string
|
||||
static char *Render( uint64 ulGameID ); // static method to render a uint64 representation of a Game ID to a string
|
||||
|
||||
// must include checksum_crc.h first to get this functionality
|
||||
#if defined( CHECKSUM_CRC_H )
|
||||
CGameID( uint32 nAppID, const char *pchModPath )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
m_gameID.m_nType = k_EGameIDTypeGameMod;
|
||||
|
||||
char rgchModDir[MAX_PATH];
|
||||
Q_FileBase( pchModPath, rgchModDir, sizeof( rgchModDir ) );
|
||||
CRC32_t crc32;
|
||||
CRC32_Init( &crc32 );
|
||||
CRC32_ProcessBuffer( &crc32, rgchModDir, Q_strlen( rgchModDir ) );
|
||||
CRC32_Final( &crc32 );
|
||||
|
||||
// set the high-bit on the mod-id
|
||||
// reduces crc32 to 31bits, but lets us use the modID as a guaranteed unique
|
||||
// replacement for appID's
|
||||
m_gameID.m_nModID = crc32 | (0x80000000);
|
||||
}
|
||||
|
||||
CGameID( const char *pchExePath, const char *pchAppName )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = k_uAppIdInvalid;
|
||||
m_gameID.m_nType = k_EGameIDTypeShortcut;
|
||||
|
||||
CRC32_t crc32;
|
||||
CRC32_Init( &crc32 );
|
||||
CRC32_ProcessBuffer( &crc32, pchExePath, Q_strlen( pchExePath ) );
|
||||
CRC32_ProcessBuffer( &crc32, pchAppName, Q_strlen( pchAppName ) );
|
||||
CRC32_Final( &crc32 );
|
||||
|
||||
// set the high-bit on the mod-id
|
||||
// reduces crc32 to 31bits, but lets us use the modID as a guaranteed unique
|
||||
// replacement for appID's
|
||||
m_gameID.m_nModID = crc32 | (0x80000000);
|
||||
}
|
||||
|
||||
#if defined( VSTFILEID_H )
|
||||
|
||||
CGameID( VstFileID vstFileID )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = k_uAppIdInvalid;
|
||||
m_gameID.m_nType = k_EGameIDTypeP2P;
|
||||
|
||||
CRC32_t crc32;
|
||||
CRC32_Init( &crc32 );
|
||||
const char *pchFileId = vstFileID.Render();
|
||||
CRC32_ProcessBuffer( &crc32, pchFileId, Q_strlen( pchFileId ) );
|
||||
CRC32_Final( &crc32 );
|
||||
|
||||
// set the high-bit on the mod-id
|
||||
// reduces crc32 to 31bits, but lets us use the modID as a guaranteed unique
|
||||
// replacement for appID's
|
||||
m_gameID.m_nModID = crc32 | (0x80000000);
|
||||
}
|
||||
|
||||
#endif /* VSTFILEID_H */
|
||||
|
||||
#endif /* CHECKSUM_CRC_H */
|
||||
|
||||
|
||||
uint64 ToUint64() const
|
||||
{
|
||||
return m_ulGameID;
|
||||
}
|
||||
|
||||
uint64 *GetUint64Ptr()
|
||||
{
|
||||
return &m_ulGameID;
|
||||
}
|
||||
|
||||
bool IsMod() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeGameMod );
|
||||
}
|
||||
|
||||
bool IsShortcut() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeShortcut );
|
||||
}
|
||||
|
||||
bool IsP2PFile() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeP2P );
|
||||
}
|
||||
|
||||
bool IsSteamApp() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeApp );
|
||||
}
|
||||
|
||||
uint32 ModID() const
|
||||
{
|
||||
return m_gameID.m_nModID;
|
||||
}
|
||||
|
||||
uint32 AppID() const
|
||||
{
|
||||
return m_gameID.m_nAppID;
|
||||
}
|
||||
|
||||
bool operator == ( const CGameID &rhs ) const
|
||||
{
|
||||
return m_ulGameID == rhs.m_ulGameID;
|
||||
}
|
||||
|
||||
bool operator != ( const CGameID &rhs ) const
|
||||
{
|
||||
return !(*this == rhs);
|
||||
}
|
||||
|
||||
bool operator < ( const CGameID &rhs ) const
|
||||
{
|
||||
return ( m_ulGameID < rhs.m_ulGameID );
|
||||
}
|
||||
|
||||
bool IsValid() const
|
||||
{
|
||||
// each type has it's own invalid fixed point:
|
||||
switch( m_gameID.m_nType )
|
||||
{
|
||||
case k_EGameIDTypeApp:
|
||||
return m_gameID.m_nAppID != k_uAppIdInvalid;
|
||||
break;
|
||||
case k_EGameIDTypeGameMod:
|
||||
return m_gameID.m_nAppID != k_uAppIdInvalid && m_gameID.m_nModID & 0x80000000;
|
||||
break;
|
||||
case k_EGameIDTypeShortcut:
|
||||
return m_gameID.m_nAppID == k_uAppIdInvalid && m_gameID.m_nModID & 0x80000000;
|
||||
break;
|
||||
case k_EGameIDTypeP2P:
|
||||
return m_gameID.m_nAppID == k_uAppIdInvalid && m_gameID.m_nModID & 0x80000000;
|
||||
break;
|
||||
default:
|
||||
#if defined(Assert)
|
||||
Assert(false);
|
||||
#endif
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Reset()
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
private:
|
||||
|
||||
enum EGameIDType
|
||||
{
|
||||
k_EGameIDTypeApp = 0,
|
||||
k_EGameIDTypeGameMod = 1,
|
||||
k_EGameIDTypeShortcut = 2,
|
||||
k_EGameIDTypeP2P = 3,
|
||||
};
|
||||
|
||||
struct GameID_t
|
||||
{
|
||||
unsigned int m_nAppID : 24;
|
||||
unsigned int m_nType : 8;
|
||||
unsigned int m_nModID : 32;
|
||||
};
|
||||
|
||||
union
|
||||
{
|
||||
uint64 m_ulGameID;
|
||||
GameID_t m_gameID;
|
||||
};
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
const int k_cchGameExtraInfoMax = 64;
|
||||
|
||||
|
||||
// Max number of credit cards stored for one account
|
||||
const int k_nMaxNumCardsPerAccount = 1;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Constants used for query ports.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#define QUERY_PORT_NOT_INITIALIZED 0xFFFF // We haven't asked the GS for this query port's actual value yet.
|
||||
#define QUERY_PORT_ERROR 0xFFFE // We were unable to get the query port for this server.
|
||||
|
||||
#endif // STEAMCLIENTPUBLIC_H
|
||||
87
res/steamworks/101/headers/steam/steamtypes.h
Normal file
87
res/steamworks/101/headers/steam/steamtypes.h
Normal file
@@ -0,0 +1,87 @@
|
||||
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMTYPES_H
|
||||
#define STEAMTYPES_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
// Steam-specific types. Defined here so this header file can be included in other code bases.
|
||||
#ifndef WCHARTYPES_H
|
||||
typedef unsigned char uint8;
|
||||
#endif
|
||||
|
||||
|
||||
#if defined(__x86_64__) || defined(_WIN64)
|
||||
#define X64BITS
|
||||
#endif
|
||||
|
||||
typedef unsigned char uint8;
|
||||
typedef signed char int8;
|
||||
|
||||
#if defined( _WIN32 )
|
||||
|
||||
typedef __int16 int16;
|
||||
typedef unsigned __int16 uint16;
|
||||
typedef __int32 int32;
|
||||
typedef unsigned __int32 uint32;
|
||||
typedef __int64 int64;
|
||||
typedef unsigned __int64 uint64;
|
||||
|
||||
#ifdef X64BITS
|
||||
typedef __int64 intp; // intp is an integer that can accomodate a pointer
|
||||
typedef unsigned __int64 uintp; // (ie, sizeof(intp) >= sizeof(int) && sizeof(intp) >= sizeof(void *)
|
||||
#else
|
||||
typedef __int32 intp;
|
||||
typedef unsigned __int32 uintp;
|
||||
#endif
|
||||
|
||||
#else // _WIN32
|
||||
|
||||
typedef short int16;
|
||||
typedef unsigned short uint16;
|
||||
typedef int int32;
|
||||
typedef unsigned int uint32;
|
||||
typedef long long int64;
|
||||
typedef unsigned long long uint64;
|
||||
#ifdef X64BITS
|
||||
typedef long long intp;
|
||||
typedef unsigned long long uintp;
|
||||
#else
|
||||
typedef int intp;
|
||||
typedef unsigned int uintp;
|
||||
#endif
|
||||
|
||||
#endif // else _WIN32
|
||||
|
||||
const int k_cubDigestSize = 20; // CryptoPP::SHA::DIGESTSIZE
|
||||
const int k_cubSaltSize = 8;
|
||||
|
||||
typedef uint8 SHADigest_t[ k_cubDigestSize ];
|
||||
typedef uint8 Salt_t[ k_cubSaltSize ];
|
||||
|
||||
typedef uint64 GID_t; // globally unique identifier
|
||||
|
||||
// this is baked into client messages and interfaces as an int,
|
||||
// make sure we never break this.
|
||||
typedef uint32 PackageId_t;
|
||||
const PackageId_t k_uPackageIdInvalid = 0xFFFFFFFF;
|
||||
|
||||
|
||||
// this is baked into client messages and interfaces as an int,
|
||||
// make sure we never break this.
|
||||
typedef uint32 AppId_t;
|
||||
const AppId_t k_uAppIdInvalid = 0x0;
|
||||
|
||||
// RTime32
|
||||
// We use this 32 bit time representing real world time.
|
||||
// It offers 1 second resolution beginning on January 1, 1970 (Unix time)
|
||||
typedef uint32 RTime32;
|
||||
|
||||
typedef uint32 CellID_t;
|
||||
|
||||
#endif // STEAMTYPES_H
|
||||
32
res/steamworks/102/headers/steam/isteamapps.h
Normal file
32
res/steamworks/102/headers/steam/isteamapps.h
Normal file
@@ -0,0 +1,32 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to app data in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMAPPS_H
|
||||
#define ISTEAMAPPS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to app data
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamApps
|
||||
{
|
||||
public:
|
||||
virtual bool BIsSubscribed() = 0;
|
||||
virtual bool BIsLowViolence() = 0;
|
||||
virtual bool BIsCybercafe() = 0;
|
||||
virtual bool BIsVACBanned() = 0;
|
||||
virtual const char *GetCurrentGameLanguage() = 0;
|
||||
virtual const char *GetAvailableGameLanguages() = 0;
|
||||
|
||||
// only use this member if you need to check ownership of another game related to yours, a demo for example
|
||||
virtual bool BIsSubscribedApp( AppId_t appID ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMAPPS_INTERFACE_VERSION "STEAMAPPS_INTERFACE_VERSION002"
|
||||
|
||||
#endif // ISTEAMAPPS_H
|
||||
149
res/steamworks/102/headers/steam/isteamclient.h
Normal file
149
res/steamworks/102/headers/steam/isteamclient.h
Normal file
@@ -0,0 +1,149 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: Main interface for loading and accessing Steamworks API's from the
|
||||
// Steam client.
|
||||
// For most uses, this code is wrapped inside of SteamAPI_Init()
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMCLIENT_H
|
||||
#define ISTEAMCLIENT_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steamtypes.h"
|
||||
#include "steamclientpublic.h"
|
||||
|
||||
// handle to a communication pipe to the Steam client
|
||||
typedef int32 HSteamPipe;
|
||||
// handle to single instance of a steam user
|
||||
typedef int32 HSteamUser;
|
||||
// function prototype
|
||||
#if defined( POSIX ) && !defined( _CYGWIN )
|
||||
#define __cdecl
|
||||
#endif
|
||||
extern "C" typedef void (__cdecl *SteamAPIWarningMessageHook_t)(int, const char *);
|
||||
|
||||
// interface predec
|
||||
class ISteamUser;
|
||||
class ISteamGameServer;
|
||||
class ISteamFriends;
|
||||
class ISteamUtils;
|
||||
class ISteamMatchmaking;
|
||||
class ISteamContentServer;
|
||||
class ISteamMasterServerUpdater;
|
||||
class ISteamMatchmakingServers;
|
||||
class ISteamUserStats;
|
||||
class ISteamApps;
|
||||
class ISteamNetworking;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Interface to creating a new steam instance, or to
|
||||
// connect to an existing steam instance, whether it's in a
|
||||
// different process or is local.
|
||||
//
|
||||
// For most scenarios this is all handled automatically via SteamAPI_Init().
|
||||
// You'll only need to use these interfaces if you have a more complex versioning scheme,
|
||||
// where you want to get different versions of the same interface in different dll's in your project.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamClient
|
||||
{
|
||||
public:
|
||||
// Creates a communication pipe to the Steam client
|
||||
virtual HSteamPipe CreateSteamPipe() = 0;
|
||||
|
||||
// Releases a previously created communications pipe
|
||||
virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
|
||||
|
||||
// connects to an existing global user, failing if none exists
|
||||
// used by the game to coordinate with the steamUI
|
||||
virtual HSteamUser ConnectToGlobalUser( HSteamPipe hSteamPipe ) = 0;
|
||||
|
||||
// used by game servers, create a steam user that won't be shared with anyone else
|
||||
virtual HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe ) = 0;
|
||||
|
||||
// removes an allocated user
|
||||
virtual void ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ) = 0;
|
||||
|
||||
// retrieves the ISteamUser interface associated with the handle
|
||||
virtual ISteamUser *GetISteamUser( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// retrieves the ISteamGameServer interface associated with the handle
|
||||
virtual ISteamGameServer *GetISteamGameServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// set the local IP and Port to bind to
|
||||
// this must be set before CreateLocalUser()
|
||||
virtual void SetLocalIPBinding( uint32 unIP, uint16 usPort ) = 0;
|
||||
|
||||
// returns the ISteamFriends interface
|
||||
virtual ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamUtils interface
|
||||
virtual ISteamUtils *GetISteamUtils( HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamMatchmaking interface
|
||||
virtual ISteamMatchmaking *GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamContentServer interface
|
||||
virtual ISteamContentServer *GetISteamContentServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamMasterServerUpdater interface
|
||||
virtual ISteamMasterServerUpdater *GetISteamMasterServerUpdater( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamMatchmakingServers interface
|
||||
virtual ISteamMatchmakingServers *GetISteamMatchmakingServers( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the a generic interface
|
||||
virtual void *GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// this needs to be called every frame to process matchmaking results
|
||||
// redundant if you're already calling SteamAPI_RunCallbacks()
|
||||
virtual void RunFrame() = 0;
|
||||
|
||||
// returns the number of IPC calls made since the last time this function was called
|
||||
// Used for perf debugging so you can understand how many IPC calls your game makes per frame
|
||||
// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
|
||||
// control how often you do them.
|
||||
virtual uint32 GetIPCCallCount() = 0;
|
||||
|
||||
// returns the ISteamUserStats interface
|
||||
virtual ISteamUserStats *GetISteamUserStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns apps interface
|
||||
virtual ISteamApps *GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// networking
|
||||
virtual ISteamNetworking *GetISteamNetworking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// API warning handling
|
||||
// 'int' is the severity; 0 for msg, 1 for warning
|
||||
// 'const char *' is the text of the message
|
||||
// callbacks will occur directly after the API function is called that generated the warning or message
|
||||
virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMCLIENT_INTERFACE_VERSION "SteamClient007"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Base values for callback identifiers, each callback must
|
||||
// have a unique ID.
|
||||
//-----------------------------------------------------------------------------
|
||||
enum { k_iSteamUserCallbacks = 100 };
|
||||
enum { k_iSteamGameServerCallbacks = 200 };
|
||||
enum { k_iSteamFriendsCallbacks = 300 };
|
||||
enum { k_iSteamBillingCallbacks = 400 };
|
||||
enum { k_iSteamMatchmakingCallbacks = 500 };
|
||||
enum { k_iSteamContentServerCallbacks = 600 };
|
||||
enum { k_iSteamUtilsCallbacks = 700 };
|
||||
enum { k_iClientFriendsCallbacks = 800 };
|
||||
enum { k_iClientUserCallbacks = 900 };
|
||||
enum { k_iSteamAppsCallbacks = 1000 };
|
||||
enum { k_iSteamUserStatsCallbacks = 1100 };
|
||||
enum { k_iSteamNetworkingCallbacks = 1200 };
|
||||
enum { k_iClientRemoteStorageCallbacks = 1300 };
|
||||
enum { k_iSteamUserItemsCallbacks = 1400 };
|
||||
enum { k_iSteamGameServerItemsCallbacks = 1500 };
|
||||
enum { k_iClientUtilsCallbacks = 1600 };
|
||||
|
||||
|
||||
#endif // ISTEAMCLIENT_H
|
||||
212
res/steamworks/102/headers/steam/isteamfriends.h
Normal file
212
res/steamworks/102/headers/steam/isteamfriends.h
Normal file
@@ -0,0 +1,212 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to both friends list data and general information about users
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMFRIENDS_H
|
||||
#define ISTEAMFRIENDS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
#include "steamclientpublic.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: set of relationships to other users
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EFriendRelationship
|
||||
{
|
||||
k_EFriendRelationshipNone = 0,
|
||||
k_EFriendRelationshipBlocked = 1,
|
||||
k_EFriendRelationshipRequestRecipient = 2,
|
||||
k_EFriendRelationshipFriend = 3,
|
||||
k_EFriendRelationshipRequestInitiator = 4,
|
||||
k_EFriendRelationshipIgnored = 5,
|
||||
k_EFriendRelationshipIgnoredFriend = 6,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: list of states a friend can be in
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EPersonaState
|
||||
{
|
||||
k_EPersonaStateOffline = 0, // friend is not currently logged on
|
||||
k_EPersonaStateOnline = 1, // friend is logged on
|
||||
k_EPersonaStateBusy = 2, // user is on, but busy
|
||||
k_EPersonaStateAway = 3, // auto-away feature
|
||||
k_EPersonaStateSnooze = 4, // auto-away for a long time
|
||||
k_EPersonaStateMax,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: flags for enumerating friends list, or quickly checking a the relationship between users
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EFriendFlags
|
||||
{
|
||||
k_EFriendFlagNone = 0x00,
|
||||
k_EFriendFlagBlocked = 0x01,
|
||||
k_EFriendFlagFriendshipRequested = 0x02,
|
||||
k_EFriendFlagImmediate = 0x04, // "regular" friend
|
||||
k_EFriendFlagClanMember = 0x08,
|
||||
k_EFriendFlagOnGameServer = 0x10,
|
||||
// k_EFriendFlagHasPlayedWith = 0x20, // not currently used
|
||||
// k_EFriendFlagFriendOfFriend = 0x40, // not currently used
|
||||
k_EFriendFlagRequestingFriendship = 0x80,
|
||||
k_EFriendFlagRequestingInfo = 0x100,
|
||||
k_EFriendFlagIgnored = 0x200,
|
||||
k_EFriendFlagIgnoredFriend = 0x400,
|
||||
k_EFriendFlagAll = 0xFFFF,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: avatar sizes, used in ISteamFriends::GetFriendAvatar()
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EAvatarSize
|
||||
{
|
||||
k_EAvatarSize32x32 = 0,
|
||||
k_EAvatarSize64x64 = 1,
|
||||
};
|
||||
|
||||
|
||||
// maximum number of characters in a users name
|
||||
enum { k_cchPersonaNameMax = 128 };
|
||||
|
||||
// size limit on chat room or member metadata
|
||||
const uint32 k_cubChatMetadataMax = 8192;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to accessing information about individual users,
|
||||
// that can be a friend, in a group, on a game server or in a lobby with the local user
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamFriends
|
||||
{
|
||||
public:
|
||||
// returns the local players name - guaranteed to not be NULL.
|
||||
// this is the same name as on the users community profile page
|
||||
// this is stored in UTF-8 format
|
||||
// like all the other interface functions that return a char *, it's important that this pointer is not saved
|
||||
// off; it will eventually be free'd or re-allocated
|
||||
virtual const char *GetPersonaName() = 0;
|
||||
|
||||
// sets the player name, stores it on the server and publishes the changes to all friends who are online
|
||||
virtual void SetPersonaName( const char *pchPersonaName ) = 0;
|
||||
|
||||
// gets the status of the current user
|
||||
virtual EPersonaState GetPersonaState() = 0;
|
||||
|
||||
// friend iteration
|
||||
// takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria
|
||||
// then GetFriendByIndex() can then be used to return the id's of each of those users
|
||||
virtual int GetFriendCount( int iFriendFlags ) = 0;
|
||||
|
||||
// returns the steamID of a user
|
||||
// iFriend is a index of range [0, GetFriendCount())
|
||||
// iFriendsFlags must be the same value as used in GetFriendCount()
|
||||
// the returned CSteamID can then be used by all the functions below to access details about the user
|
||||
virtual CSteamID GetFriendByIndex( int iFriend, int iFriendFlags ) = 0;
|
||||
|
||||
// returns a relationship to a user
|
||||
virtual EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend ) = 0;
|
||||
|
||||
// returns the current status of the specified user
|
||||
// this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user
|
||||
virtual EPersonaState GetFriendPersonaState( CSteamID steamIDFriend ) = 0;
|
||||
|
||||
// returns the name another user - guaranteed to not be NULL.
|
||||
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
|
||||
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
|
||||
//
|
||||
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;
|
||||
|
||||
// gets the avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
|
||||
virtual int GetFriendAvatar( CSteamID steamIDFriend, int eAvatarSize ) = 0;
|
||||
// returns true if the friend is actually in a game
|
||||
virtual bool GetFriendGamePlayed( CSteamID steamIDFriend, uint64 *pulGameID, uint32 *punGameIP, uint16 *pusGamePort, uint16 *pusQueryPort ) = 0;
|
||||
// accesses old friends names - returns an empty string when their are no more items in the history
|
||||
virtual const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName ) = 0;
|
||||
|
||||
// returns true if the specified user meets any of the criteria specified in iFriendFlags
|
||||
// iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values
|
||||
virtual bool HasFriend( CSteamID steamIDFriend, int iFriendFlags ) = 0;
|
||||
|
||||
// clan (group) iteration and access functions
|
||||
virtual int GetClanCount() = 0;
|
||||
virtual CSteamID GetClanByIndex( int iClan ) = 0;
|
||||
virtual const char *GetClanName( CSteamID steamIDClan ) = 0;
|
||||
|
||||
// iterators for getting users in a chat room, lobby, game server or clan
|
||||
// note that large clans that cannot be iterated by the local user
|
||||
// steamIDSource can be the steamID of a group, game server, lobby or chat room
|
||||
virtual int GetFriendCountFromSource( CSteamID steamIDSource ) = 0;
|
||||
virtual CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend ) = 0;
|
||||
|
||||
// returns true if the local user can see that steamIDUser is a member or in steamIDSource
|
||||
virtual bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource ) = 0;
|
||||
|
||||
// User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
|
||||
virtual void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking ) = 0;
|
||||
|
||||
// activates the game overlay, with an optional dialog to open ("Friends", "Community", "Players", "Settings")
|
||||
virtual void ActivateGameOverlay( const char *pchDialog ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends004"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a friends' status changes
|
||||
//-----------------------------------------------------------------------------
|
||||
struct PersonaStateChange_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 4 };
|
||||
|
||||
uint64 m_ulSteamID; // steamID of the friend who changed
|
||||
int m_nChangeFlags; // what's changed
|
||||
};
|
||||
|
||||
|
||||
// used in PersonaStateChange_t::m_nChangeFlags to describe what's changed about a user
|
||||
// these flags describe what the client has learned has changed recently, so on startup you'll see a name, avatar & relationship change for every friend
|
||||
enum EPersonaChange
|
||||
{
|
||||
k_EPersonaChangeName = 0x001,
|
||||
k_EPersonaChangeStatus = 0x002,
|
||||
k_EPersonaChangeComeOnline = 0x004,
|
||||
k_EPersonaChangeGoneOffline = 0x008,
|
||||
k_EPersonaChangeGamePlayed = 0x010,
|
||||
k_EPersonaChangeGameServer = 0x020,
|
||||
k_EPersonaChangeAvatar = 0x040,
|
||||
k_EPersonaChangeJoinedSource= 0x080,
|
||||
k_EPersonaChangeLeftSource = 0x100,
|
||||
k_EPersonaChangeRelationshipChanged = 0x200,
|
||||
k_EPersonaChangeNameFirstSet = 0x400,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: posted when game overlay activates or deactivates
|
||||
// the game can use this to be pause or resume single player games
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameOverlayActivated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 31 };
|
||||
uint8 m_bActive; // true if it's just been activated, false otherwise
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the user tries to join a different game server from their friends list
|
||||
// game client should attempt to connect to specified server when this is received
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameServerChangeRequested_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 32 };
|
||||
char m_rgchServer[64]; // server address ("127.0.0.1:27015", "tf2.valvesoftware.com")
|
||||
char m_rgchPassword[64]; // server password, if any
|
||||
};
|
||||
|
||||
#endif // ISTEAMFRIENDS_H
|
||||
161
res/steamworks/102/headers/steam/isteamgameserver.h
Normal file
161
res/steamworks/102/headers/steam/isteamgameserver.h
Normal file
@@ -0,0 +1,161 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam for game servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMGAMESERVER_H
|
||||
#define ISTEAMGAMESERVER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for authenticating users via Steam to play on a game server
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamGameServer
|
||||
{
|
||||
public:
|
||||
// connection functions
|
||||
virtual void LogOn() = 0;
|
||||
virtual void LogOff() = 0;
|
||||
|
||||
// status functions
|
||||
virtual bool BLoggedOn() = 0;
|
||||
virtual bool BSecure() = 0;
|
||||
virtual CSteamID GetSteamID() = 0;
|
||||
|
||||
// Handles receiving a new connection from a Steam user. This call will ask the Steam
|
||||
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
|
||||
// are off-line, then it will validate the cached ticket itself which will validate app ownership
|
||||
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
|
||||
// and must then be sent up to the game server for authentication.
|
||||
//
|
||||
// Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
|
||||
// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
|
||||
// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
|
||||
virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
|
||||
|
||||
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
|
||||
//
|
||||
// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
|
||||
// when this user leaves the server just like you would for a real user.
|
||||
virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
|
||||
|
||||
// Should be called whenever a user leaves our game server, this lets Steam internally
|
||||
// track which users are currently on which servers for the purposes of preventing a single
|
||||
// account being logged into multiple servers, showing who is currently on a server, etc.
|
||||
virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
|
||||
|
||||
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
|
||||
// currently connected to the server. For regular users you must call this after you receive a
|
||||
// GSUserValidationSuccess callback.
|
||||
//
|
||||
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
|
||||
virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
|
||||
|
||||
// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
|
||||
//
|
||||
// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
|
||||
//
|
||||
// Input: nGameAppID - The Steam assigned AppID for the game
|
||||
// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
|
||||
// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
|
||||
// unGamePort - The port which the server is listening for client connections on
|
||||
// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
|
||||
// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
|
||||
// pchGameDir - A unique string identifier for your game
|
||||
// pchVersion - The current version of the server as a string like 1.0.0.0
|
||||
// bLanMode - Is this a LAN only server?
|
||||
//
|
||||
// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
|
||||
// and stop calling it in SteamGameServer_Init()?
|
||||
virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
|
||||
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
|
||||
|
||||
// Updates server status values which shows up in the server browser and matchmaking APIs
|
||||
virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
|
||||
const char *pchServerName, const char *pSpectatorServerName,
|
||||
const char *pchMapName ) = 0;
|
||||
|
||||
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
|
||||
virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
|
||||
|
||||
// Sets a string defining the "gametype" for this server, this is optional, but if it is set
|
||||
// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
virtual void SetGameType( const char *pchGameType ) = 0;
|
||||
|
||||
// Ask if a user has a specific achievement for this game, will get a callback on reply
|
||||
virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer005"
|
||||
|
||||
// game server flags
|
||||
const uint32 k_unServerFlagNone = 0x00;
|
||||
const uint32 k_unServerFlagActive = 0x01; // server has users playing
|
||||
const uint32 k_unServerFlagSecure = 0x02; // server wants to be secure
|
||||
const uint32 k_unServerFlagDedicated = 0x04; // server is dedicated
|
||||
const uint32 k_unServerFlagLinux = 0x08; // linux build
|
||||
const uint32 k_unServerFlagPassworded = 0x10; // password protected
|
||||
const uint32 k_unServerFlagPrivate = 0x20; // server shouldn't list on master server and
|
||||
// won't enforce authentication of users that connect to the server.
|
||||
// Useful when you run a server where the clients may not
|
||||
// be connected to the internet but you want them to play (i.e LANs)
|
||||
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
// client has been approved to connect to this game server
|
||||
struct GSClientApprove_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
|
||||
CSteamID m_SteamID;
|
||||
};
|
||||
|
||||
|
||||
// client has been denied to connection to this game server
|
||||
struct GSClientDeny_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 2 };
|
||||
CSteamID m_SteamID;
|
||||
EDenyReason m_eDenyReason;
|
||||
char m_rgchOptionalText[128];
|
||||
};
|
||||
|
||||
|
||||
// request the game server should kick the user
|
||||
struct GSClientKick_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 3 };
|
||||
CSteamID m_SteamID;
|
||||
EDenyReason m_eDenyReason;
|
||||
};
|
||||
|
||||
// NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks,
|
||||
// do not reuse them here.
|
||||
|
||||
|
||||
// client achievement info
|
||||
struct GSClientAchievementStatus_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 6 };
|
||||
uint64 m_SteamID;
|
||||
char m_pchAchievement[128];
|
||||
bool m_bUnlocked;
|
||||
};
|
||||
|
||||
// received when the game server requests to be displayed as secure (VAC protected)
|
||||
// m_bSecure is true if the game server should display itself as secure to users, false otherwise
|
||||
struct GSPolicyResponse_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 15 };
|
||||
uint8 m_bSecure;
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif // ISTEAMGAMESERVER_H
|
||||
103
res/steamworks/102/headers/steam/isteammasterserverupdater.h
Normal file
103
res/steamworks/102/headers/steam/isteammasterserverupdater.h
Normal file
@@ -0,0 +1,103 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam for retrieving list of game servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMMASTERSERVERUPDATER_H
|
||||
#define ISTEAMMASTERSERVERUPDATER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Game engines use this to tell the Steam master servers
|
||||
// about their games so their games can show up in the server browser.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMasterServerUpdater
|
||||
{
|
||||
public:
|
||||
|
||||
// Call this as often as you like to tell the master server updater whether or not
|
||||
// you want it to be active (default: off).
|
||||
virtual void SetActive( bool bActive ) = 0;
|
||||
|
||||
// You usually don't need to modify this.
|
||||
// Pass -1 to use the default value for iHeartbeatInterval.
|
||||
// Some mods change this.
|
||||
virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
|
||||
|
||||
|
||||
// These are in GameSocketShare mode, where instead of ISteamMasterServerUpdater creating its own
|
||||
// socket to talk to the master server on, it lets the game use its socket to forward messages
|
||||
// back and forth. This prevents us from requiring server ops to open up yet another port
|
||||
// in their firewalls.
|
||||
//
|
||||
// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
|
||||
|
||||
// These are used when you've elected to multiplex the game server's UDP socket
|
||||
// rather than having the master server updater use its own sockets.
|
||||
//
|
||||
// Source games use this to simplify the job of the server admins, so they
|
||||
// don't have to open up more ports on their firewalls.
|
||||
|
||||
// Call this when a packet that starts with 0xFFFFFFFF comes in. That means
|
||||
// it's for us.
|
||||
virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
|
||||
|
||||
// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
|
||||
// This gets a packet that the master server updater needs to send out on UDP.
|
||||
// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
|
||||
// Call this each frame until it returns 0.
|
||||
virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
|
||||
|
||||
|
||||
// Functions to set various fields that are used to respond to queries.
|
||||
|
||||
// Call this to set basic data that is passed to the server browser.
|
||||
virtual void SetBasicServerData(
|
||||
unsigned short nProtocolVersion,
|
||||
bool bDedicatedServer,
|
||||
const char *pRegionName,
|
||||
const char *pProductName,
|
||||
unsigned short nMaxReportedClients,
|
||||
bool bPasswordProtected,
|
||||
const char *pGameDescription ) = 0;
|
||||
|
||||
// Call this to clear the whole list of key/values that are sent in rules queries.
|
||||
virtual void ClearAllKeyValues() = 0;
|
||||
|
||||
// Call this to add/update a key/value pair.
|
||||
virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0;
|
||||
|
||||
|
||||
// You can call this upon shutdown to clear out data stored for this game server and
|
||||
// to tell the master servers that this server is going away.
|
||||
virtual void NotifyShutdown() = 0;
|
||||
|
||||
// Returns true if the master server has requested a restart.
|
||||
// Only returns true once per request.
|
||||
virtual bool WasRestartRequested() = 0;
|
||||
|
||||
// Force it to request a heartbeat from the master servers.
|
||||
virtual void ForceHeartbeat() = 0;
|
||||
|
||||
// Manually edit and query the master server list.
|
||||
// It will provide name resolution and use the default master server port if none is provided.
|
||||
virtual bool AddMasterServer( const char *pServerAddress ) = 0;
|
||||
virtual bool RemoveMasterServer( const char *pServerAddress ) = 0;
|
||||
|
||||
virtual int GetNumMasterServers() = 0;
|
||||
|
||||
// Returns the # of bytes written to pOut.
|
||||
virtual int GetMasterServerAddress( int iServer, char *pOut, int outBufferSize ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMMASTERSERVERUPDATER_INTERFACE_VERSION "SteamMasterServerUpdater001"
|
||||
|
||||
#endif // ISTEAMMASTERSERVERUPDATER_H
|
||||
553
res/steamworks/102/headers/steam/isteammatchmaking.h
Normal file
553
res/steamworks/102/headers/steam/isteammatchmaking.h
Normal file
@@ -0,0 +1,553 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam managing game server/client match making
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMMATCHMAKING
|
||||
#define ISTEAMMATCHMAKING
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steamtypes.h"
|
||||
#include "steamclientpublic.h"
|
||||
#include "matchmakingtypes.h"
|
||||
#include "isteamclient.h"
|
||||
#include "isteamfriends.h"
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to favorites
|
||||
// and to operate on game lobbies.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmaking
|
||||
{
|
||||
public:
|
||||
// game server favorites storage
|
||||
// saves basic details about a multiplayer game server locally
|
||||
|
||||
// returns the number of favorites servers the user has stored
|
||||
virtual int GetFavoriteGameCount() = 0;
|
||||
|
||||
// returns the details of the game server
|
||||
// iGame is of range [0,GetFavoriteGameCount())
|
||||
// *pnIP, *pnConnPort are filled in the with IP:port of the game server
|
||||
// *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections
|
||||
// *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added
|
||||
virtual bool GetFavoriteGame( int iGame, AppId_t *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0;
|
||||
|
||||
// adds the game server to the local list; updates the time played of the server if it already exists in the list
|
||||
virtual int AddFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) =0;
|
||||
|
||||
// removes the game server from the local storage; returns true if one was removed
|
||||
virtual bool RemoveFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0;
|
||||
|
||||
///////
|
||||
// Game lobby functions
|
||||
|
||||
// Get a list of relevant lobbies
|
||||
// this is an asynchronous request
|
||||
// results will be returned by LobbyMatchList_t callback, with the number of servers requested
|
||||
// if the user is not currently connected to Steam (i.e. SteamUser()->BLoggedOn() returns false) then
|
||||
// a LobbyMatchList_t callback will be posted immediately with no servers
|
||||
virtual void RequestLobbyList() = 0;
|
||||
|
||||
// filters for lobbies
|
||||
// this needs to be called before RequestLobbyList() to take effect
|
||||
// these are cleared on each call to RequestLobbyList()
|
||||
virtual void AddRequestLobbyListFilter( const char *pchKeyToMatch, const char *pchValueToMatch ) = 0;
|
||||
// numerical comparison - 0 is equal, -1 is the lobby value is less than nValueToMatch, 1 is the lobby value is greater than nValueToMatch
|
||||
virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, int nComparisonType /* 0 is equal, -1 is less than, 1 is greater than */ ) = 0;
|
||||
// sets RequestLobbyList() to only returns lobbies which aren't yet full - needs SetLobbyMemberLimit() called on the lobby to set an initial limit
|
||||
virtual void AddRequestLobbyListSlotsAvailableFilter() = 0;
|
||||
|
||||
// returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call
|
||||
// should only be called after a LobbyMatchList_t callback is received
|
||||
// iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching)
|
||||
// the returned CSteamID::IsValid() will be false if iLobby is out of range
|
||||
virtual CSteamID GetLobbyByIndex( int iLobby ) = 0;
|
||||
|
||||
// Create a lobby on the Steam servers.
|
||||
// If bPrivate is true, then the lobby will not be returned by any RequestLobbyList() call; the CSteamID
|
||||
// of the lobby will need to be communicated via game channels or via InviteUserToLobby()
|
||||
// this is an asynchronous request
|
||||
// results will be returned by LobbyCreated_t callback when the lobby has been created;
|
||||
// local user will the join the lobby, resulting in an additional LobbyEnter_t callback being sent
|
||||
// operations on the chat room can only proceed once the LobbyEnter_t has been received
|
||||
virtual void CreateLobby( bool bPrivate ) = 0;
|
||||
|
||||
// Joins an existing lobby
|
||||
// this is an asynchronous request
|
||||
// results will be returned by LobbyEnter_t callback when the lobby has been joined
|
||||
// users already in the lobby will receive LobbyChatUpdate_t callback after this user has successfully joined
|
||||
virtual void JoinLobby( CSteamID steamIDLobby ) = 0;
|
||||
|
||||
// Leave a lobby; this will take effect immediately on the client side
|
||||
// other users in the lobby will be notified by a LobbyChatUpdate_t callback
|
||||
virtual void LeaveLobby( CSteamID steamIDLobby ) = 0;
|
||||
|
||||
// Invite another user to the lobby
|
||||
// the target user will receive a LobbyInvite_t callback
|
||||
// will return true if the invite is successfully sent, whether or not the target responds
|
||||
// returns false if the local user is not connected to the Steam servers
|
||||
virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0;
|
||||
|
||||
// Lobby iteration, for viewing details of users in a lobby
|
||||
// only accessible if the lobby user is a member of the specified lobby
|
||||
// persona information for other lobby members (name, avatar, etc.) will be asynchronously received
|
||||
// and accessible via ISteamFriends interface
|
||||
|
||||
// returns the number of users in the specified lobby
|
||||
virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0;
|
||||
// returns the CSteamID of a user in the lobby
|
||||
// iMember is of range [0,GetNumLobbyMembers())
|
||||
virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0;
|
||||
|
||||
// Get data associated with this lobby
|
||||
// takes a simple key, and returns the string associated with it
|
||||
// "" will be returned if no value is set, or if steamIDLobby is invalid
|
||||
virtual const char *GetLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0;
|
||||
// Sets a key/value pair in the lobby metadata
|
||||
// each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data
|
||||
// this can be used to set lobby names, map, etc.
|
||||
// to reset a key, just set it to ""
|
||||
// other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback
|
||||
virtual bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
|
||||
|
||||
// As above, but gets per-user data for someone in this lobby
|
||||
virtual const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) = 0;
|
||||
// Sets per-user metadata (for the local user implicitly)
|
||||
virtual void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
|
||||
|
||||
// Broadcasts a chat message to the all the users in the lobby
|
||||
// users in the lobby (including the local user) will receive a LobbyChatMsg_t callback
|
||||
// returns true if the message is successfully sent
|
||||
// pvMsgBody can be binary or text data, up to 4k
|
||||
// if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator
|
||||
virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0;
|
||||
// Get a chat message as specified in a LobbyChatMsg_t callback
|
||||
// iChatID is the LobbyChatMsg_t::m_iChatID value in the callback
|
||||
// *pSteamIDUser is filled in with the CSteamID of the member
|
||||
// *pvData is filled in with the message itself
|
||||
// return value is the number of bytes written into the buffer
|
||||
virtual int GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
|
||||
|
||||
// Fetch metadata for a lobby you're not necessarily in right now
|
||||
// this will send down all the metadata associated with a lobby
|
||||
// this is an asynchronous call
|
||||
// returns false if the local user is not connected to the Steam servers
|
||||
virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0;
|
||||
|
||||
// sets the game server associated with the lobby
|
||||
// usually at this point, the users will leave the lobby and join the specified game server
|
||||
// either the IP/Port or the steamID of the game server has to be valid, depending on how you want the clients to be able to connect
|
||||
virtual void SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, CSteamID steamIDGameServer ) = 0;
|
||||
// returns the details of a game server set in a lobby - returns false if there is no game server set, or that lobby doesn't exist
|
||||
virtual bool GetLobbyGameServer( CSteamID steamIDLobby, uint32 *punGameServerIP, uint16 *punGameServerPort, CSteamID *psteamIDGameServer ) = 0;
|
||||
|
||||
// set the limit on the # of users who can join the lobby
|
||||
virtual bool SetLobbyMemberLimit( CSteamID steamIDLobby, int cMaxMembers ) = 0;
|
||||
// returns the current limit on the # of users who can join the lobby; returns 0 if no limit is defined
|
||||
virtual int GetLobbyMemberLimit( CSteamID steamIDLobby ) = 0;
|
||||
|
||||
// asks the Steam servers for a list of lobbies that friends are in
|
||||
// returns results by posting one RequestFriendsLobbiesResponse_t callback per friend/lobby pair
|
||||
// if no friends are in lobbies, RequestFriendsLobbiesResponse_t will be posted but with 0 results
|
||||
// filters don't apply to lobbies (currently)
|
||||
virtual bool RequestFriendsLobbies() = 0;
|
||||
};
|
||||
#define STEAMMATCHMAKING_INTERFACE_VERSION "SteamMatchMaking004"
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Callback interfaces for server list functions (see ISteamMatchmakingServers below)
|
||||
//
|
||||
// The idea here is that your game code implements objects that implement these
|
||||
// interfaces to receive callback notifications after calling asynchronous functions
|
||||
// inside the ISteamMatchmakingServers() interface below.
|
||||
//
|
||||
// This is different than normal Steam callback handling due to the potentially
|
||||
// large size of server lists.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after a server list refresh
|
||||
// or an individual server update.
|
||||
//
|
||||
// Since you get these callbacks after requesting full list refreshes you will
|
||||
// usually implement this interface inside an object like CServerBrowser. If that
|
||||
// object is getting destructed you should use ISteamMatchMakingServers()->CancelQuery()
|
||||
// to cancel any in-progress queries so you don't get a callback into the destructed
|
||||
// object and crash.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingServerListResponse
|
||||
{
|
||||
public:
|
||||
// Server has responded ok with updated data
|
||||
virtual void ServerResponded( int iServer ) = 0;
|
||||
|
||||
// Server has failed to respond
|
||||
virtual void ServerFailedToRespond( int iServer ) = 0;
|
||||
|
||||
// A list refresh you had initiated is now 100% completed
|
||||
virtual void RefreshComplete( EMatchMakingServerResponse response ) = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after pinging an individual server
|
||||
//
|
||||
// These callbacks all occur in response to querying an individual server
|
||||
// via the ISteamMatchmakingServers()->PingServer() call below. If you are
|
||||
// destructing an object that implements this interface then you should call
|
||||
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
||||
// which is in progress. Failure to cancel in progress queries when destructing
|
||||
// a callback handler may result in a crash when a callback later occurs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingPingResponse
|
||||
{
|
||||
public:
|
||||
// Server has responded successfully and has updated data
|
||||
virtual void ServerResponded( gameserveritem_t &server ) = 0;
|
||||
|
||||
// Server failed to respond to the ping request
|
||||
virtual void ServerFailedToRespond() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after requesting details on
|
||||
// who is playing on a particular server.
|
||||
//
|
||||
// These callbacks all occur in response to querying an individual server
|
||||
// via the ISteamMatchmakingServers()->PlayerDetails() call below. If you are
|
||||
// destructing an object that implements this interface then you should call
|
||||
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
||||
// which is in progress. Failure to cancel in progress queries when destructing
|
||||
// a callback handler may result in a crash when a callback later occurs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingPlayersResponse
|
||||
{
|
||||
public:
|
||||
// Got data on a new player on the server -- you'll get this callback once per player
|
||||
// on the server which you have requested player data on.
|
||||
virtual void AddPlayerToList( const char *pchName, int nScore, float flTimePlayed ) = 0;
|
||||
|
||||
// The server failed to respond to the request for player details
|
||||
virtual void PlayersFailedToRespond() = 0;
|
||||
|
||||
// The server has finished responding to the player details request
|
||||
// (ie, you won't get anymore AddPlayerToList callbacks)
|
||||
virtual void PlayersRefreshComplete() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after requesting rules
|
||||
// details on a particular server.
|
||||
//
|
||||
// These callbacks all occur in response to querying an individual server
|
||||
// via the ISteamMatchmakingServers()->ServerRules() call below. If you are
|
||||
// destructing an object that implements this interface then you should call
|
||||
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
||||
// which is in progress. Failure to cancel in progress queries when destructing
|
||||
// a callback handler may result in a crash when a callback later occurs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingRulesResponse
|
||||
{
|
||||
public:
|
||||
// Got data on a rule on the server -- you'll get one of these per rule defined on
|
||||
// the server you are querying
|
||||
virtual void RulesResponded( const char *pchRule, const char *pchValue ) = 0;
|
||||
|
||||
// The server failed to respond to the request for rule details
|
||||
virtual void RulesFailedToRespond() = 0;
|
||||
|
||||
// The server has finished responding to the rule details request
|
||||
// (ie, you won't get anymore RulesResponded callbacks)
|
||||
virtual void RulesRefreshComplete() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Typedef for handle type you will receive when querying details on an individual server.
|
||||
//-----------------------------------------------------------------------------
|
||||
typedef int HServerQuery;
|
||||
const int HSERVERQUERY_INVALID = 0xffffffff;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to game lists and details
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingServers
|
||||
{
|
||||
public:
|
||||
// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
|
||||
virtual void RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
/* the filters that are available in the ppchFilters params are:
|
||||
|
||||
"map" - map the server is running, as set in the dedicated server api
|
||||
"dedicated" - reports bDedicated from the API
|
||||
"secure" - VAC-enabled
|
||||
"full" - not full
|
||||
"empty" - not empty
|
||||
"noplayers" - is empty
|
||||
"proxy" - a relay server
|
||||
|
||||
*/
|
||||
|
||||
// Get details on a given server in the list, you can get the valid range of index
|
||||
// values by calling GetServerCount(). You will also receive index values in
|
||||
// ISteamMatchmakingServerListResponse::ServerResponded() callbacks
|
||||
virtual gameserveritem_t *GetServerDetails( EMatchMakingType eType, int iServer ) = 0;
|
||||
|
||||
// Cancel an request which is operation on the given list type. You should call this to cancel
|
||||
// any in-progress requests before destructing a callback object that may have been passed
|
||||
// to one of the above list request calls. Not doing so may result in a crash when a callback
|
||||
// occurs on the destructed object.
|
||||
virtual void CancelQuery( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Ping every server in your list again but don't update the list of servers
|
||||
virtual void RefreshQuery( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Returns true if the list is currently refreshing its server list
|
||||
virtual bool IsRefreshing( EMatchMakingType eType ) = 0;
|
||||
|
||||
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
|
||||
virtual int GetServerCount( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Refresh a single server inside of a query (rather than all the servers )
|
||||
virtual void RefreshServer( EMatchMakingType eType, int iServer ) = 0;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Queries to individual servers directly via IP/Port
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Request updated ping time and other details from a single server
|
||||
virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Request the list of players currently playing on a server
|
||||
virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Request the list of rules that the server is running (See ISteamMasterServerUpdater->SetKeyValue() to set the rules server side)
|
||||
virtual HServerQuery ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel
|
||||
// any in-progress requests before destructing a callback object that may have been passed
|
||||
// to one of the above calls to avoid crashing when callbacks occur.
|
||||
virtual void CancelServerQuery( HServerQuery hServerQuery ) = 0;
|
||||
};
|
||||
#define STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION "SteamMatchMakingServers001"
|
||||
|
||||
// game server flags
|
||||
const uint32 k_unFavoriteFlagNone = 0x00;
|
||||
const uint32 k_unFavoriteFlagFavorite = 0x01; // this game favorite entry is for the favorites list
|
||||
const uint32 k_unFavoriteFlagHistory = 0x02; // this game favorite entry is for the history list
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Used in ChatInfo messages - fields specific to a chat member - must fit in a uint32
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EChatMemberStateChange
|
||||
{
|
||||
// Specific to joining / leaving the chatroom
|
||||
k_EChatMemberStateChangeEntered = 0x01, // This user has joined or is joining the chat room
|
||||
k_EChatMemberStateChangeLeft = 0x02, // This user has left or is leaving the chat room
|
||||
k_EChatMemberStateChangeDisconnected = 0x04, // User disconnected without leaving the chat first
|
||||
k_EChatMemberStateChangeKicked = 0x08, // User kicked
|
||||
k_EChatMemberStateChangeBanned = 0x10, // User kicked and banned
|
||||
|
||||
k_EChatMemberInfoVoiceSpeaking = 0x20, // User started talking (using speaker slot)
|
||||
k_EChatMemberInfoVoiceDoneSpeaking = 0x40, // User relinquished speaker slot
|
||||
};
|
||||
|
||||
// returns true of the flags indicate that a user has been removed from the chat
|
||||
#define BChatMemberStateChangeRemoved( rgfChatMemberStateChangeFlags ) ( rgfChatMemberStateChangeFlags & ( k_EChatMemberStateChangeDisconnected | k_EChatMemberStateChangeLeft | k_EChatMemberStateChangeKicked | k_EChatMemberStateChangeBanned ) )
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Callbacks for ISteamMatchmaking (which go through the regular Steam callback registration system)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a server was added/removed from the favorites list, you should refresh now
|
||||
//-----------------------------------------------------------------------------
|
||||
struct FavoritesListChanged_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 2 };
|
||||
uint32 m_nIP; // an IP of 0 means reload the whole list, any other value means just one server
|
||||
uint32 m_nQueryPort;
|
||||
uint32 m_nConnPort;
|
||||
uint32 m_nAppID;
|
||||
uint32 m_nFlags;
|
||||
bool m_bAdd; // true if this is adding the entry, otherwise it is a remove
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Someone has invited you to join a Lobby
|
||||
// normally you don't need to do anything with this, since
|
||||
// the Steam UI will also display a '<user> has invited you to the lobby, join?' dialog
|
||||
// if the user outside a game chooses to join, your game will be launched with the parameter "+connect_lobby <64-bit lobby id>"
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyInvite_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 3 };
|
||||
|
||||
uint64 m_ulSteamIDUser; // Steam ID of the person making the invite
|
||||
uint64 m_ulSteamIDLobby; // Steam ID of the Lobby
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sent on entering a Lobby
|
||||
// m_EChatRoomEnterResponse will be set to k_EChatRoomEnterResponseSuccess on success,
|
||||
// or a higher value on failure (see enum EChatRoomEnterResponse)
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyEnter_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 4 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // SteamID of the Lobby you have entered
|
||||
uint32 m_rgfChatPermissions; // Permissions of the current user
|
||||
bool m_bLocked; // If true, then only invited users may join
|
||||
uint32 m_EChatRoomEnterResponse; // EChatRoomEnterResponse
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The lobby metadata has changed
|
||||
// if m_ulSteamIDMember is the steamID of a lobby member, use GetLobbyMemberData() to access per-user details
|
||||
// if m_ulSteamIDMember == m_ulSteamIDLobby, use GetLobbyData() to access lobby metadata
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyDataUpdate_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 5 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // steamID of the Lobby
|
||||
uint64 m_ulSteamIDMember; // steamID of the member whose data changed, or the room itself
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The lobby chat room state has changed
|
||||
// this is usually sent when a user has joined or left the lobby
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyChatUpdate_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 6 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // Lobby ID
|
||||
uint64 m_ulSteamIDUserChanged; // user who's status in the lobby just changed - can be recipient
|
||||
uint64 m_ulSteamIDMakingChange; // Chat member who made the change (different from SteamIDUserChange if kicking, muting, etc.)
|
||||
// for example, if one user kicks another from the lobby, this will be set to the id of the user who initiated the kick
|
||||
uint32 m_rgfChatMemberStateChange; // bitfield of EChatMemberStateChange values
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: A chat message for this lobby has been sent
|
||||
// use GetLobbyChatEntry( m_iChatID ) to retrieve the contents of this message
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyChatMsg_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 7 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // the lobby id this is in
|
||||
uint64 m_ulSteamIDUser; // steamID of the user who has sent this message
|
||||
uint8 m_eChatEntryType; // type of message
|
||||
uint32 m_iChatID; // index of the chat entry to lookup
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: A game created a game for all the members of the lobby to join,
|
||||
// as triggered by a SetLobbyGameServer()
|
||||
// it's up to the individual clients to take action on this; the usual
|
||||
// game behavior is to leave the lobby and connect to the specified game server
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyGameCreated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 9 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // the lobby we were in
|
||||
uint64 m_ulSteamIDGameServer; // the new game server that has been created or found for the lobby members
|
||||
uint32 m_unIP; // IP & Port of the game server (if any)
|
||||
uint16 m_usPort;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Number of matching lobbies found
|
||||
// iterate the returned lobbies with GetLobbyByIndex(), from values 0 to m_nLobbiesMatching-1
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyMatchList_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 10 };
|
||||
uint32 m_nLobbiesMatching; // Number of lobbies that matched search criteria and we have SteamIDs for
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Called when the lobby is being forcefully closed
|
||||
// lobby details functions will no longer be updated
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyClosing_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 11 };
|
||||
uint64 m_ulSteamIDLobby; // Lobby
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Called when the local user has been kicked from the lobby
|
||||
// lobby details functions will no longer be updated
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyKicked_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 12 };
|
||||
uint64 m_ulSteamIDLobby; // Lobby
|
||||
uint64 m_ulSteamIDAdmin; // User who kicked you
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Result of our request to create a Lobby
|
||||
// m_eResult == k_EResultOK on success
|
||||
// at this point, the local user may not have finishing joining this lobby;
|
||||
// game code should wait until the subsequent LobbyEnter_t callback is received
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyCreated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 13 };
|
||||
EResult m_eResult; // Result
|
||||
uint64 m_ulSteamIDLobby; // chat room, zero if failed
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Response to a RequestFriendsLobbies() call
|
||||
// One of these callbacks will be received per friend who is in a lobby
|
||||
// if no friends are in a lobby, then one of these will be called with 0 values
|
||||
//-----------------------------------------------------------------------------
|
||||
struct RequestFriendsLobbiesResponse_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 14 };
|
||||
|
||||
uint64 m_ulSteamIDFriend; // friend who is in a lobby; 0 if no friends in lobbies are found
|
||||
uint64 m_ulSteamIDLobby; // lobby that the friend is in; 0 if no friends in lobbies are found
|
||||
|
||||
int m_cResultIndex; // result #, [1, m_cResultsTotal] if any are found; 0 if no friends in lobbies are found
|
||||
int m_cResultsTotal; // total number of results; 0 if no friends in lobbies are found
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif // ISTEAMMATCHMAKING
|
||||
134
res/steamworks/102/headers/steam/isteamnetworking.h
Normal file
134
res/steamworks/102/headers/steam/isteamnetworking.h
Normal file
@@ -0,0 +1,134 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam managing network connections between game clients & servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMNETWORKING
|
||||
#define ISTEAMNETWORKING
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steamtypes.h"
|
||||
#include "steamclientpublic.h"
|
||||
|
||||
// handle to a socket
|
||||
typedef uint32 SNetSocket_t;
|
||||
typedef uint32 SNetListenSocket_t;
|
||||
|
||||
|
||||
// connection progress indicators
|
||||
enum ESNetSocketState
|
||||
{
|
||||
k_ESNetSocketStateInvalid = 0,
|
||||
|
||||
// communication is valid
|
||||
k_ESNetSocketStateConnected = 1,
|
||||
|
||||
// states while establishing a connection
|
||||
k_ESNetSocketStateInitiated = 10, // the connection state machine has started
|
||||
|
||||
// p2p connections
|
||||
k_ESNetSocketStateLocalCandidatesFound = 11, // we've found our local IP info
|
||||
k_ESNetSocketStateReceivedRemoteCandidates = 12,// we've received information from the remote machine, via the Steam back-end, about their IP info
|
||||
|
||||
// direct connections
|
||||
k_ESNetSocketStateChallengeHandshake = 15, // we've received a challenge packet from the server
|
||||
|
||||
// failure states
|
||||
k_ESNetSocketStateDisconnecting = 21, // the API shut it down, and we're in the process of telling the other end
|
||||
k_ESNetSocketStateLocalDisconnect = 22, // the API shut it down, and we've completed shutdown
|
||||
k_ESNetSocketStateTimeoutDuringConnect = 23, // we timed out while trying to creating the connection
|
||||
k_ESNetSocketStateRemoteEndDisconnected = 24, // the remote end has disconnected from us
|
||||
k_ESNetSocketStateConnectionBroken = 25, // connection has been broken; either the other end has disappeared or our local network connection has broke
|
||||
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for making connections and sending data between clients,
|
||||
// traversing NAT's where possible
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamNetworking
|
||||
{
|
||||
public:
|
||||
// creates a socket and listens others to connect
|
||||
// will trigger a SocketStatusCallback_t callback on another client connecting
|
||||
// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
|
||||
// this can usually just be 0 unless you want multiple sets of connections
|
||||
// unIP is the local IP address to bind to
|
||||
// pass in 0 if you just want the default local IP
|
||||
// unPort is the port to use
|
||||
// pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only
|
||||
virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort ) = 0;
|
||||
|
||||
// creates a socket and begin connection to a remote destination
|
||||
// can connect via a known steamID (client or game server), or directly to an IP
|
||||
// on success will trigger a SocketStatusCallback_t callback
|
||||
// on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
|
||||
virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec ) = 0;
|
||||
virtual SNetSocket_t CreateConnectionSocket( uint32 nIP, uint16 nPort, int nTimeoutSec ) = 0;
|
||||
|
||||
// disconnects the connection to the socket, if any, and invalidates the handle
|
||||
// any unread data on the socket will be thrown away
|
||||
// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
|
||||
virtual bool DestroySocket( SNetSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
|
||||
// destroying a listen socket will automatically kill all the regular sockets generated from it
|
||||
virtual bool DestroyListenSocket( SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
|
||||
|
||||
// sending data
|
||||
// must be a handle to a connected socket
|
||||
// data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
|
||||
// use the reliable flag with caution; although the resend rate is pretty aggressive,
|
||||
// it can still cause stalls in receiving data (like TCP)
|
||||
virtual bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable ) = 0;
|
||||
|
||||
// receiving data
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
virtual bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
virtual bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// checks for data from any socket that has been connected off this listen socket
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
|
||||
|
||||
// retrieves data from any socket that has been connected off this listen socket
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
|
||||
|
||||
// returns information about the specified socket, filling out the contents of the pointers
|
||||
virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote ) = 0;
|
||||
|
||||
// returns which local port the listen socket is bound to
|
||||
// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
|
||||
virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort ) = 0;
|
||||
|
||||
};
|
||||
#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking001"
|
||||
|
||||
|
||||
// callback notification - status of a socket has changed
|
||||
struct SocketStatusCallback_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 1 };
|
||||
SNetSocket_t m_hSocket; // the socket used to send/receive data to the remote host
|
||||
SNetListenSocket_t m_hListenSocket; // this is the server socket that we were listening on; NULL if this was an outgoing connection
|
||||
CSteamID m_steamIDRemote; // remote steamID we have connected to, if it has one
|
||||
int m_eSNetSocketState; // socket state, ESNetSocketState
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMNETWORKING
|
||||
167
res/steamworks/102/headers/steam/isteamuser.h
Normal file
167
res/steamworks/102/headers/steam/isteamuser.h
Normal file
@@ -0,0 +1,167 @@
|
||||
//====== Copyright <20> 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
|
||||
struct CallbackMsg_t
|
||||
{
|
||||
HSteamUser m_hSteamUser;
|
||||
int m_iCallback;
|
||||
uint8 *m_pubParam;
|
||||
int m_cubParam;
|
||||
};
|
||||
|
||||
// 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 GetCompressedVoice() 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. GetCompressedVoice() should continue to be called until it returns
|
||||
// k_eVoiceResultNotRecording
|
||||
virtual void StopVoiceRecording( ) = 0;
|
||||
|
||||
// Gets the latest voice data. It should be called as often as possible once recording has started.
|
||||
// nBytesWritten is set to the number of bytes written to pDestBuffer.
|
||||
virtual EVoiceResult GetCompressedVoice( void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten ) = 0;
|
||||
|
||||
// Decompresses a chunk of data produced by GetCompressedVoice(). nBytesWritten is set to the
|
||||
// number of bytes written to pDestBuffer. The output format of the data is 16-bit signed at
|
||||
// 11025 samples per second.
|
||||
virtual EVoiceResult DecompressVoice( void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMUSER_INTERFACE_VERSION "SteamUser011"
|
||||
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// 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 CallbackPipeFailure_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 17 };
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMUSER_H
|
||||
98
res/steamworks/102/headers/steam/isteamuserstats.h
Normal file
98
res/steamworks/102/headers/steam/isteamuserstats.h
Normal file
@@ -0,0 +1,98 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to user account information in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUSERSTATS_H
|
||||
#define ISTEAMUSERSTATS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
// size limit on stat or achievement name
|
||||
const uint32 k_cchStatNameMax = 128;
|
||||
|
||||
class ISteamUserStats
|
||||
{
|
||||
public:
|
||||
|
||||
// Ask the server to send down this user's data and achievements for nGameID
|
||||
virtual bool RequestCurrentStats( ) = 0;
|
||||
|
||||
// Data accessors
|
||||
virtual bool GetStat( const char *pchName, int32 *pData ) = 0;
|
||||
virtual bool GetStat( const char *pchName, float *pData ) = 0;
|
||||
|
||||
// Set / update data
|
||||
virtual bool SetStat( const char *pchName, int32 nData ) = 0;
|
||||
virtual bool SetStat( const char *pchName, float fData ) = 0;
|
||||
virtual bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) = 0;
|
||||
|
||||
// Achievement flag accessors
|
||||
virtual bool GetAchievement( const char *pchName, bool *pbAchieved ) = 0;
|
||||
virtual bool SetAchievement( const char *pchName ) = 0;
|
||||
virtual bool ClearAchievement( const char *pchName ) = 0;
|
||||
|
||||
// Store the current data on the server, will get a callback when set
|
||||
// And one callback for every new achievement
|
||||
virtual bool StoreStats( ) = 0;
|
||||
|
||||
// Achievement / GroupAchievement metadata
|
||||
|
||||
// Gets the icon of the achievement, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
|
||||
virtual int GetAchievementIcon( const char *pchName ) = 0;
|
||||
// Get general attributes (display name / text, etc) for an Achievement
|
||||
virtual const char *GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) = 0;
|
||||
|
||||
// Achievement progress - triggers an AchievementProgress callback, that is all.
|
||||
// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
|
||||
virtual bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) = 0;
|
||||
|
||||
};
|
||||
|
||||
|
||||
#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION003"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the latests stats and achievements have been received
|
||||
// from the server
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsReceived_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 1 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // Success / error fetching the stats
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the user stats for a game
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsStored_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 2 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // success / error
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the achievements for a game, or an
|
||||
// "indicate progress" call. If both m_nCurProgress and m_nMaxProgress
|
||||
// are zero, that means the achievement has been fully unlocked.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserAchievementStored_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 3 };
|
||||
|
||||
uint64 m_nGameID; // Game this is for
|
||||
bool m_bGroupAchievement; // if this is a "group" achievement
|
||||
char m_rgchAchievementName[k_cchStatNameMax]; // name of the achievement
|
||||
uint32 m_nCurProgress; // current progress towards the achievement
|
||||
uint32 m_nMaxProgress; // "out of" this many
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMUSER_H
|
||||
81
res/steamworks/102/headers/steam/isteamutils.h
Normal file
81
res/steamworks/102/headers/steam/isteamutils.h
Normal file
@@ -0,0 +1,81 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to utility functions in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUTILS_H
|
||||
#define ISTEAMUTILS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to user independent utility functions
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamUtils
|
||||
{
|
||||
public:
|
||||
// return the number of seconds since the user
|
||||
virtual uint32 GetSecondsSinceAppActive() = 0;
|
||||
virtual uint32 GetSecondsSinceComputerActive() = 0;
|
||||
|
||||
// the universe this client is connecting to
|
||||
virtual EUniverse GetConnectedUniverse() = 0;
|
||||
|
||||
// Steam server time - in PST, number of seconds since January 1, 1970 (i.e unix time)
|
||||
virtual uint32 GetServerRealTime() = 0;
|
||||
|
||||
// returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via an IP-to-location database)
|
||||
// e.g "US" or "UK".
|
||||
virtual const char *GetIPCountry() = 0;
|
||||
|
||||
// returns true if the image exists, and valid sizes were filled out
|
||||
virtual bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) = 0;
|
||||
|
||||
// returns true if the image exists, and the buffer was successfully filled out
|
||||
// results are returned in RGBA format
|
||||
// the destination buffer size should be 4 * height * width * sizeof(char)
|
||||
virtual bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) = 0;
|
||||
|
||||
// returns the IP of the reporting server for valve - currently only used in Source engine games
|
||||
virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0;
|
||||
|
||||
// return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
|
||||
virtual uint8 GetCurrentBatteryPower() = 0;
|
||||
|
||||
// returns the appID of the current process
|
||||
virtual uint32 GetAppID() = 0;
|
||||
|
||||
// Sets the position where the overlay instance for the currently calling game should show notifications.
|
||||
// This position is per-game and if this function is called from outside of a game context it will do nothing.
|
||||
virtual void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMUTILS_INTERFACE_VERSION "SteamUtils002"
|
||||
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The country of the user changed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct IPCountry_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 1 };
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Fired when running on a laptop and less than 10 minutes of battery is left, fires then every minute
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LowBatteryPower_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 2 };
|
||||
uint8 m_nMinutesBatteryLeft;
|
||||
};
|
||||
|
||||
#endif // ISTEAMUTILS_H
|
||||
239
res/steamworks/102/headers/steam/matchmakingtypes.h
Normal file
239
res/steamworks/102/headers/steam/matchmakingtypes.h
Normal file
@@ -0,0 +1,239 @@
|
||||
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#ifndef MATCHMAKINGTYPES_H
|
||||
#define MATCHMAKINGTYPES_H
|
||||
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#ifdef POSIX
|
||||
#define _snprintf snprintf
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
struct MatchMakingKeyValuePair_t
|
||||
{
|
||||
MatchMakingKeyValuePair_t() { m_szKey[0] = m_szValue[0] = 0; }
|
||||
MatchMakingKeyValuePair_t( const char *pchKey, const char *pchValue )
|
||||
{
|
||||
strncpy( m_szKey, pchKey, sizeof(m_szKey) ); // this is a public header, use basic c library string funcs only!
|
||||
strncpy( m_szValue, pchValue, sizeof(m_szValue) );
|
||||
}
|
||||
char m_szKey[ 256 ];
|
||||
char m_szValue[ 256 ];
|
||||
};
|
||||
|
||||
|
||||
enum EMatchMakingServerResponse
|
||||
{
|
||||
eServerResponded = 0,
|
||||
eServerFailedToRespond,
|
||||
eNoServersListedOnMasterServer // for the Internet query type, returned in response callback if no servers of this type match
|
||||
};
|
||||
|
||||
enum EMatchMakingType
|
||||
{
|
||||
eInternetServer = 0,
|
||||
eLANServer,
|
||||
eFriendsServer,
|
||||
eFavoritesServer,
|
||||
eHistoryServer,
|
||||
eSpectatorServer,
|
||||
eInvalidServer
|
||||
};
|
||||
|
||||
|
||||
// servernetadr_t is all the addressing info the serverbrowser needs to know about a game server,
|
||||
// namely: its IP, its connection port, and its query port.
|
||||
class servernetadr_t
|
||||
{
|
||||
public:
|
||||
|
||||
void Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort );
|
||||
#ifdef NETADR_H
|
||||
void Init( const netadr_t &ipAndQueryPort, uint16 usConnectionPort );
|
||||
netadr_t& GetIPAndQueryPort();
|
||||
#endif
|
||||
|
||||
// Access the query port.
|
||||
uint16 GetQueryPort() const;
|
||||
void SetQueryPort( uint16 usPort );
|
||||
|
||||
// Access the connection port.
|
||||
uint16 GetConnectionPort() const;
|
||||
void SetConnectionPort( uint16 usPort );
|
||||
|
||||
// Access the IP
|
||||
uint32 GetIP() const;
|
||||
void SetIP( uint32 );
|
||||
|
||||
// This gets the 'a.b.c.d:port' string with the connection port (instead of the query port).
|
||||
const char *GetConnectionAddressString() const;
|
||||
const char *GetQueryAddressString() const;
|
||||
|
||||
// Comparison operators and functions.
|
||||
bool operator<(const servernetadr_t &netadr) const;
|
||||
void operator=( const servernetadr_t &that )
|
||||
{
|
||||
m_usConnectionPort = that.m_usConnectionPort;
|
||||
m_usQueryPort = that.m_usQueryPort;
|
||||
m_unIP = that.m_unIP;
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
const char *ToString( uint32 unIP, uint16 usPort ) const;
|
||||
uint16 m_usConnectionPort; // (in HOST byte order)
|
||||
uint16 m_usQueryPort;
|
||||
uint32 m_unIP;
|
||||
};
|
||||
|
||||
|
||||
inline void servernetadr_t::Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort )
|
||||
{
|
||||
m_unIP = ip;
|
||||
m_usQueryPort = usQueryPort;
|
||||
m_usConnectionPort = usConnectionPort;
|
||||
}
|
||||
|
||||
#ifdef NETADR_H
|
||||
inline void servernetadr_t::Init( const netadr_t &ipAndQueryPort, uint16 usConnectionPort )
|
||||
{
|
||||
Init( ipAndQueryPort.GetIP(), ipAndQueryPort.GetPort(), usConnectionPort );
|
||||
}
|
||||
|
||||
inline netadr_t& servernetadr_t::GetIPAndQueryPort()
|
||||
{
|
||||
static netadr_t netAdr;
|
||||
netAdr.SetIP( m_unIP );
|
||||
netAdr.SetPort( m_usQueryPort );
|
||||
return netAdr;
|
||||
}
|
||||
#endif
|
||||
|
||||
inline uint16 servernetadr_t::GetQueryPort() const
|
||||
{
|
||||
return m_usQueryPort;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetQueryPort( uint16 usPort )
|
||||
{
|
||||
m_usQueryPort = usPort;
|
||||
}
|
||||
|
||||
inline uint16 servernetadr_t::GetConnectionPort() const
|
||||
{
|
||||
return m_usConnectionPort;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetConnectionPort( uint16 usPort )
|
||||
{
|
||||
m_usConnectionPort = usPort;
|
||||
}
|
||||
|
||||
inline uint32 servernetadr_t::GetIP() const
|
||||
{
|
||||
return m_unIP;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetIP( uint32 unIP )
|
||||
{
|
||||
m_unIP = unIP;
|
||||
}
|
||||
|
||||
inline const char *servernetadr_t::ToString( uint32 unIP, uint16 usPort ) const
|
||||
{
|
||||
static char s[4][64];
|
||||
static int nBuf = 0;
|
||||
unsigned char *ipByte = (unsigned char *)&unIP;
|
||||
_snprintf (s[nBuf], sizeof( s[nBuf] ), "%u.%u.%u.%u:%i", (int)(ipByte[3]), (int)(ipByte[2]), (int)(ipByte[1]), (int)(ipByte[0]), usPort );
|
||||
const char *pchRet = s[nBuf];
|
||||
++nBuf;
|
||||
nBuf %= ( (sizeof(s)/sizeof(s[0])) );
|
||||
return pchRet;
|
||||
}
|
||||
|
||||
inline const char* servernetadr_t::GetConnectionAddressString() const
|
||||
{
|
||||
return ToString( m_unIP, m_usConnectionPort );
|
||||
}
|
||||
|
||||
inline const char* servernetadr_t::GetQueryAddressString() const
|
||||
{
|
||||
return ToString( m_unIP, m_usQueryPort );
|
||||
}
|
||||
|
||||
inline bool servernetadr_t::operator<(const servernetadr_t &netadr) const
|
||||
{
|
||||
return ( m_unIP < netadr.m_unIP ) || ( m_unIP == netadr.m_unIP && m_usQueryPort < netadr.m_usQueryPort );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Data describing a single server
|
||||
//-----------------------------------------------------------------------------
|
||||
class gameserveritem_t
|
||||
{
|
||||
public:
|
||||
gameserveritem_t();
|
||||
|
||||
const char* GetName() const;
|
||||
void SetName( const char *pName );
|
||||
|
||||
public:
|
||||
servernetadr_t m_NetAdr; // IP/Query Port/Connection Port for this server
|
||||
int m_nPing; // current ping time in milliseconds
|
||||
bool m_bHadSuccessfulResponse; // server has responded successfully in the past
|
||||
bool m_bDoNotRefresh; // server is marked as not responding and should no longer be refreshed
|
||||
char m_szGameDir[32]; // current game directory
|
||||
char m_szMap[32]; // current map
|
||||
char m_szGameDescription[64]; // game description
|
||||
int m_nAppID; // Steam App ID of this server
|
||||
int m_nPlayers; // current number of players on the server
|
||||
int m_nMaxPlayers; // Maximum players that can join this server
|
||||
int m_nBotPlayers; // Number of bots (i.e simulated players) on this server
|
||||
bool m_bPassword; // true if this server needs a password to join
|
||||
bool m_bSecure; // Is this server protected by VAC
|
||||
uint32 m_ulTimeLastPlayed; // time (in unix time) when this server was last played on (for favorite/history servers)
|
||||
int m_nServerVersion; // server version as reported to Steam
|
||||
|
||||
private:
|
||||
char m_szServerName[64]; // Game server name
|
||||
|
||||
// For data added after SteamMatchMaking001 add it here
|
||||
public:
|
||||
char m_szGameTags[128]; // the tags this server exposes
|
||||
};
|
||||
|
||||
|
||||
inline gameserveritem_t::gameserveritem_t()
|
||||
{
|
||||
m_szGameDir[0] = m_szMap[0] = m_szGameDescription[0] = m_szServerName[0] = 0;
|
||||
m_bHadSuccessfulResponse = m_bDoNotRefresh = m_bPassword = m_bSecure = false;
|
||||
m_nPing = m_nAppID = m_nPlayers = m_nMaxPlayers = m_nBotPlayers = m_ulTimeLastPlayed = m_nServerVersion = 0;
|
||||
m_szGameTags[0] = 0;
|
||||
}
|
||||
|
||||
inline const char* gameserveritem_t::GetName() const
|
||||
{
|
||||
// Use the IP address as the name if nothing is set yet.
|
||||
if ( m_szServerName[0] == 0 )
|
||||
return m_NetAdr.GetConnectionAddressString();
|
||||
else
|
||||
return m_szServerName;
|
||||
}
|
||||
|
||||
inline void gameserveritem_t::SetName( const char *pName )
|
||||
{
|
||||
strncpy( m_szServerName, pName, sizeof( m_szServerName ) );
|
||||
}
|
||||
|
||||
|
||||
#endif // MATCHMAKINGTYPES_H
|
||||
318
res/steamworks/102/headers/steam/steam_api.h
Normal file
318
res/steamworks/102/headers/steam/steam_api.h
Normal file
@@ -0,0 +1,318 @@
|
||||
//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_API_H
|
||||
#define STEAM_API_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
#include "isteamuser.h"
|
||||
#include "isteamfriends.h"
|
||||
#include "isteamutils.h"
|
||||
#include "isteammatchmaking.h"
|
||||
#include "isteamuserstats.h"
|
||||
#include "isteamapps.h"
|
||||
#include "isteamnetworking.h"
|
||||
|
||||
// Steam API export macro
|
||||
#if defined( _WIN32 ) && !defined( _X360 )
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C" __declspec( dllexport )
|
||||
#elif defined( STEAM_API_NODLL )
|
||||
#define S_API extern "C"
|
||||
#else
|
||||
#define S_API extern "C" __declspec( dllimport )
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#elif defined( GNUC )
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C" __attribute__ ((visibility("default")))
|
||||
#else
|
||||
#define S_API extern "C"
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#else // !WIN32
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C"
|
||||
#else
|
||||
#define S_API extern "C"
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// Steam API setup & shutdown
|
||||
//
|
||||
// These functions manage loading, initializing and shutdown of the steamclient.dll
|
||||
//
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// S_API void SteamAPI_Init(); (see below)
|
||||
S_API void SteamAPI_Shutdown();
|
||||
|
||||
// crash dump recording functions
|
||||
S_API void SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID );
|
||||
S_API void SteamAPI_SetMiniDumpComment( const char *pchMsg );
|
||||
|
||||
// interface pointers, configured by SteamAPI_Init()
|
||||
S_API ISteamClient *SteamClient();
|
||||
|
||||
|
||||
//
|
||||
// VERSION_SAFE_STEAM_API_INTERFACES is usually not necessary, but it provides safety against releasing
|
||||
// new steam_api.dll's without recompiling/rereleasing modules that use it.
|
||||
//
|
||||
// If you use VERSION_SAFE_STEAM_API_INTERFACES, then you should call SteamAPI_InitSafe(). Also, to get the
|
||||
// Steam interfaces, you must create and Init() a CSteamAPIContext (below) and use the interfaces in there.
|
||||
//
|
||||
// If you don't use VERSION_SAFE_STEAM_API_INTERFACES, then you can use SteamAPI_Init() and the SteamXXXX()
|
||||
// functions below to get at the Steam interfaces.
|
||||
//
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
S_API bool SteamAPI_InitSafe();
|
||||
#else
|
||||
S_API bool SteamAPI_Init();
|
||||
|
||||
S_API ISteamUser *SteamUser();
|
||||
S_API ISteamFriends *SteamFriends();
|
||||
S_API ISteamUtils *SteamUtils();
|
||||
S_API ISteamMatchmaking *SteamMatchmaking();
|
||||
S_API ISteamUserStats *SteamUserStats();
|
||||
S_API ISteamApps *SteamApps();
|
||||
S_API ISteamNetworking *SteamNetworking();
|
||||
S_API ISteamMatchmakingServers *SteamMatchmakingServers();
|
||||
#endif // VERSION_SAFE_STEAM_API_INTERFACES
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steam callback helper functions
|
||||
//
|
||||
// The following classes/macros are used to be able to easily multiplex callbacks
|
||||
// from the Steam API into various objects in the app in a thread-safe manner
|
||||
//
|
||||
// These functors are triggered via the SteamAPI_RunCallbacks() function, mapping the callback
|
||||
// to as many functions/objects as are registered to it
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
S_API void SteamAPI_RunCallbacks();
|
||||
|
||||
|
||||
|
||||
// functions used by the utility CCallback objects to receive callbacks
|
||||
S_API void SteamAPI_RegisterCallback( class CCallbackBase *pCallback, int iCallback );
|
||||
S_API void SteamAPI_UnregisterCallback( class CCallbackBase *pCallback );
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: base for callbacks,
|
||||
// used only by CCallback, shouldn't be used directly
|
||||
//-----------------------------------------------------------------------------
|
||||
class CCallbackBase
|
||||
{
|
||||
public:
|
||||
CCallbackBase() { m_nCallbackFlags = 0; }
|
||||
// don't add a virtual destructor because we export this binary interface across dll's
|
||||
virtual void Run( void *pvParam ) = 0;
|
||||
|
||||
protected:
|
||||
enum { k_ECallbackFlagsRegistered = 0x01, k_ECallbackFlagsGameServer = 0x02 };
|
||||
uint8 m_nCallbackFlags;
|
||||
private:
|
||||
int m_iCallback;
|
||||
friend class CCallbackMgr;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: maps a steam callback to a class member function
|
||||
// template params: T = local class, P = parameter struct
|
||||
//-----------------------------------------------------------------------------
|
||||
template< class T, class P, bool bGameServer >
|
||||
class CCallback : private CCallbackBase
|
||||
{
|
||||
public:
|
||||
typedef void (T::*func_t)( P* );
|
||||
|
||||
// If you can't support constructing a callback with the correct parameters
|
||||
// then uncomment the empty constructor below and manually call
|
||||
// ::Register() for your object
|
||||
// Or, just call the regular constructor with (NULL, NULL)
|
||||
// CCallback() {}
|
||||
|
||||
// constructor for initializing this object in owner's constructor
|
||||
CCallback( T *pObj, func_t func ) : m_pObj( pObj ), m_Func( func )
|
||||
{
|
||||
if ( pObj && func )
|
||||
Register( pObj, func );
|
||||
}
|
||||
|
||||
~CCallback()
|
||||
{
|
||||
Unregister();
|
||||
}
|
||||
|
||||
// manual registration of the callback
|
||||
void Register( T *pObj, func_t func )
|
||||
{
|
||||
if ( m_nCallbackFlags & k_ECallbackFlagsRegistered )
|
||||
Unregister();
|
||||
|
||||
if ( bGameServer )
|
||||
{
|
||||
m_nCallbackFlags |= k_ECallbackFlagsGameServer;
|
||||
}
|
||||
m_pObj = pObj;
|
||||
m_Func = func;
|
||||
SteamAPI_RegisterCallback( this, P::k_iCallback );
|
||||
}
|
||||
|
||||
void Unregister()
|
||||
{
|
||||
SteamAPI_UnregisterCallback( this );
|
||||
}
|
||||
|
||||
private:
|
||||
virtual void Run( void *pvParam )
|
||||
{
|
||||
(m_pObj->*m_Func)( (P *)pvParam );
|
||||
}
|
||||
|
||||
T *m_pObj;
|
||||
func_t m_Func;
|
||||
};
|
||||
|
||||
|
||||
// utility macro for declaring the function and callback object together
|
||||
#define STEAM_CALLBACK( thisclass, func, param, var ) CCallback< thisclass, param, false > var; void func( param *pParam )
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
// disable this warning; this pattern need for steam callback registration
|
||||
#pragma warning( disable: 4355 ) // 'this' : used in base member initializer list
|
||||
#endif
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steamclient.dll private wrapper functions
|
||||
//
|
||||
// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// pumps out all the steam messages, calling the register callback
|
||||
S_API void Steam_RunCallbacks( HSteamPipe hSteamPipe, bool bGameServerCallbacks );
|
||||
|
||||
// register the callback funcs to use to interact with the steam dll
|
||||
S_API void Steam_RegisterInterfaceFuncs( void *hModule );
|
||||
|
||||
// returns the HSteamUser of the last user to dispatch a callback
|
||||
S_API HSteamUser Steam_GetHSteamUserCurrent();
|
||||
|
||||
// returns the filename path of the current running Steam process, used if you need to load an explicit steam dll by name
|
||||
S_API const char *SteamAPI_GetSteamInstallPath();
|
||||
|
||||
// returns the pipe we are communicating to Steam with
|
||||
S_API HSteamPipe SteamAPI_GetHSteamPipe();
|
||||
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that
|
||||
// lets them each specify the interface versions they are compiled with.
|
||||
//
|
||||
// It's important that these stay inlined in the header so the calling module specifies the interface versions
|
||||
// for whatever Steam API version it has.
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
S_API HSteamUser SteamAPI_GetHSteamUser();
|
||||
|
||||
class CSteamAPIContext
|
||||
{
|
||||
public:
|
||||
CSteamAPIContext();
|
||||
void Clear();
|
||||
|
||||
bool Init();
|
||||
|
||||
ISteamUser* SteamUser() { return m_pSteamUser; }
|
||||
ISteamFriends* SteamFriends() { return m_pSteamFriends; }
|
||||
ISteamUtils* SteamUtils() { return m_pSteamUtils; }
|
||||
ISteamMatchmaking* SteamMatchmaking() { return m_pSteamMatchmaking; }
|
||||
ISteamUserStats* SteamUserStats() { return m_pSteamUserStats; }
|
||||
ISteamApps* SteamApps() { return m_pSteamApps; }
|
||||
ISteamMatchmakingServers* SteamMatchmakingServers() { return m_pSteamMatchmakingServers; }
|
||||
ISteamNetworking* SteamNetworking() { return m_pSteamNetworking; }
|
||||
|
||||
private:
|
||||
ISteamUser *m_pSteamUser;
|
||||
ISteamFriends *m_pSteamFriends;
|
||||
ISteamUtils *m_pSteamUtils;
|
||||
ISteamMatchmaking *m_pSteamMatchmaking;
|
||||
ISteamUserStats *m_pSteamUserStats;
|
||||
ISteamApps *m_pSteamApps;
|
||||
ISteamMatchmakingServers *m_pSteamMatchmakingServers;
|
||||
ISteamNetworking *m_pSteamNetworking;
|
||||
};
|
||||
|
||||
inline CSteamAPIContext::CSteamAPIContext()
|
||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
inline void CSteamAPIContext::Clear()
|
||||
{
|
||||
m_pSteamUser = NULL;
|
||||
m_pSteamFriends = NULL;
|
||||
m_pSteamUtils = NULL;
|
||||
m_pSteamMatchmaking = NULL;
|
||||
m_pSteamUserStats = NULL;
|
||||
m_pSteamApps = NULL;
|
||||
m_pSteamMatchmakingServers = NULL;
|
||||
m_pSteamNetworking = NULL;
|
||||
}
|
||||
|
||||
// This function must be inlined so the module using steam_api.dll gets the version names they want.
|
||||
inline bool CSteamAPIContext::Init()
|
||||
{
|
||||
if ( !SteamClient() )
|
||||
return false;
|
||||
|
||||
HSteamUser hSteamUser = SteamAPI_GetHSteamUser();
|
||||
HSteamPipe hSteamPipe = SteamAPI_GetHSteamPipe();
|
||||
|
||||
m_pSteamUser = SteamClient()->GetISteamUser( hSteamUser, hSteamPipe, STEAMUSER_INTERFACE_VERSION );
|
||||
if ( !m_pSteamUser )
|
||||
return false;
|
||||
|
||||
m_pSteamFriends = SteamClient()->GetISteamFriends( hSteamUser, hSteamPipe, STEAMFRIENDS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamFriends )
|
||||
return false;
|
||||
|
||||
m_pSteamUtils = SteamClient()->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamUtils )
|
||||
return false;
|
||||
|
||||
m_pSteamMatchmaking = SteamClient()->GetISteamMatchmaking( hSteamUser, hSteamPipe, STEAMMATCHMAKING_INTERFACE_VERSION );
|
||||
if ( !m_pSteamMatchmaking )
|
||||
return false;
|
||||
|
||||
m_pSteamMatchmakingServers = SteamClient()->GetISteamMatchmakingServers( hSteamUser, hSteamPipe, STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamMatchmakingServers )
|
||||
return false;
|
||||
|
||||
m_pSteamUserStats = SteamClient()->GetISteamUserStats( hSteamUser, hSteamPipe, STEAMUSERSTATS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamUserStats )
|
||||
return false;
|
||||
|
||||
m_pSteamApps = SteamClient()->GetISteamApps( hSteamUser, hSteamPipe, STEAMAPPS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamApps )
|
||||
return false;
|
||||
|
||||
m_pSteamNetworking = SteamClient()->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION );
|
||||
if ( !m_pSteamNetworking )
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif // VERSION_SAFE_STEAM_API_INTERFACES
|
||||
|
||||
#endif // STEAM_API_H
|
||||
134
res/steamworks/102/headers/steam/steam_gameserver.h
Normal file
134
res/steamworks/102/headers/steam/steam_gameserver.h
Normal file
@@ -0,0 +1,134 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_GAMESERVER_H
|
||||
#define STEAM_GAMESERVER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api.h"
|
||||
#include "isteamgameserver.h"
|
||||
#include "isteammasterserverupdater.h"
|
||||
|
||||
enum EServerMode
|
||||
{
|
||||
eServerModeInvalid = 0, // DO NOT USE
|
||||
eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
|
||||
eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
|
||||
eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
|
||||
};
|
||||
|
||||
// Note: if you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it will use "GameSocketShare" mode,
|
||||
// which means that the game is responsible for sending and receiving UDP packets for the master
|
||||
// server updater. See references to GameSocketShare in isteammasterserverupdater.h.
|
||||
//
|
||||
// Pass 0 for usGamePort or usSpectatorPort if you're not using that. Then, the master server updater will report
|
||||
// what's running based on that.
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
S_API bool SteamGameServer_InitSafe( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString );
|
||||
#else
|
||||
S_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString );
|
||||
|
||||
S_API ISteamGameServer *SteamGameServer();
|
||||
S_API ISteamUtils *SteamGameServerUtils();
|
||||
S_API ISteamMasterServerUpdater *SteamMasterServerUpdater();
|
||||
S_API ISteamNetworking *SteamGameServerNetworking();
|
||||
#endif
|
||||
|
||||
S_API void SteamGameServer_Shutdown();
|
||||
S_API void SteamGameServer_RunCallbacks();
|
||||
|
||||
S_API bool SteamGameServer_BSecure();
|
||||
S_API uint64 SteamGameServer_GetSteamID();
|
||||
|
||||
#define STEAM_GAMESERVER_CALLBACK( thisclass, func, param, var ) CCallback< thisclass, param, true > var; void func( param *pParam )
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steamclient.dll private wrapper functions
|
||||
//
|
||||
// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
S_API HSteamPipe SteamGameServer_GetHSteamPipe();
|
||||
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that
|
||||
// lets them each specify the interface versions they are compiled with.
|
||||
//
|
||||
// It's important that these stay inlined in the header so the calling module specifies the interface versions
|
||||
// for whatever Steam API version it has.
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
S_API HSteamUser SteamGameServer_GetHSteamUser();
|
||||
|
||||
class CSteamGameServerAPIContext
|
||||
{
|
||||
public:
|
||||
CSteamGameServerAPIContext();
|
||||
void Clear();
|
||||
|
||||
bool Init();
|
||||
|
||||
ISteamGameServer *SteamGameServer() { return m_pSteamGameServer; }
|
||||
ISteamUtils *SteamGameServerUtils() { return m_pSteamGameServerUtils; }
|
||||
ISteamMasterServerUpdater *SteamMasterServerUpdater() { return m_pSteamMasterServerUpdater; }
|
||||
ISteamNetworking *SteamGameServerNetworking() { return m_pSteamGameServerNetworking; }
|
||||
|
||||
private:
|
||||
ISteamGameServer *m_pSteamGameServer;
|
||||
ISteamUtils *m_pSteamGameServerUtils;
|
||||
ISteamMasterServerUpdater *m_pSteamMasterServerUpdater;
|
||||
ISteamNetworking *m_pSteamGameServerNetworking;
|
||||
};
|
||||
|
||||
inline CSteamGameServerAPIContext::CSteamGameServerAPIContext()
|
||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
inline void CSteamGameServerAPIContext::Clear()
|
||||
{
|
||||
m_pSteamGameServer = NULL;
|
||||
m_pSteamGameServerUtils = NULL;
|
||||
m_pSteamMasterServerUpdater = NULL;
|
||||
m_pSteamGameServerNetworking = NULL;
|
||||
}
|
||||
|
||||
S_API ISteamClient *g_pSteamClientGameServer;
|
||||
// This function must be inlined so the module using steam_api.dll gets the version names they want.
|
||||
inline bool CSteamGameServerAPIContext::Init()
|
||||
{
|
||||
if ( !g_pSteamClientGameServer )
|
||||
return false;
|
||||
|
||||
HSteamUser hSteamUser = SteamGameServer_GetHSteamUser();
|
||||
HSteamPipe hSteamPipe = SteamGameServer_GetHSteamPipe();
|
||||
|
||||
m_pSteamGameServer = g_pSteamClientGameServer->GetISteamGameServer( hSteamUser, hSteamPipe, STEAMGAMESERVER_INTERFACE_VERSION );
|
||||
if ( !m_pSteamGameServer )
|
||||
return false;
|
||||
|
||||
m_pSteamGameServerUtils = g_pSteamClientGameServer->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamGameServerUtils )
|
||||
return false;
|
||||
|
||||
m_pSteamMasterServerUpdater = g_pSteamClientGameServer->GetISteamMasterServerUpdater( hSteamUser, hSteamPipe, STEAMMASTERSERVERUPDATER_INTERFACE_VERSION );
|
||||
if ( !m_pSteamMasterServerUpdater )
|
||||
return false;
|
||||
|
||||
m_pSteamGameServerNetworking = g_pSteamClientGameServer->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION );
|
||||
if ( !m_pSteamGameServerNetworking )
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif // VERSION_SAFE_STEAM_API_INTERFACES
|
||||
|
||||
|
||||
#endif // STEAM_GAMESERVER_H
|
||||
860
res/steamworks/102/headers/steam/steamclientpublic.h
Normal file
860
res/steamworks/102/headers/steam/steamclientpublic.h
Normal file
@@ -0,0 +1,860 @@
|
||||
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMCLIENTPUBLIC_H
|
||||
#define STEAMCLIENTPUBLIC_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
//lint -save -e1931 -e1927 -e1924 -e613 -e726
|
||||
|
||||
// This header file defines the interface between the calling application and the code that
|
||||
// knows how to communicate with the connection manager (CM) from the Steam service
|
||||
|
||||
// This header file is intended to be portable; ideally this 1 header file plus a lib or dll
|
||||
// is all you need to integrate the client library into some other tree. So please avoid
|
||||
// including or requiring other header files if possible. This header should only describe the
|
||||
// interface layer, no need to include anything about the implementation.
|
||||
|
||||
#include "steamtypes.h"
|
||||
|
||||
|
||||
// General result codes
|
||||
enum EResult
|
||||
{
|
||||
k_EResultOK = 1, // success
|
||||
k_EResultFail = 2, // generic failure
|
||||
k_EResultNoConnection = 3, // no/failed network connection
|
||||
// k_EResultNoConnectionRetry = 4, // OBSOLETE - removed
|
||||
k_EResultInvalidPassword = 5, // password/ticket is invalid
|
||||
k_EResultLoggedInElsewhere = 6, // same user logged in elsewhere
|
||||
k_EResultInvalidProtocolVer = 7, // protocol version is incorrect
|
||||
k_EResultInvalidParam = 8, // a parameter is incorrect
|
||||
k_EResultFileNotFound = 9, // file was not found
|
||||
k_EResultBusy = 10, // called method busy - action not taken
|
||||
k_EResultInvalidState = 11, // called object was in an invalid state
|
||||
k_EResultInvalidName = 12, // name is invalid
|
||||
k_EResultInvalidEmail = 13, // email is invalid
|
||||
k_EResultDuplicateName = 14, // name is not unique
|
||||
k_EResultAccessDenied = 15, // access is denied
|
||||
k_EResultTimeout = 16, // operation timed out
|
||||
k_EResultBanned = 17, // VAC2 banned
|
||||
k_EResultAccountNotFound = 18, // account not found
|
||||
k_EResultInvalidSteamID = 19, // steamID is invalid
|
||||
k_EResultServiceUnavailable = 20, // The requested service is currently unavailable
|
||||
k_EResultNotLoggedOn = 21, // The user is not logged on
|
||||
k_EResultPending = 22, // Request is pending (may be in process, or waiting on third party)
|
||||
k_EResultEncryptionFailure = 23, // Encryption or Decryption failed
|
||||
k_EResultInsufficientPrivilege = 24, // Insufficient privilege
|
||||
k_EResultLimitExceeded = 25, // Too much of a good thing
|
||||
k_EResultRevoked = 26, // Access has been revoked (used for revoked guest passes)
|
||||
k_EResultExpired = 27, // License/Guest pass the user is trying to access is expired
|
||||
k_EResultAlreadyRedeemed = 28, // Guest pass has already been redeemed by account, cannot be acked again
|
||||
k_EResultDuplicateRequest = 29, // The request is a duplicate and the action has already occurred in the past, ignored this time
|
||||
k_EResultAlreadyOwned = 30, // All the games in this guest pass redemption request are already owned by the user
|
||||
k_EResultIPNotFound = 31, // IP address not found
|
||||
k_EResultPersistFailed = 32, // failed to write change to the data store
|
||||
k_EResultLockingFailed = 33, // failed to acquire access lock for this operation
|
||||
k_EResultLogonSessionReplaced = 34,
|
||||
k_EResultConnectFailed = 35,
|
||||
k_EResultHandshakeFailed = 36,
|
||||
k_EResultIOFailure = 37,
|
||||
k_EResultRemoteDisconnect = 38,
|
||||
k_EResultShoppingCartNotFound = 39, // failed to find the shopping cart requested
|
||||
k_EResultBlocked = 40, // a user didn't allow it
|
||||
k_EResultIgnored = 41, // target is ignoring sender
|
||||
k_EResultNoMatch = 42, // nothing matching the request found
|
||||
};
|
||||
|
||||
// Error codes for use with the voice functions
|
||||
enum EVoiceResult
|
||||
{
|
||||
k_EVoiceResultOK = 0,
|
||||
k_EVoiceResultNotInitialized = 1,
|
||||
k_EVoiceResultNotRecording = 2,
|
||||
k_EVoiceResultNoData = 3,
|
||||
k_EVoiceResultBufferTooSmall = 4,
|
||||
k_EVoiceResultDataCorrupted = 5,
|
||||
};
|
||||
|
||||
// Result codes to GSHandleClientDeny/Kick
|
||||
typedef enum
|
||||
{
|
||||
k_EDenyInvalid = 0,
|
||||
k_EDenyInvalidVersion = 1,
|
||||
k_EDenyGeneric = 2,
|
||||
k_EDenyNotLoggedOn = 3,
|
||||
k_EDenyNoLicense = 4,
|
||||
k_EDenyCheater = 5,
|
||||
k_EDenyLoggedInElseWhere = 6,
|
||||
k_EDenyUnknownText = 7,
|
||||
k_EDenyIncompatibleAnticheat = 8,
|
||||
k_EDenyMemoryCorruption = 9,
|
||||
k_EDenyIncompatibleSoftware = 10,
|
||||
k_EDenySteamConnectionLost = 11,
|
||||
k_EDenySteamConnectionError = 12,
|
||||
k_EDenySteamResponseTimedOut = 13,
|
||||
k_EDenySteamValidationStalled = 14,
|
||||
k_EDenySteamOwnerLeftGuestUser = 15,
|
||||
} EDenyReason;
|
||||
|
||||
// Steam universes. Each universe is a self-contained Steam instance.
|
||||
enum EUniverse
|
||||
{
|
||||
k_EUniverseInvalid = 0,
|
||||
k_EUniversePublic = 1,
|
||||
k_EUniverseBeta = 2,
|
||||
k_EUniverseInternal = 3,
|
||||
k_EUniverseDev = 4,
|
||||
k_EUniverseRC = 5,
|
||||
k_EUniverseMax
|
||||
};
|
||||
|
||||
// Steam account types
|
||||
enum EAccountType
|
||||
{
|
||||
k_EAccountTypeInvalid = 0,
|
||||
k_EAccountTypeIndividual = 1, // single user account
|
||||
k_EAccountTypeMultiseat = 2, // multiseat (e.g. cybercafe) account
|
||||
k_EAccountTypeGameServer = 3, // game server account
|
||||
k_EAccountTypeAnonGameServer = 4, // anonymous game server account
|
||||
k_EAccountTypePending = 5, // pending
|
||||
k_EAccountTypeContentServer = 6, // content server
|
||||
k_EAccountTypeClan = 7,
|
||||
k_EAccountTypeChat = 8,
|
||||
k_EAccountTypeP2PSuperSeeder = 9, // a fake steamid used by superpeers to seed content to users of Steam P2P stuff
|
||||
k_EAccountTypeAnonUser = 10,
|
||||
|
||||
// Max of 16 items in this field
|
||||
k_EAccountTypeMax
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// types of user game stats fields
|
||||
// WARNING: DO NOT RENUMBER EXISTING VALUES - STORED IN DATABASE
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ESteamUserStatType
|
||||
{
|
||||
k_ESteamUserStatTypeINVALID = 0,
|
||||
k_ESteamUserStatTypeINT = 1,
|
||||
k_ESteamUserStatTypeFLOAT = 2,
|
||||
// Read as FLOAT, set with count / session length
|
||||
k_ESteamUserStatTypeAVGRATE = 3,
|
||||
k_ESteamUserStatTypeACHIEVEMENTS = 4,
|
||||
k_ESteamUserStatTypeGROUPACHIEVEMENTS = 5,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Chat Entry Types (previously was only friend-to-friend message types)
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EChatEntryType
|
||||
{
|
||||
k_EChatEntryTypeChatMsg = 1, // Normal text message from another user
|
||||
k_EChatEntryTypeTyping = 2, // Another user is typing (not used in multi-user chat)
|
||||
k_EChatEntryTypeInviteGame = 3, // Invite from other user into that users current game
|
||||
k_EChatEntryTypeEmote = 4, // text emote message
|
||||
k_EChatEntryTypeLobbyGameStart = 5, // lobby game is starting
|
||||
// Above are previous FriendMsgType entries, now merged into more generic chat entry types
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Chat Room Enter Responses
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EChatRoomEnterResponse
|
||||
{
|
||||
k_EChatRoomEnterResponseSuccess = 1, // Success
|
||||
k_EChatRoomEnterResponseDoesntExist = 2, // Chat doesn't exist (probably closed)
|
||||
k_EChatRoomEnterResponseNotAllowed = 3, // General Denied - You don't have the permissions needed to join the chat
|
||||
k_EChatRoomEnterResponseFull = 4, // Chat room has reached its maximum size
|
||||
k_EChatRoomEnterResponseError = 5, // Unexpected Error
|
||||
k_EChatRoomEnterResponseBanned = 6, // You are banned from this chat room and may not join
|
||||
};
|
||||
|
||||
|
||||
typedef void (*PFNLegacyKeyRegistration)( const char *pchCDKey, const char *pchInstallPath );
|
||||
typedef bool (*PFNLegacyKeyInstalled)();
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Persistent item constants
|
||||
//-----------------------------------------------------------------------------
|
||||
typedef int32 HNewItemRequest; // Handle to an item generation request
|
||||
const int k_cchCreateItemLen = 64; // Maximum string length in item create APIs
|
||||
const uint64 INVALID_ITEM_ID = (uint64)-1;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Persistent item quality (rarity)
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EItemQuality
|
||||
{
|
||||
// If k_EItemQuality_Any is used in an item request a random quality will be chosen
|
||||
k_EItemQuality_Any = -1,
|
||||
k_EItemQuality_Normal = 0,
|
||||
k_EItemQuality_Common = 1,
|
||||
k_EItemQuality_Rare = 2,
|
||||
k_EItemQuality_Unique = 3,
|
||||
|
||||
//Must be last
|
||||
k_EItemQuality_Count = 4,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Result codes for SendNewItemReqeust
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EItemRequestResult
|
||||
{
|
||||
k_EItemRequestResultOK = 0, // Request succeeded
|
||||
k_EItemRequestResultDenied = 1, // Request denied
|
||||
k_EItemRequestResultServerError = 2, // Request failed due to a temporary server error
|
||||
k_EItemRequestResultTimeout = 3, // Request timed out
|
||||
k_EItemRequestResultInvalid = 4, // Request was corrupt
|
||||
k_EItemRequestResultNoMatch = 5, // No item definition matched the request
|
||||
k_EItemRequestResultUnknownError = 6, // Request failed with an unknown error
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Valid operators for BAddNewItemCriteria
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EItemCriteriaOperator
|
||||
{
|
||||
k_EOperator_String_EQ = 0, // Field is string equal to value
|
||||
k_EOperator_Not = 1, // Logical not
|
||||
k_EOperator_String_Not_EQ = 1, // Field is not string equal to value
|
||||
k_EOperator_Float_EQ = 2, // Field as a float is equal to value
|
||||
k_EOperator_Float_Not_EQ = 3, // Field as a float is not equal to value
|
||||
k_EOperator_Float_LT = 4, // Field as a float is less than value
|
||||
k_EOperator_Float_Not_LT = 5, // Field as a float is not less than value
|
||||
k_EOperator_Float_LTE = 6, // Field as a float is less than or equal value
|
||||
k_EOperator_Float_Not_LTE = 7, // Field as a float is not less than or equal value
|
||||
k_EOperator_Float_GT = 8, // Field as a float is greater than value
|
||||
k_EOperator_Float_Not_GT = 9, // Field as a float is not greater than value
|
||||
k_EOperator_Float_GTE = 10, // Field as a float is greater than or equal value
|
||||
k_EOperator_Float_Not_GTE = 11, // Field as a float is not greater than or equal value
|
||||
k_EOperator_Subkey_Contains = 12, // Field contains value as a subkey
|
||||
k_EOperator_Subkey_Not_Contains = 13, // Field does not contain value as a subkey
|
||||
|
||||
// Must be last
|
||||
k_EItemCriteriaOperator_Count = 14,
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Possible positions to tell the overlay to show notifications in
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ENotificationPosition
|
||||
{
|
||||
k_EPositionTopLeft = 0,
|
||||
k_EPositionTopRight = 1,
|
||||
k_EPositionBottomLeft = 2,
|
||||
k_EPositionBottomRight = 3,
|
||||
};
|
||||
|
||||
|
||||
#pragma pack( push, 1 )
|
||||
|
||||
// Steam ID structure (64 bits total)
|
||||
class CSteamID
|
||||
{
|
||||
public:
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID()
|
||||
{
|
||||
m_unAccountID = 0;
|
||||
m_EAccountType = k_EAccountTypeInvalid;
|
||||
m_EUniverse = k_EUniverseInvalid;
|
||||
m_unAccountInstance = 0;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID( uint32 unAccountID, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
Set( unAccountID, eUniverse, eAccountType );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// unAccountInstance - instance
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID( uint32 unAccountID, unsigned int unAccountInstance, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
#if defined(_SERVER) && defined(Assert)
|
||||
Assert( ! ( ( k_EAccountTypeIndividual == eAccountType ) && ( 1 != unAccountInstance ) ) ); // enforce that for individual accounts, instance is always 1
|
||||
#endif // _SERVER
|
||||
InstancedSet( unAccountID, unAccountInstance, eUniverse, eAccountType );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
// Input : ulSteamID - 64-bit representation of a Steam ID
|
||||
// Note: Will not accept a uint32 or int32 as input, as that is a probable mistake.
|
||||
// See the stubbed out overloads in the private: section for more info.
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID( uint64 ulSteamID )
|
||||
{
|
||||
SetFromUint64( ulSteamID );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sets parameters for steam ID
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
void Set( uint32 unAccountID, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
m_unAccountID = unAccountID;
|
||||
m_EUniverse = eUniverse;
|
||||
m_EAccountType = eAccountType;
|
||||
m_unAccountInstance = 1;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sets parameters for steam ID
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
void InstancedSet( uint32 unAccountID, uint32 unInstance, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
m_unAccountID = unAccountID;
|
||||
m_EUniverse = eUniverse;
|
||||
m_EAccountType = eAccountType;
|
||||
m_unAccountInstance = unInstance;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Initializes a steam ID from its 52 bit parts and universe/type
|
||||
// Input : ulIdentifier - 52 bits of goodness
|
||||
//-----------------------------------------------------------------------------
|
||||
void FullSet( uint64 ulIdentifier, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
m_unAccountID = ( ulIdentifier & 0xFFFFFFFF ); // account ID is low 32 bits
|
||||
m_unAccountInstance = ( ( ulIdentifier >> 32 ) & 0xFFFFF ); // account instance is next 20 bits
|
||||
m_EUniverse = eUniverse;
|
||||
m_EAccountType = eAccountType;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Initializes a steam ID from its 64-bit representation
|
||||
// Input : ulSteamID - 64-bit representation of a Steam ID
|
||||
//-----------------------------------------------------------------------------
|
||||
void SetFromUint64( uint64 ulSteamID )
|
||||
{
|
||||
m_unAccountID = ( ulSteamID & 0xFFFFFFFF ); // account ID is low 32 bits
|
||||
m_unAccountInstance = ( ( ulSteamID >> 32 ) & 0xFFFFF ); // account instance is next 20 bits
|
||||
|
||||
m_EAccountType = ( EAccountType ) ( ( ulSteamID >> 52 ) & 0xF ); // type is next 4 bits
|
||||
m_EUniverse = ( EUniverse ) ( ( ulSteamID >> 56 ) & 0xFF ); // universe is next 8 bits
|
||||
}
|
||||
|
||||
|
||||
#if defined( INCLUDED_STEAM_COMMON_STEAMCOMMON_H )
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Initializes a steam ID from a Steam2 ID structure
|
||||
// Input: pTSteamGlobalUserID - Steam2 ID to convert
|
||||
// eUniverse - universe this ID belongs to
|
||||
//-----------------------------------------------------------------------------
|
||||
void SetFromSteam2( TSteamGlobalUserID *pTSteamGlobalUserID, EUniverse eUniverse )
|
||||
{
|
||||
m_unAccountID = pTSteamGlobalUserID->m_SteamLocalUserID.Split.Low32bits * 2 +
|
||||
pTSteamGlobalUserID->m_SteamLocalUserID.Split.High32bits;
|
||||
m_EUniverse = eUniverse; // set the universe
|
||||
m_EAccountType = k_EAccountTypeIndividual; // Steam 2 accounts always map to account type of individual
|
||||
m_unAccountInstance = 1; // individual accounts always have an account instance ID of 1
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Fills out a Steam2 ID structure
|
||||
// Input: pTSteamGlobalUserID - Steam2 ID to write to
|
||||
//-----------------------------------------------------------------------------
|
||||
void ConvertToSteam2( TSteamGlobalUserID *pTSteamGlobalUserID ) const
|
||||
{
|
||||
// only individual accounts have any meaning in Steam 2, only they can be mapped
|
||||
// Assert( m_EAccountType == k_EAccountTypeIndividual );
|
||||
|
||||
pTSteamGlobalUserID->m_SteamInstanceID = 0;
|
||||
pTSteamGlobalUserID->m_SteamLocalUserID.Split.High32bits = m_unAccountID % 2;
|
||||
pTSteamGlobalUserID->m_SteamLocalUserID.Split.Low32bits = m_unAccountID / 2;
|
||||
}
|
||||
#endif // defined( INCLUDED_STEAM_COMMON_STEAMCOMMON_H )
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Converts steam ID to its 64-bit representation
|
||||
// Output : 64-bit representation of a Steam ID
|
||||
//-----------------------------------------------------------------------------
|
||||
uint64 ConvertToUint64() const
|
||||
{
|
||||
return (uint64) ( ( ( (uint64) m_EUniverse ) << 56 ) + ( ( (uint64) m_EAccountType ) << 52 ) +
|
||||
( ( (uint64) m_unAccountInstance ) << 32 ) + m_unAccountID );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Converts the static parts of a steam ID to a 64-bit representation.
|
||||
// For multiseat accounts, all instances of that account will have the
|
||||
// same static account key, so they can be grouped together by the static
|
||||
// account key.
|
||||
// Output : 64-bit static account key
|
||||
//-----------------------------------------------------------------------------
|
||||
uint64 GetStaticAccountKey() const
|
||||
{
|
||||
// note we do NOT include the account instance (which is a dynamic property) in the static account key
|
||||
return (uint64) ( ( ( (uint64) m_EUniverse ) << 56 ) + ((uint64) m_EAccountType << 52 ) + m_unAccountID );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: create an anonymous game server login to be filled in by the AM
|
||||
//-----------------------------------------------------------------------------
|
||||
void CreateBlankAnonLogon( EUniverse eUniverse )
|
||||
{
|
||||
m_unAccountID = 0;
|
||||
m_EAccountType = k_EAccountTypeAnonGameServer;
|
||||
m_EUniverse = eUniverse;
|
||||
m_unAccountInstance = 0;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: create an anonymous game server login to be filled in by the AM
|
||||
//-----------------------------------------------------------------------------
|
||||
void CreateBlankAnonUserLogon( EUniverse eUniverse )
|
||||
{
|
||||
m_unAccountID = 0;
|
||||
m_EAccountType = k_EAccountTypeAnonUser;
|
||||
m_EUniverse = eUniverse;
|
||||
m_unAccountInstance = 0;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this an anonymous game server login that will be filled in?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BBlankAnonAccount() const
|
||||
{
|
||||
return m_unAccountID == 0 && BAnonAccount() && m_unAccountInstance == 0;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a game server account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BGameServerAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeGameServer || m_EAccountType == k_EAccountTypeAnonGameServer;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a content server account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BContentServerAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeContentServer;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a clan account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BClanAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeClan;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a chat account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BChatAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeChat;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this an individual user account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BIndividualAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeIndividual;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this an anonymous account?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BAnonAccount() const
|
||||
{
|
||||
return m_EAccountType == k_EAccountTypeAnonUser || m_EAccountType == k_EAccountTypeAnonGameServer;
|
||||
}
|
||||
|
||||
|
||||
// simple accessors
|
||||
void SetAccountID( uint32 unAccountID ) { m_unAccountID = unAccountID; }
|
||||
uint32 GetAccountID() const { return m_unAccountID; }
|
||||
uint32 GetUnAccountInstance() const { return m_unAccountInstance; }
|
||||
EAccountType GetEAccountType() const { return ( EAccountType ) m_EAccountType; }
|
||||
EUniverse GetEUniverse() const { return m_EUniverse; }
|
||||
void SetEUniverse( EUniverse eUniverse ) { m_EUniverse = eUniverse; }
|
||||
bool IsValid() const { return ( m_EAccountType != k_EAccountTypeInvalid && m_EUniverse != k_EUniverseInvalid ); }
|
||||
|
||||
// this set of functions is hidden, will be moved out of class
|
||||
explicit CSteamID( const char *pchSteamID, EUniverse eDefaultUniverse = k_EUniverseInvalid );
|
||||
char * Render() const; // renders this steam ID to string
|
||||
static char * Render( uint64 ulSteamID ); // static method to render a uint64 representation of a steam ID to a string
|
||||
|
||||
void SetFromString( const char *pchSteamID, EUniverse eDefaultUniverse );
|
||||
bool SetFromSteam2String( const char *pchSteam2ID, EUniverse eUniverse );
|
||||
|
||||
bool operator==( const CSteamID &val ) const
|
||||
{
|
||||
return ( ( val.m_unAccountID == m_unAccountID ) && ( val.m_unAccountInstance == m_unAccountInstance )
|
||||
&& ( val.m_EAccountType == m_EAccountType ) && ( val.m_EUniverse == m_EUniverse ) );
|
||||
}
|
||||
|
||||
bool operator!=( const CSteamID &val ) const { return !operator==( val ); }
|
||||
bool operator<( const CSteamID &val ) const { return ConvertToUint64() < val.ConvertToUint64(); }
|
||||
bool operator>( const CSteamID &val ) const { return ConvertToUint64() > val.ConvertToUint64(); }
|
||||
|
||||
// DEBUG function
|
||||
bool BValidExternalSteamID() const;
|
||||
|
||||
private:
|
||||
// These are defined here to prevent accidental implicit conversion of a u32AccountID to a CSteamID.
|
||||
// If you get a compiler error about an ambiguous constructor/function then it may be because you're
|
||||
// passing a 32-bit int to a function that takes a CSteamID. You should explicitly create the SteamID
|
||||
// using the correct Universe and account Type/Instance values.
|
||||
CSteamID( uint32 );
|
||||
CSteamID( int32 );
|
||||
|
||||
#ifdef _WIN32
|
||||
#pragma warning(push)
|
||||
#pragma warning(disable:4201) // nameless union is nonstandard
|
||||
// 64 bits total
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
#endif
|
||||
uint32 m_unAccountID : 32; // unique account identifier
|
||||
unsigned int m_unAccountInstance : 20; // dynamic instance ID (used for multiseat type accounts only)
|
||||
unsigned int m_EAccountType : 4; // type of account - can't show as EAccountType, due to signed / unsigned difference
|
||||
EUniverse m_EUniverse : 8; // universe this account belongs to
|
||||
#ifdef _WIN32
|
||||
};
|
||||
|
||||
uint64 m_unAll64Bits;
|
||||
};
|
||||
#pragma warning(pop) // no more anonymous unions until next time
|
||||
#endif
|
||||
};
|
||||
|
||||
const int k_unSteamAccountIDMask = 0xFFFFFFFF;
|
||||
const int k_unSteamAccountInstanceMask = 0x000FFFFF;
|
||||
|
||||
|
||||
// Special flags for Chat accounts - they go in the top 8 bits
|
||||
// of the steam ID's "instance", leaving 12 for the actual instances
|
||||
enum EChatSteamIDInstanceFlags
|
||||
{
|
||||
k_EChatAccountInstanceMask = 0x00000FFF, // top 8 bits are flags
|
||||
|
||||
k_EChatInstanceFlagClan = ( k_unSteamAccountInstanceMask + 1 ) >> 1, // top bit
|
||||
k_EChatInstanceFlagLobby = ( k_unSteamAccountInstanceMask + 1 ) >> 2, // next one down, etc
|
||||
|
||||
// Max of 8 flags
|
||||
};
|
||||
|
||||
|
||||
// generic invalid CSteamID
|
||||
const CSteamID k_steamIDNil;
|
||||
|
||||
// This steamID comes from a user game connection to an out of date GS that hasnt implemented the protocol
|
||||
// to provide its steamID
|
||||
const CSteamID k_steamIDOutofDateGS( 0, 0, k_EUniverseInvalid, k_EAccountTypeInvalid );
|
||||
// This steamID comes from a user game connection to an sv_lan GS
|
||||
const CSteamID k_steamIDLanModeGS( 0, 0, k_EUniversePublic, k_EAccountTypeInvalid );
|
||||
// This steamID can come from a user game connection to a GS that has just booted but hasnt yet even initialized
|
||||
// its steam3 component and started logging on.
|
||||
const CSteamID k_steamIDNotInitYetGS( 1, 0, k_EUniverseInvalid, k_EAccountTypeInvalid );
|
||||
// This steamID can come from a user game connection to a GS that isn't using the steam authentication system but still
|
||||
// wants to support the "Join Game" option in the friends list
|
||||
const CSteamID k_steamIDNonSteamGS( 2, 0, k_EUniverseInvalid, k_EAccountTypeInvalid );
|
||||
|
||||
|
||||
#ifdef STEAM
|
||||
// Returns the matching chat steamID, with the default instance of 0
|
||||
// If the steamID passed in is already of type k_EAccountTypeChat it will be returned with the same instance
|
||||
CSteamID ChatIDFromSteamID( CSteamID &steamID );
|
||||
// Returns the matching clan steamID, with the default instance of 0
|
||||
// If the steamID passed in is already of type k_EAccountTypeClan it will be returned with the same instance
|
||||
CSteamID ClanIDFromSteamID( CSteamID &steamID );
|
||||
// Asserts steamID type before conversion
|
||||
CSteamID ChatIDFromClanID( CSteamID &steamIDClan );
|
||||
// Asserts steamID type before conversion
|
||||
CSteamID ClanIDFromChatID( CSteamID &steamIDChat );
|
||||
|
||||
#endif // _STEAM
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: encapsulates an appID/modID pair
|
||||
//-----------------------------------------------------------------------------
|
||||
class CGameID
|
||||
{
|
||||
public:
|
||||
|
||||
CGameID()
|
||||
{
|
||||
m_gameID.m_nType = k_EGameIDTypeApp;
|
||||
m_gameID.m_nAppID = k_uAppIdInvalid;
|
||||
m_gameID.m_nModID = 0;
|
||||
}
|
||||
|
||||
explicit CGameID( uint64 ulGameID )
|
||||
{
|
||||
m_ulGameID = ulGameID;
|
||||
}
|
||||
|
||||
explicit CGameID( int32 nAppID )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
}
|
||||
|
||||
explicit CGameID( uint32 nAppID )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
}
|
||||
|
||||
CGameID( uint32 nAppID, uint32 nModID )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
m_gameID.m_nModID = nModID;
|
||||
m_gameID.m_nType = k_EGameIDTypeGameMod;
|
||||
}
|
||||
|
||||
// Hidden functions used only by Steam
|
||||
explicit CGameID( const char *pchGameID );
|
||||
char *Render() const; // render this Game ID to string
|
||||
static char *Render( uint64 ulGameID ); // static method to render a uint64 representation of a Game ID to a string
|
||||
|
||||
// must include checksum_crc.h first to get this functionality
|
||||
#if defined( CHECKSUM_CRC_H )
|
||||
CGameID( uint32 nAppID, const char *pchModPath )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
m_gameID.m_nType = k_EGameIDTypeGameMod;
|
||||
|
||||
char rgchModDir[MAX_PATH];
|
||||
Q_FileBase( pchModPath, rgchModDir, sizeof( rgchModDir ) );
|
||||
CRC32_t crc32;
|
||||
CRC32_Init( &crc32 );
|
||||
CRC32_ProcessBuffer( &crc32, rgchModDir, Q_strlen( rgchModDir ) );
|
||||
CRC32_Final( &crc32 );
|
||||
|
||||
// set the high-bit on the mod-id
|
||||
// reduces crc32 to 31bits, but lets us use the modID as a guaranteed unique
|
||||
// replacement for appID's
|
||||
m_gameID.m_nModID = crc32 | (0x80000000);
|
||||
}
|
||||
|
||||
CGameID( const char *pchExePath, const char *pchAppName )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = k_uAppIdInvalid;
|
||||
m_gameID.m_nType = k_EGameIDTypeShortcut;
|
||||
|
||||
CRC32_t crc32;
|
||||
CRC32_Init( &crc32 );
|
||||
CRC32_ProcessBuffer( &crc32, pchExePath, Q_strlen( pchExePath ) );
|
||||
CRC32_ProcessBuffer( &crc32, pchAppName, Q_strlen( pchAppName ) );
|
||||
CRC32_Final( &crc32 );
|
||||
|
||||
// set the high-bit on the mod-id
|
||||
// reduces crc32 to 31bits, but lets us use the modID as a guaranteed unique
|
||||
// replacement for appID's
|
||||
m_gameID.m_nModID = crc32 | (0x80000000);
|
||||
}
|
||||
|
||||
#if defined( VSTFILEID_H )
|
||||
|
||||
CGameID( VstFileID vstFileID )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = k_uAppIdInvalid;
|
||||
m_gameID.m_nType = k_EGameIDTypeP2P;
|
||||
|
||||
CRC32_t crc32;
|
||||
CRC32_Init( &crc32 );
|
||||
const char *pchFileId = vstFileID.Render();
|
||||
CRC32_ProcessBuffer( &crc32, pchFileId, Q_strlen( pchFileId ) );
|
||||
CRC32_Final( &crc32 );
|
||||
|
||||
// set the high-bit on the mod-id
|
||||
// reduces crc32 to 31bits, but lets us use the modID as a guaranteed unique
|
||||
// replacement for appID's
|
||||
m_gameID.m_nModID = crc32 | (0x80000000);
|
||||
}
|
||||
|
||||
#endif /* VSTFILEID_H */
|
||||
|
||||
#endif /* CHECKSUM_CRC_H */
|
||||
|
||||
|
||||
uint64 ToUint64() const
|
||||
{
|
||||
return m_ulGameID;
|
||||
}
|
||||
|
||||
uint64 *GetUint64Ptr()
|
||||
{
|
||||
return &m_ulGameID;
|
||||
}
|
||||
|
||||
bool IsMod() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeGameMod );
|
||||
}
|
||||
|
||||
bool IsShortcut() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeShortcut );
|
||||
}
|
||||
|
||||
bool IsP2PFile() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeP2P );
|
||||
}
|
||||
|
||||
bool IsSteamApp() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeApp );
|
||||
}
|
||||
|
||||
uint32 ModID() const
|
||||
{
|
||||
return m_gameID.m_nModID;
|
||||
}
|
||||
|
||||
uint32 AppID() const
|
||||
{
|
||||
return m_gameID.m_nAppID;
|
||||
}
|
||||
|
||||
bool operator == ( const CGameID &rhs ) const
|
||||
{
|
||||
return m_ulGameID == rhs.m_ulGameID;
|
||||
}
|
||||
|
||||
bool operator != ( const CGameID &rhs ) const
|
||||
{
|
||||
return !(*this == rhs);
|
||||
}
|
||||
|
||||
bool operator < ( const CGameID &rhs ) const
|
||||
{
|
||||
return ( m_ulGameID < rhs.m_ulGameID );
|
||||
}
|
||||
|
||||
bool IsValid() const
|
||||
{
|
||||
// each type has it's own invalid fixed point:
|
||||
switch( m_gameID.m_nType )
|
||||
{
|
||||
case k_EGameIDTypeApp:
|
||||
return m_gameID.m_nAppID != k_uAppIdInvalid;
|
||||
break;
|
||||
case k_EGameIDTypeGameMod:
|
||||
return m_gameID.m_nAppID != k_uAppIdInvalid && m_gameID.m_nModID & 0x80000000;
|
||||
break;
|
||||
case k_EGameIDTypeShortcut:
|
||||
return m_gameID.m_nAppID == k_uAppIdInvalid && m_gameID.m_nModID & 0x80000000;
|
||||
break;
|
||||
case k_EGameIDTypeP2P:
|
||||
return m_gameID.m_nAppID == k_uAppIdInvalid && m_gameID.m_nModID & 0x80000000;
|
||||
break;
|
||||
default:
|
||||
#if defined(Assert)
|
||||
Assert(false);
|
||||
#endif
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Reset()
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
private:
|
||||
|
||||
enum EGameIDType
|
||||
{
|
||||
k_EGameIDTypeApp = 0,
|
||||
k_EGameIDTypeGameMod = 1,
|
||||
k_EGameIDTypeShortcut = 2,
|
||||
k_EGameIDTypeP2P = 3,
|
||||
};
|
||||
|
||||
struct GameID_t
|
||||
{
|
||||
unsigned int m_nAppID : 24;
|
||||
unsigned int m_nType : 8;
|
||||
unsigned int m_nModID : 32;
|
||||
};
|
||||
|
||||
union
|
||||
{
|
||||
uint64 m_ulGameID;
|
||||
GameID_t m_gameID;
|
||||
};
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
const int k_cchGameExtraInfoMax = 64;
|
||||
|
||||
|
||||
// Max number of credit cards stored for one account
|
||||
const int k_nMaxNumCardsPerAccount = 1;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Constants used for query ports.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#define QUERY_PORT_NOT_INITIALIZED 0xFFFF // We haven't asked the GS for this query port's actual value yet.
|
||||
#define QUERY_PORT_ERROR 0xFFFE // We were unable to get the query port for this server.
|
||||
|
||||
#endif // STEAMCLIENTPUBLIC_H
|
||||
84
res/steamworks/102/headers/steam/steamtypes.h
Normal file
84
res/steamworks/102/headers/steam/steamtypes.h
Normal file
@@ -0,0 +1,84 @@
|
||||
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMTYPES_H
|
||||
#define STEAMTYPES_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
// Steam-specific types. Defined here so this header file can be included in other code bases.
|
||||
#ifndef WCHARTYPES_H
|
||||
typedef unsigned char uint8;
|
||||
#endif
|
||||
|
||||
|
||||
#if defined(__x86_64__) || defined(_WIN64)
|
||||
#define X64BITS
|
||||
#endif
|
||||
|
||||
typedef unsigned char uint8;
|
||||
typedef signed char int8;
|
||||
|
||||
#if defined( _WIN32 )
|
||||
|
||||
typedef __int16 int16;
|
||||
typedef unsigned __int16 uint16;
|
||||
typedef __int32 int32;
|
||||
typedef unsigned __int32 uint32;
|
||||
typedef __int64 int64;
|
||||
typedef unsigned __int64 uint64;
|
||||
|
||||
#ifdef X64BITS
|
||||
typedef __int64 intp; // intp is an integer that can accomodate a pointer
|
||||
typedef unsigned __int64 uintp; // (ie, sizeof(intp) >= sizeof(int) && sizeof(intp) >= sizeof(void *)
|
||||
#else
|
||||
typedef __int32 intp;
|
||||
typedef unsigned __int32 uintp;
|
||||
#endif
|
||||
|
||||
#else // _WIN32
|
||||
|
||||
typedef short int16;
|
||||
typedef unsigned short uint16;
|
||||
typedef int int32;
|
||||
typedef unsigned int uint32;
|
||||
typedef long long int64;
|
||||
typedef unsigned long long uint64;
|
||||
#ifdef X64BITS
|
||||
typedef long long intp;
|
||||
typedef unsigned long long uintp;
|
||||
#else
|
||||
typedef int intp;
|
||||
typedef unsigned int uintp;
|
||||
#endif
|
||||
|
||||
#endif // else _WIN32
|
||||
|
||||
const int k_cubSaltSize = 8;
|
||||
typedef uint8 Salt_t[ k_cubSaltSize ];
|
||||
|
||||
typedef uint64 GID_t; // globally unique identifier
|
||||
|
||||
// this is baked into client messages and interfaces as an int,
|
||||
// make sure we never break this.
|
||||
typedef uint32 PackageId_t;
|
||||
const PackageId_t k_uPackageIdInvalid = 0xFFFFFFFF;
|
||||
|
||||
|
||||
// this is baked into client messages and interfaces as an int,
|
||||
// make sure we never break this.
|
||||
typedef uint32 AppId_t;
|
||||
const AppId_t k_uAppIdInvalid = 0x0;
|
||||
|
||||
// RTime32
|
||||
// We use this 32 bit time representing real world time.
|
||||
// It offers 1 second resolution beginning on January 1, 1970 (Unix time)
|
||||
typedef uint32 RTime32;
|
||||
|
||||
typedef uint32 CellID_t;
|
||||
|
||||
#endif // STEAMTYPES_H
|
||||
32
res/steamworks/103/headers/steam/isteamapps.h
Normal file
32
res/steamworks/103/headers/steam/isteamapps.h
Normal file
@@ -0,0 +1,32 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to app data in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMAPPS_H
|
||||
#define ISTEAMAPPS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to app data
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamApps
|
||||
{
|
||||
public:
|
||||
virtual bool BIsSubscribed() = 0;
|
||||
virtual bool BIsLowViolence() = 0;
|
||||
virtual bool BIsCybercafe() = 0;
|
||||
virtual bool BIsVACBanned() = 0;
|
||||
virtual const char *GetCurrentGameLanguage() = 0;
|
||||
virtual const char *GetAvailableGameLanguages() = 0;
|
||||
|
||||
// only use this member if you need to check ownership of another game related to yours, a demo for example
|
||||
virtual bool BIsSubscribedApp( AppId_t appID ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMAPPS_INTERFACE_VERSION "STEAMAPPS_INTERFACE_VERSION002"
|
||||
|
||||
#endif // ISTEAMAPPS_H
|
||||
154
res/steamworks/103/headers/steam/isteamclient.h
Normal file
154
res/steamworks/103/headers/steam/isteamclient.h
Normal file
@@ -0,0 +1,154 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: Main interface for loading and accessing Steamworks API's from the
|
||||
// Steam client.
|
||||
// For most uses, this code is wrapped inside of SteamAPI_Init()
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMCLIENT_H
|
||||
#define ISTEAMCLIENT_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steamtypes.h"
|
||||
#include "steamclientpublic.h"
|
||||
|
||||
// handle to a communication pipe to the Steam client
|
||||
typedef int32 HSteamPipe;
|
||||
// handle to single instance of a steam user
|
||||
typedef int32 HSteamUser;
|
||||
// function prototype
|
||||
#if defined( POSIX ) && !defined( _CYGWIN )
|
||||
#define __cdecl
|
||||
#endif
|
||||
extern "C" typedef void (__cdecl *SteamAPIWarningMessageHook_t)(int, const char *);
|
||||
|
||||
// interface predec
|
||||
class ISteamUser;
|
||||
class ISteamGameServer;
|
||||
class ISteamFriends;
|
||||
class ISteamUtils;
|
||||
class ISteamMatchmaking;
|
||||
class ISteamContentServer;
|
||||
class ISteamMasterServerUpdater;
|
||||
class ISteamMatchmakingServers;
|
||||
class ISteamUserStats;
|
||||
class ISteamApps;
|
||||
class ISteamNetworking;
|
||||
class ISteamRemoteStorage;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Interface to creating a new steam instance, or to
|
||||
// connect to an existing steam instance, whether it's in a
|
||||
// different process or is local.
|
||||
//
|
||||
// For most scenarios this is all handled automatically via SteamAPI_Init().
|
||||
// You'll only need to use these interfaces if you have a more complex versioning scheme,
|
||||
// where you want to get different versions of the same interface in different dll's in your project.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamClient
|
||||
{
|
||||
public:
|
||||
// Creates a communication pipe to the Steam client
|
||||
virtual HSteamPipe CreateSteamPipe() = 0;
|
||||
|
||||
// Releases a previously created communications pipe
|
||||
virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
|
||||
|
||||
// connects to an existing global user, failing if none exists
|
||||
// used by the game to coordinate with the steamUI
|
||||
virtual HSteamUser ConnectToGlobalUser( HSteamPipe hSteamPipe ) = 0;
|
||||
|
||||
// used by game servers, create a steam user that won't be shared with anyone else
|
||||
virtual HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe ) = 0;
|
||||
|
||||
// removes an allocated user
|
||||
virtual void ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ) = 0;
|
||||
|
||||
// retrieves the ISteamUser interface associated with the handle
|
||||
virtual ISteamUser *GetISteamUser( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// retrieves the ISteamGameServer interface associated with the handle
|
||||
virtual ISteamGameServer *GetISteamGameServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// set the local IP and Port to bind to
|
||||
// this must be set before CreateLocalUser()
|
||||
virtual void SetLocalIPBinding( uint32 unIP, uint16 usPort ) = 0;
|
||||
|
||||
// returns the ISteamFriends interface
|
||||
virtual ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamUtils interface
|
||||
virtual ISteamUtils *GetISteamUtils( HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamMatchmaking interface
|
||||
virtual ISteamMatchmaking *GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamContentServer interface
|
||||
virtual ISteamContentServer *GetISteamContentServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamMasterServerUpdater interface
|
||||
virtual ISteamMasterServerUpdater *GetISteamMasterServerUpdater( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the ISteamMatchmakingServers interface
|
||||
virtual ISteamMatchmakingServers *GetISteamMatchmakingServers( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns the a generic interface
|
||||
virtual void *GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// this needs to be called every frame to process matchmaking results
|
||||
// redundant if you're already calling SteamAPI_RunCallbacks()
|
||||
virtual void RunFrame() = 0;
|
||||
|
||||
// returns the number of IPC calls made since the last time this function was called
|
||||
// Used for perf debugging so you can understand how many IPC calls your game makes per frame
|
||||
// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
|
||||
// control how often you do them.
|
||||
virtual uint32 GetIPCCallCount() = 0;
|
||||
|
||||
// returns the ISteamUserStats interface
|
||||
virtual ISteamUserStats *GetISteamUserStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// returns apps interface
|
||||
virtual ISteamApps *GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// networking
|
||||
virtual ISteamNetworking *GetISteamNetworking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
// API warning handling
|
||||
// 'int' is the severity; 0 for msg, 1 for warning
|
||||
// 'const char *' is the text of the message
|
||||
// callbacks will occur directly after the API function is called that generated the warning or message
|
||||
virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0;
|
||||
|
||||
// remote storage
|
||||
virtual ISteamRemoteStorage *GetISteamRemoteStorage( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
|
||||
|
||||
};
|
||||
|
||||
#define STEAMCLIENT_INTERFACE_VERSION "SteamClient007"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Base values for callback identifiers, each callback must
|
||||
// have a unique ID.
|
||||
//-----------------------------------------------------------------------------
|
||||
enum { k_iSteamUserCallbacks = 100 };
|
||||
enum { k_iSteamGameServerCallbacks = 200 };
|
||||
enum { k_iSteamFriendsCallbacks = 300 };
|
||||
enum { k_iSteamBillingCallbacks = 400 };
|
||||
enum { k_iSteamMatchmakingCallbacks = 500 };
|
||||
enum { k_iSteamContentServerCallbacks = 600 };
|
||||
enum { k_iSteamUtilsCallbacks = 700 };
|
||||
enum { k_iClientFriendsCallbacks = 800 };
|
||||
enum { k_iClientUserCallbacks = 900 };
|
||||
enum { k_iSteamAppsCallbacks = 1000 };
|
||||
enum { k_iSteamUserStatsCallbacks = 1100 };
|
||||
enum { k_iSteamNetworkingCallbacks = 1200 };
|
||||
enum { k_iClientRemoteStorageCallbacks = 1300 };
|
||||
enum { k_iSteamUserItemsCallbacks = 1400 };
|
||||
enum { k_iSteamGameServerItemsCallbacks = 1500 };
|
||||
enum { k_iClientUtilsCallbacks = 1600 };
|
||||
|
||||
|
||||
#endif // ISTEAMCLIENT_H
|
||||
247
res/steamworks/103/headers/steam/isteamfriends.h
Normal file
247
res/steamworks/103/headers/steam/isteamfriends.h
Normal file
@@ -0,0 +1,247 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to both friends list data and general information about users
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMFRIENDS_H
|
||||
#define ISTEAMFRIENDS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
#include "steamclientpublic.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: set of relationships to other users
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EFriendRelationship
|
||||
{
|
||||
k_EFriendRelationshipNone = 0,
|
||||
k_EFriendRelationshipBlocked = 1,
|
||||
k_EFriendRelationshipRequestRecipient = 2,
|
||||
k_EFriendRelationshipFriend = 3,
|
||||
k_EFriendRelationshipRequestInitiator = 4,
|
||||
k_EFriendRelationshipIgnored = 5,
|
||||
k_EFriendRelationshipIgnoredFriend = 6,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: list of states a friend can be in
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EPersonaState
|
||||
{
|
||||
k_EPersonaStateOffline = 0, // friend is not currently logged on
|
||||
k_EPersonaStateOnline = 1, // friend is logged on
|
||||
k_EPersonaStateBusy = 2, // user is on, but busy
|
||||
k_EPersonaStateAway = 3, // auto-away feature
|
||||
k_EPersonaStateSnooze = 4, // auto-away for a long time
|
||||
k_EPersonaStateMax,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: flags for enumerating friends list, or quickly checking a the relationship between users
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EFriendFlags
|
||||
{
|
||||
k_EFriendFlagNone = 0x00,
|
||||
k_EFriendFlagBlocked = 0x01,
|
||||
k_EFriendFlagFriendshipRequested = 0x02,
|
||||
k_EFriendFlagImmediate = 0x04, // "regular" friend
|
||||
k_EFriendFlagClanMember = 0x08,
|
||||
k_EFriendFlagOnGameServer = 0x10,
|
||||
// k_EFriendFlagHasPlayedWith = 0x20, // not currently used
|
||||
// k_EFriendFlagFriendOfFriend = 0x40, // not currently used
|
||||
k_EFriendFlagRequestingFriendship = 0x80,
|
||||
k_EFriendFlagRequestingInfo = 0x100,
|
||||
k_EFriendFlagIgnored = 0x200,
|
||||
k_EFriendFlagIgnoredFriend = 0x400,
|
||||
k_EFriendFlagAll = 0xFFFF,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: avatar sizes, used in ISteamFriends::GetFriendAvatar()
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EAvatarSize
|
||||
{
|
||||
k_EAvatarSize32x32 = 0,
|
||||
k_EAvatarSize64x64 = 1,
|
||||
};
|
||||
|
||||
|
||||
// friend game played information
|
||||
struct FriendGameInfo_t
|
||||
{
|
||||
CGameID m_gameID;
|
||||
uint32 m_unGameIP;
|
||||
uint16 m_usGamePort;
|
||||
uint16 m_usQueryPort;
|
||||
CSteamID m_steamIDLobby;
|
||||
};
|
||||
|
||||
|
||||
// maximum number of characters in a users name
|
||||
enum { k_cchPersonaNameMax = 128 };
|
||||
|
||||
// size limit on chat room or member metadata
|
||||
const uint32 k_cubChatMetadataMax = 8192;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to accessing information about individual users,
|
||||
// that can be a friend, in a group, on a game server or in a lobby with the local user
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamFriends
|
||||
{
|
||||
public:
|
||||
// returns the local players name - guaranteed to not be NULL.
|
||||
// this is the same name as on the users community profile page
|
||||
// this is stored in UTF-8 format
|
||||
// like all the other interface functions that return a char *, it's important that this pointer is not saved
|
||||
// off; it will eventually be free'd or re-allocated
|
||||
virtual const char *GetPersonaName() = 0;
|
||||
|
||||
// sets the player name, stores it on the server and publishes the changes to all friends who are online
|
||||
virtual void SetPersonaName( const char *pchPersonaName ) = 0;
|
||||
|
||||
// gets the status of the current user
|
||||
virtual EPersonaState GetPersonaState() = 0;
|
||||
|
||||
// friend iteration
|
||||
// takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria
|
||||
// then GetFriendByIndex() can then be used to return the id's of each of those users
|
||||
virtual int GetFriendCount( int iFriendFlags ) = 0;
|
||||
|
||||
// returns the steamID of a user
|
||||
// iFriend is a index of range [0, GetFriendCount())
|
||||
// iFriendsFlags must be the same value as used in GetFriendCount()
|
||||
// the returned CSteamID can then be used by all the functions below to access details about the user
|
||||
virtual CSteamID GetFriendByIndex( int iFriend, int iFriendFlags ) = 0;
|
||||
|
||||
// returns a relationship to a user
|
||||
virtual EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend ) = 0;
|
||||
|
||||
// returns the current status of the specified user
|
||||
// this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user
|
||||
virtual EPersonaState GetFriendPersonaState( CSteamID steamIDFriend ) = 0;
|
||||
|
||||
// returns the name another user - guaranteed to not be NULL.
|
||||
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
|
||||
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
|
||||
//
|
||||
virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;
|
||||
|
||||
// gets the avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
|
||||
virtual int GetFriendAvatar( CSteamID steamIDFriend, int eAvatarSize ) = 0;
|
||||
// returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details
|
||||
virtual bool GetFriendGamePlayed( CSteamID steamIDFriend, FriendGameInfo_t *pFriendGameInfo ) = 0;
|
||||
// accesses old friends names - returns an empty string when their are no more items in the history
|
||||
virtual const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName ) = 0;
|
||||
|
||||
// returns true if the specified user meets any of the criteria specified in iFriendFlags
|
||||
// iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values
|
||||
virtual bool HasFriend( CSteamID steamIDFriend, int iFriendFlags ) = 0;
|
||||
|
||||
// clan (group) iteration and access functions
|
||||
virtual int GetClanCount() = 0;
|
||||
virtual CSteamID GetClanByIndex( int iClan ) = 0;
|
||||
virtual const char *GetClanName( CSteamID steamIDClan ) = 0;
|
||||
|
||||
// iterators for getting users in a chat room, lobby, game server or clan
|
||||
// note that large clans that cannot be iterated by the local user
|
||||
// steamIDSource can be the steamID of a group, game server, lobby or chat room
|
||||
virtual int GetFriendCountFromSource( CSteamID steamIDSource ) = 0;
|
||||
virtual CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend ) = 0;
|
||||
|
||||
// returns true if the local user can see that steamIDUser is a member or in steamIDSource
|
||||
virtual bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource ) = 0;
|
||||
|
||||
// User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
|
||||
virtual void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking ) = 0;
|
||||
|
||||
// activates the game overlay, with an optional dialog to open
|
||||
// valid options are "Friends", "Community", "Players", "Settings", "LobbyInvite", "OfficialGameGroup"
|
||||
virtual void ActivateGameOverlay( const char *pchDialog ) = 0;
|
||||
|
||||
// activates game overlay to a specific place
|
||||
// valid options are
|
||||
// "steamid" - opens the overlay web browser to the specified user or groups profile
|
||||
// "chat" - opens a chat window to the specified user, or joins the group chat
|
||||
virtual void ActivateGameOverlayToUser( const char *pchDialog, CSteamID steamID ) = 0;
|
||||
|
||||
// activates game overlay web browser directly to the specified URL
|
||||
// full address with protocol type is required, e.g. http://www.steamgames.com/
|
||||
virtual void ActivateGameOverlayToWebPage( const char *pchURL ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends005"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a friends' status changes
|
||||
//-----------------------------------------------------------------------------
|
||||
struct PersonaStateChange_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 4 };
|
||||
|
||||
uint64 m_ulSteamID; // steamID of the friend who changed
|
||||
int m_nChangeFlags; // what's changed
|
||||
};
|
||||
|
||||
|
||||
// used in PersonaStateChange_t::m_nChangeFlags to describe what's changed about a user
|
||||
// these flags describe what the client has learned has changed recently, so on startup you'll see a name, avatar & relationship change for every friend
|
||||
enum EPersonaChange
|
||||
{
|
||||
k_EPersonaChangeName = 0x001,
|
||||
k_EPersonaChangeStatus = 0x002,
|
||||
k_EPersonaChangeComeOnline = 0x004,
|
||||
k_EPersonaChangeGoneOffline = 0x008,
|
||||
k_EPersonaChangeGamePlayed = 0x010,
|
||||
k_EPersonaChangeGameServer = 0x020,
|
||||
k_EPersonaChangeAvatar = 0x040,
|
||||
k_EPersonaChangeJoinedSource= 0x080,
|
||||
k_EPersonaChangeLeftSource = 0x100,
|
||||
k_EPersonaChangeRelationshipChanged = 0x200,
|
||||
k_EPersonaChangeNameFirstSet = 0x400,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: posted when game overlay activates or deactivates
|
||||
// the game can use this to be pause or resume single player games
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameOverlayActivated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 31 };
|
||||
uint8 m_bActive; // true if it's just been activated, false otherwise
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the user tries to join a different game server from their friends list
|
||||
// game client should attempt to connect to specified server when this is received
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameServerChangeRequested_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 32 };
|
||||
char m_rgchServer[64]; // server address ("127.0.0.1:27015", "tf2.valvesoftware.com")
|
||||
char m_rgchPassword[64]; // server password, if any
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the user tries to join a lobby from their friends list
|
||||
// game client should attempt to connect to specified lobby when this is received
|
||||
//-----------------------------------------------------------------------------
|
||||
struct GameLobbyJoinRequested_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamFriendsCallbacks + 33 };
|
||||
CSteamID m_steamIDLobby;
|
||||
CSteamID m_steamIDFriend; // the friend they did the join via (will be invalid if not directly via a friend)
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMFRIENDS_H
|
||||
192
res/steamworks/103/headers/steam/isteamgameserver.h
Normal file
192
res/steamworks/103/headers/steam/isteamgameserver.h
Normal file
@@ -0,0 +1,192 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam for game servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMGAMESERVER_H
|
||||
#define ISTEAMGAMESERVER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for authenticating users via Steam to play on a game server
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamGameServer
|
||||
{
|
||||
public:
|
||||
// connection functions
|
||||
virtual void LogOn() = 0;
|
||||
virtual void LogOff() = 0;
|
||||
|
||||
// status functions
|
||||
virtual bool BLoggedOn() = 0;
|
||||
virtual bool BSecure() = 0;
|
||||
virtual CSteamID GetSteamID() = 0;
|
||||
|
||||
// Handles receiving a new connection from a Steam user. This call will ask the Steam
|
||||
// servers to validate the users identity, app ownership, and VAC status. If the Steam servers
|
||||
// are off-line, then it will validate the cached ticket itself which will validate app ownership
|
||||
// and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection()
|
||||
// and must then be sent up to the game server for authentication.
|
||||
//
|
||||
// Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL
|
||||
// If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication
|
||||
// for the user has succeeded or failed (the steamid in the callback will match the one returned by this call)
|
||||
virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0;
|
||||
|
||||
// Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation.
|
||||
//
|
||||
// Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect()
|
||||
// when this user leaves the server just like you would for a real user.
|
||||
virtual CSteamID CreateUnauthenticatedUserConnection() = 0;
|
||||
|
||||
// Should be called whenever a user leaves our game server, this lets Steam internally
|
||||
// track which users are currently on which servers for the purposes of preventing a single
|
||||
// account being logged into multiple servers, showing who is currently on a server, etc.
|
||||
virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0;
|
||||
|
||||
// Update the data to be displayed in the server browser and matchmaking interfaces for a user
|
||||
// currently connected to the server. For regular users you must call this after you receive a
|
||||
// GSUserValidationSuccess callback.
|
||||
//
|
||||
// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
|
||||
virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
|
||||
|
||||
// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
|
||||
//
|
||||
// To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below.
|
||||
//
|
||||
// Input: nGameAppID - The Steam assigned AppID for the game
|
||||
// unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below)
|
||||
// unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY)
|
||||
// unGamePort - The port which the server is listening for client connections on
|
||||
// unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported
|
||||
// usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests
|
||||
// pchGameDir - A unique string identifier for your game
|
||||
// pchVersion - The current version of the server as a string like 1.0.0.0
|
||||
// bLanMode - Is this a LAN only server?
|
||||
//
|
||||
// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
|
||||
// and stop calling it in SteamGameServer_Init()?
|
||||
virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
|
||||
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
|
||||
|
||||
// Updates server status values which shows up in the server browser and matchmaking APIs
|
||||
virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
|
||||
const char *pchServerName, const char *pSpectatorServerName,
|
||||
const char *pchMapName ) = 0;
|
||||
|
||||
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
|
||||
virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
|
||||
|
||||
// Sets a string defining the "gametype" for this server, this is optional, but if it is set
|
||||
// it allows users to filter in the matchmaking/server-browser interfaces based on the value
|
||||
virtual void SetGameType( const char *pchGameType ) = 0;
|
||||
|
||||
// Ask if a user has a specific achievement for this game, will get a callback on reply
|
||||
virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
|
||||
|
||||
// Ask for the gameplay stats for the server. Results returned in a callback
|
||||
virtual void GetGameplayStats( ) = 0;
|
||||
|
||||
// Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t
|
||||
// returns false if we're not connected to the steam servers and thus cannot ask
|
||||
virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0;
|
||||
|
||||
// Returns the public IP of the server according to Steam, useful when the server is
|
||||
// behind NAT and you want to advertise its IP in a lobby for other clients to directly
|
||||
// connect to
|
||||
virtual uint32 GetPublicIP() = 0;
|
||||
};
|
||||
|
||||
#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer008"
|
||||
|
||||
// game server flags
|
||||
const uint32 k_unServerFlagNone = 0x00;
|
||||
const uint32 k_unServerFlagActive = 0x01; // server has users playing
|
||||
const uint32 k_unServerFlagSecure = 0x02; // server wants to be secure
|
||||
const uint32 k_unServerFlagDedicated = 0x04; // server is dedicated
|
||||
const uint32 k_unServerFlagLinux = 0x08; // linux build
|
||||
const uint32 k_unServerFlagPassworded = 0x10; // password protected
|
||||
const uint32 k_unServerFlagPrivate = 0x20; // server shouldn't list on master server and
|
||||
// won't enforce authentication of users that connect to the server.
|
||||
// Useful when you run a server where the clients may not
|
||||
// be connected to the internet but you want them to play (i.e LANs)
|
||||
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
// client has been approved to connect to this game server
|
||||
struct GSClientApprove_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 1 };
|
||||
CSteamID m_SteamID;
|
||||
};
|
||||
|
||||
|
||||
// client has been denied to connection to this game server
|
||||
struct GSClientDeny_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 2 };
|
||||
CSteamID m_SteamID;
|
||||
EDenyReason m_eDenyReason;
|
||||
char m_rgchOptionalText[128];
|
||||
};
|
||||
|
||||
|
||||
// request the game server should kick the user
|
||||
struct GSClientKick_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 3 };
|
||||
CSteamID m_SteamID;
|
||||
EDenyReason m_eDenyReason;
|
||||
};
|
||||
|
||||
// NOTE: callback values 4 and 5 are skipped because they are used for old deprecated callbacks,
|
||||
// do not reuse them here.
|
||||
|
||||
|
||||
// client achievement info
|
||||
struct GSClientAchievementStatus_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 6 };
|
||||
uint64 m_SteamID;
|
||||
char m_pchAchievement[128];
|
||||
bool m_bUnlocked;
|
||||
};
|
||||
|
||||
// received when the game server requests to be displayed as secure (VAC protected)
|
||||
// m_bSecure is true if the game server should display itself as secure to users, false otherwise
|
||||
struct GSPolicyResponse_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserCallbacks + 15 };
|
||||
uint8 m_bSecure;
|
||||
};
|
||||
|
||||
// GS gameplay stats info
|
||||
struct GSGameplayStats_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 7 };
|
||||
EResult m_eResult; // Result of the call
|
||||
int32 m_nRank; // Overall rank of the server (0-based)
|
||||
uint32 m_unTotalConnects; // Total number of clients who have ever connected to the server
|
||||
uint32 m_unTotalMinutesPlayed; // Total number of minutes ever played on the server
|
||||
};
|
||||
|
||||
// send as a reply to RequestUserGroupStatus()
|
||||
struct GSClientGroupStatus_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamGameServerCallbacks + 8 };
|
||||
CSteamID m_SteamIDUser;
|
||||
CSteamID m_SteamIDGroup;
|
||||
bool m_bMember;
|
||||
bool m_bOfficer;
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMGAMESERVER_H
|
||||
103
res/steamworks/103/headers/steam/isteammasterserverupdater.h
Normal file
103
res/steamworks/103/headers/steam/isteammasterserverupdater.h
Normal file
@@ -0,0 +1,103 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam for retrieving list of game servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMMASTERSERVERUPDATER_H
|
||||
#define ISTEAMMASTERSERVERUPDATER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Game engines use this to tell the Steam master servers
|
||||
// about their games so their games can show up in the server browser.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMasterServerUpdater
|
||||
{
|
||||
public:
|
||||
|
||||
// Call this as often as you like to tell the master server updater whether or not
|
||||
// you want it to be active (default: off).
|
||||
virtual void SetActive( bool bActive ) = 0;
|
||||
|
||||
// You usually don't need to modify this.
|
||||
// Pass -1 to use the default value for iHeartbeatInterval.
|
||||
// Some mods change this.
|
||||
virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0;
|
||||
|
||||
|
||||
// These are in GameSocketShare mode, where instead of ISteamMasterServerUpdater creating its own
|
||||
// socket to talk to the master server on, it lets the game use its socket to forward messages
|
||||
// back and forth. This prevents us from requiring server ops to open up yet another port
|
||||
// in their firewalls.
|
||||
//
|
||||
// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
|
||||
|
||||
// These are used when you've elected to multiplex the game server's UDP socket
|
||||
// rather than having the master server updater use its own sockets.
|
||||
//
|
||||
// Source games use this to simplify the job of the server admins, so they
|
||||
// don't have to open up more ports on their firewalls.
|
||||
|
||||
// Call this when a packet that starts with 0xFFFFFFFF comes in. That means
|
||||
// it's for us.
|
||||
virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0;
|
||||
|
||||
// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
|
||||
// This gets a packet that the master server updater needs to send out on UDP.
|
||||
// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
|
||||
// Call this each frame until it returns 0.
|
||||
virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0;
|
||||
|
||||
|
||||
// Functions to set various fields that are used to respond to queries.
|
||||
|
||||
// Call this to set basic data that is passed to the server browser.
|
||||
virtual void SetBasicServerData(
|
||||
unsigned short nProtocolVersion,
|
||||
bool bDedicatedServer,
|
||||
const char *pRegionName,
|
||||
const char *pProductName,
|
||||
unsigned short nMaxReportedClients,
|
||||
bool bPasswordProtected,
|
||||
const char *pGameDescription ) = 0;
|
||||
|
||||
// Call this to clear the whole list of key/values that are sent in rules queries.
|
||||
virtual void ClearAllKeyValues() = 0;
|
||||
|
||||
// Call this to add/update a key/value pair.
|
||||
virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0;
|
||||
|
||||
|
||||
// You can call this upon shutdown to clear out data stored for this game server and
|
||||
// to tell the master servers that this server is going away.
|
||||
virtual void NotifyShutdown() = 0;
|
||||
|
||||
// Returns true if the master server has requested a restart.
|
||||
// Only returns true once per request.
|
||||
virtual bool WasRestartRequested() = 0;
|
||||
|
||||
// Force it to request a heartbeat from the master servers.
|
||||
virtual void ForceHeartbeat() = 0;
|
||||
|
||||
// Manually edit and query the master server list.
|
||||
// It will provide name resolution and use the default master server port if none is provided.
|
||||
virtual bool AddMasterServer( const char *pServerAddress ) = 0;
|
||||
virtual bool RemoveMasterServer( const char *pServerAddress ) = 0;
|
||||
|
||||
virtual int GetNumMasterServers() = 0;
|
||||
|
||||
// Returns the # of bytes written to pOut.
|
||||
virtual int GetMasterServerAddress( int iServer, char *pOut, int outBufferSize ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMMASTERSERVERUPDATER_INTERFACE_VERSION "SteamMasterServerUpdater001"
|
||||
|
||||
#endif // ISTEAMMASTERSERVERUPDATER_H
|
||||
584
res/steamworks/103/headers/steam/isteammatchmaking.h
Normal file
584
res/steamworks/103/headers/steam/isteammatchmaking.h
Normal file
@@ -0,0 +1,584 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam managing game server/client match making
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMMATCHMAKING
|
||||
#define ISTEAMMATCHMAKING
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steamtypes.h"
|
||||
#include "steamclientpublic.h"
|
||||
#include "matchmakingtypes.h"
|
||||
#include "isteamclient.h"
|
||||
#include "isteamfriends.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to favorites
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ELobbyType
|
||||
{
|
||||
k_ELobbyTypeFriendsOnly = 1, // shows for friends or invitees, but not in lobby list
|
||||
k_ELobbyTypePublic = 2, // visible for friends and in lobby list
|
||||
};
|
||||
|
||||
enum ELobbyComparison
|
||||
{
|
||||
k_ELobbyComparisonEqualToOrLessThan = -2,
|
||||
k_ELobbyComparisonLessThan = -1,
|
||||
k_ELobbyComparisonEqual = 0,
|
||||
k_ELobbyComparisonGreaterThan = 1,
|
||||
k_ELobbyComparisonEqualToOrGreaterThan = 2,
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to favorites
|
||||
// and to operate on game lobbies.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmaking
|
||||
{
|
||||
public:
|
||||
// game server favorites storage
|
||||
// saves basic details about a multiplayer game server locally
|
||||
|
||||
// returns the number of favorites servers the user has stored
|
||||
virtual int GetFavoriteGameCount() = 0;
|
||||
|
||||
// returns the details of the game server
|
||||
// iGame is of range [0,GetFavoriteGameCount())
|
||||
// *pnIP, *pnConnPort are filled in the with IP:port of the game server
|
||||
// *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections
|
||||
// *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added
|
||||
virtual bool GetFavoriteGame( int iGame, AppId_t *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0;
|
||||
|
||||
// adds the game server to the local list; updates the time played of the server if it already exists in the list
|
||||
virtual int AddFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) =0;
|
||||
|
||||
// removes the game server from the local storage; returns true if one was removed
|
||||
virtual bool RemoveFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0;
|
||||
|
||||
///////
|
||||
// Game lobby functions
|
||||
|
||||
// Get a list of relevant lobbies
|
||||
// this is an asynchronous request
|
||||
// results will be returned by LobbyMatchList_t callback & call result, with the number of lobbies found
|
||||
// this will never return lobbies that are full
|
||||
// to add more filter, the filter calls below need to be call before each and every RequestLobbyList() call
|
||||
// use the CCallResult<> object in steam_api.h to match the SteamAPICall_t call result to a function in an object, e.g.
|
||||
/*
|
||||
class CMyLobbyListManager
|
||||
{
|
||||
CCallResult<CMyLobbyListManager, LobbyMatchList_t> m_CallResultLobbyMatchList;
|
||||
void FindLobbies()
|
||||
{
|
||||
// SteamMatchmaking()->AddRequestLobbyListFilter*() functions would be called here, before RequestLobbyList()
|
||||
SteamAPICall_t hSteamAPICall = SteamMatchmaking()->RequestLobbyList();
|
||||
m_CallResultLobbyMatchList.Set( hSteamAPICall, this, &CMyLobbyListManager::OnLobbyMatchList );
|
||||
}
|
||||
|
||||
void OnLobbyMatchList( LobbyMatchList_t *pLobbyMatchList, bool bIOFailure )
|
||||
{
|
||||
// lobby list has be retrieved from Steam back-end, use results
|
||||
}
|
||||
}
|
||||
*/
|
||||
//
|
||||
virtual SteamAPICall_t RequestLobbyList() = 0;
|
||||
// filters for lobbies
|
||||
// this needs to be called before RequestLobbyList() to take effect
|
||||
// these are cleared on each call to RequestLobbyList()
|
||||
virtual void AddRequestLobbyListFilter( const char *pchKeyToMatch, const char *pchValueToMatch ) = 0;
|
||||
// numerical comparison
|
||||
virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, int nComparisonType ) = 0;
|
||||
// returns results closest to the specified value. Multiple near filters can be added, with early filters taking precedence
|
||||
virtual void AddRequestLobbyListNearValueFilter( const char *pchKeyToMatch, int nValueToBeCloseTo ) = 0;
|
||||
|
||||
// returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call
|
||||
// should only be called after a LobbyMatchList_t callback is received
|
||||
// iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching)
|
||||
// the returned CSteamID::IsValid() will be false if iLobby is out of range
|
||||
virtual CSteamID GetLobbyByIndex( int iLobby ) = 0;
|
||||
|
||||
// Create a lobby on the Steam servers.
|
||||
// If private, then the lobby will not be returned by any RequestLobbyList() call; the CSteamID
|
||||
// of the lobby will need to be communicated via game channels or via InviteUserToLobby()
|
||||
// this is an asynchronous request
|
||||
// results will be returned by LobbyCreated_t callback and call result; lobby is joined & ready to use at this pointer
|
||||
// a LobbyEnter_t callback will also be received (since the local user is joining their own lobby)
|
||||
virtual SteamAPICall_t CreateLobby( ELobbyType eLobbyType ) = 0;
|
||||
|
||||
// Joins an existing lobby
|
||||
// this is an asynchronous request
|
||||
// results will be returned by LobbyEnter_t callback & call result, check m_EChatRoomEnterResponse to see if was successful
|
||||
// lobby metadata is available to use immediately on this call completing
|
||||
virtual SteamAPICall_t JoinLobby( CSteamID steamIDLobby ) = 0;
|
||||
|
||||
// Leave a lobby; this will take effect immediately on the client side
|
||||
// other users in the lobby will be notified by a LobbyChatUpdate_t callback
|
||||
virtual void LeaveLobby( CSteamID steamIDLobby ) = 0;
|
||||
|
||||
// Invite another user to the lobby
|
||||
// the target user will receive a LobbyInvite_t callback
|
||||
// will return true if the invite is successfully sent, whether or not the target responds
|
||||
// returns false if the local user is not connected to the Steam servers
|
||||
virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0;
|
||||
|
||||
// Lobby iteration, for viewing details of users in a lobby
|
||||
// only accessible if the lobby user is a member of the specified lobby
|
||||
// persona information for other lobby members (name, avatar, etc.) will be asynchronously received
|
||||
// and accessible via ISteamFriends interface
|
||||
|
||||
// returns the number of users in the specified lobby
|
||||
virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0;
|
||||
// returns the CSteamID of a user in the lobby
|
||||
// iMember is of range [0,GetNumLobbyMembers())
|
||||
virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0;
|
||||
|
||||
// Get data associated with this lobby
|
||||
// takes a simple key, and returns the string associated with it
|
||||
// "" will be returned if no value is set, or if steamIDLobby is invalid
|
||||
virtual const char *GetLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0;
|
||||
// Sets a key/value pair in the lobby metadata
|
||||
// each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data
|
||||
// this can be used to set lobby names, map, etc.
|
||||
// to reset a key, just set it to ""
|
||||
// other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback
|
||||
virtual bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
|
||||
|
||||
// As above, but gets per-user data for someone in this lobby
|
||||
virtual const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) = 0;
|
||||
// Sets per-user metadata (for the local user implicitly)
|
||||
virtual void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0;
|
||||
|
||||
// Broadcasts a chat message to the all the users in the lobby
|
||||
// users in the lobby (including the local user) will receive a LobbyChatMsg_t callback
|
||||
// returns true if the message is successfully sent
|
||||
// pvMsgBody can be binary or text data, up to 4k
|
||||
// if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator
|
||||
virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0;
|
||||
// Get a chat message as specified in a LobbyChatMsg_t callback
|
||||
// iChatID is the LobbyChatMsg_t::m_iChatID value in the callback
|
||||
// *pSteamIDUser is filled in with the CSteamID of the member
|
||||
// *pvData is filled in with the message itself
|
||||
// return value is the number of bytes written into the buffer
|
||||
virtual int GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
|
||||
|
||||
// Refreshes metadata for a lobby you're not necessarily in right now
|
||||
// you never do this for lobbies you're a member of, only if your
|
||||
// this will send down all the metadata associated with a lobby
|
||||
// this is an asynchronous call
|
||||
// returns false if the local user is not connected to the Steam servers
|
||||
// restart are returned by a LobbyDataUpdate_t callback
|
||||
virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0;
|
||||
|
||||
// sets the game server associated with the lobby
|
||||
// usually at this point, the users will join the specified game server
|
||||
// either the IP/Port or the steamID of the game server has to be valid, depending on how you want the clients to be able to connect
|
||||
virtual void SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, CSteamID steamIDGameServer ) = 0;
|
||||
// returns the details of a game server set in a lobby - returns false if there is no game server set, or that lobby doesn't exist
|
||||
virtual bool GetLobbyGameServer( CSteamID steamIDLobby, uint32 *punGameServerIP, uint16 *punGameServerPort, CSteamID *psteamIDGameServer ) = 0;
|
||||
|
||||
// set the limit on the # of users who can join the lobby
|
||||
virtual bool SetLobbyMemberLimit( CSteamID steamIDLobby, int cMaxMembers ) = 0;
|
||||
// returns the current limit on the # of users who can join the lobby; returns 0 if no limit is defined
|
||||
virtual int GetLobbyMemberLimit( CSteamID steamIDLobby ) = 0;
|
||||
|
||||
// updates which type of lobby it is
|
||||
// only lobbies that are k_ELobbyTypePublic will be returned by RequestLobbyList() calls
|
||||
virtual bool SetLobbyType( CSteamID steamIDLobby, ELobbyType eLobbyType ) = 0;
|
||||
|
||||
// returns the current lobby owner
|
||||
// you must be a member of the lobby to access this
|
||||
// there always one lobby owner - if the current owner leaves, another user will become the owner
|
||||
// it is possible (bur rare) to join a lobby just as the owner is leaving, thus entering a lobby with self as the owner
|
||||
virtual CSteamID GetLobbyOwner( CSteamID steamIDLobby ) = 0;
|
||||
};
|
||||
#define STEAMMATCHMAKING_INTERFACE_VERSION "SteamMatchMaking006"
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Callback interfaces for server list functions (see ISteamMatchmakingServers below)
|
||||
//
|
||||
// The idea here is that your game code implements objects that implement these
|
||||
// interfaces to receive callback notifications after calling asynchronous functions
|
||||
// inside the ISteamMatchmakingServers() interface below.
|
||||
//
|
||||
// This is different than normal Steam callback handling due to the potentially
|
||||
// large size of server lists.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after a server list refresh
|
||||
// or an individual server update.
|
||||
//
|
||||
// Since you get these callbacks after requesting full list refreshes you will
|
||||
// usually implement this interface inside an object like CServerBrowser. If that
|
||||
// object is getting destructed you should use ISteamMatchMakingServers()->CancelQuery()
|
||||
// to cancel any in-progress queries so you don't get a callback into the destructed
|
||||
// object and crash.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingServerListResponse
|
||||
{
|
||||
public:
|
||||
// Server has responded ok with updated data
|
||||
virtual void ServerResponded( int iServer ) = 0;
|
||||
|
||||
// Server has failed to respond
|
||||
virtual void ServerFailedToRespond( int iServer ) = 0;
|
||||
|
||||
// A list refresh you had initiated is now 100% completed
|
||||
virtual void RefreshComplete( EMatchMakingServerResponse response ) = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after pinging an individual server
|
||||
//
|
||||
// These callbacks all occur in response to querying an individual server
|
||||
// via the ISteamMatchmakingServers()->PingServer() call below. If you are
|
||||
// destructing an object that implements this interface then you should call
|
||||
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
||||
// which is in progress. Failure to cancel in progress queries when destructing
|
||||
// a callback handler may result in a crash when a callback later occurs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingPingResponse
|
||||
{
|
||||
public:
|
||||
// Server has responded successfully and has updated data
|
||||
virtual void ServerResponded( gameserveritem_t &server ) = 0;
|
||||
|
||||
// Server failed to respond to the ping request
|
||||
virtual void ServerFailedToRespond() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after requesting details on
|
||||
// who is playing on a particular server.
|
||||
//
|
||||
// These callbacks all occur in response to querying an individual server
|
||||
// via the ISteamMatchmakingServers()->PlayerDetails() call below. If you are
|
||||
// destructing an object that implements this interface then you should call
|
||||
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
||||
// which is in progress. Failure to cancel in progress queries when destructing
|
||||
// a callback handler may result in a crash when a callback later occurs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingPlayersResponse
|
||||
{
|
||||
public:
|
||||
// Got data on a new player on the server -- you'll get this callback once per player
|
||||
// on the server which you have requested player data on.
|
||||
virtual void AddPlayerToList( const char *pchName, int nScore, float flTimePlayed ) = 0;
|
||||
|
||||
// The server failed to respond to the request for player details
|
||||
virtual void PlayersFailedToRespond() = 0;
|
||||
|
||||
// The server has finished responding to the player details request
|
||||
// (ie, you won't get anymore AddPlayerToList callbacks)
|
||||
virtual void PlayersRefreshComplete() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after requesting rules
|
||||
// details on a particular server.
|
||||
//
|
||||
// These callbacks all occur in response to querying an individual server
|
||||
// via the ISteamMatchmakingServers()->ServerRules() call below. If you are
|
||||
// destructing an object that implements this interface then you should call
|
||||
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
|
||||
// which is in progress. Failure to cancel in progress queries when destructing
|
||||
// a callback handler may result in a crash when a callback later occurs.
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingRulesResponse
|
||||
{
|
||||
public:
|
||||
// Got data on a rule on the server -- you'll get one of these per rule defined on
|
||||
// the server you are querying
|
||||
virtual void RulesResponded( const char *pchRule, const char *pchValue ) = 0;
|
||||
|
||||
// The server failed to respond to the request for rule details
|
||||
virtual void RulesFailedToRespond() = 0;
|
||||
|
||||
// The server has finished responding to the rule details request
|
||||
// (ie, you won't get anymore RulesResponded callbacks)
|
||||
virtual void RulesRefreshComplete() = 0;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Typedef for handle type you will receive when querying details on an individual server.
|
||||
//-----------------------------------------------------------------------------
|
||||
typedef int HServerQuery;
|
||||
const int HSERVERQUERY_INVALID = 0xffffffff;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to game lists and details
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamMatchmakingServers
|
||||
{
|
||||
public:
|
||||
// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
|
||||
virtual void RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
virtual void RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
/* the filters that are available in the ppchFilters params are:
|
||||
|
||||
"map" - map the server is running, as set in the dedicated server api
|
||||
"dedicated" - reports bDedicated from the API
|
||||
"secure" - VAC-enabled
|
||||
"full" - not full
|
||||
"empty" - not empty
|
||||
"noplayers" - is empty
|
||||
"proxy" - a relay server
|
||||
|
||||
*/
|
||||
|
||||
// Get details on a given server in the list, you can get the valid range of index
|
||||
// values by calling GetServerCount(). You will also receive index values in
|
||||
// ISteamMatchmakingServerListResponse::ServerResponded() callbacks
|
||||
virtual gameserveritem_t *GetServerDetails( EMatchMakingType eType, int iServer ) = 0;
|
||||
|
||||
// Cancel an request which is operation on the given list type. You should call this to cancel
|
||||
// any in-progress requests before destructing a callback object that may have been passed
|
||||
// to one of the above list request calls. Not doing so may result in a crash when a callback
|
||||
// occurs on the destructed object.
|
||||
virtual void CancelQuery( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Ping every server in your list again but don't update the list of servers
|
||||
virtual void RefreshQuery( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Returns true if the list is currently refreshing its server list
|
||||
virtual bool IsRefreshing( EMatchMakingType eType ) = 0;
|
||||
|
||||
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
|
||||
virtual int GetServerCount( EMatchMakingType eType ) = 0;
|
||||
|
||||
// Refresh a single server inside of a query (rather than all the servers )
|
||||
virtual void RefreshServer( EMatchMakingType eType, int iServer ) = 0;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Queries to individual servers directly via IP/Port
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Request updated ping time and other details from a single server
|
||||
virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Request the list of players currently playing on a server
|
||||
virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Request the list of rules that the server is running (See ISteamMasterServerUpdater->SetKeyValue() to set the rules server side)
|
||||
virtual HServerQuery ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
// Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel
|
||||
// any in-progress requests before destructing a callback object that may have been passed
|
||||
// to one of the above calls to avoid crashing when callbacks occur.
|
||||
virtual void CancelServerQuery( HServerQuery hServerQuery ) = 0;
|
||||
};
|
||||
#define STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION "SteamMatchMakingServers001"
|
||||
|
||||
// game server flags
|
||||
const uint32 k_unFavoriteFlagNone = 0x00;
|
||||
const uint32 k_unFavoriteFlagFavorite = 0x01; // this game favorite entry is for the favorites list
|
||||
const uint32 k_unFavoriteFlagHistory = 0x02; // this game favorite entry is for the history list
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Used in ChatInfo messages - fields specific to a chat member - must fit in a uint32
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EChatMemberStateChange
|
||||
{
|
||||
// Specific to joining / leaving the chatroom
|
||||
k_EChatMemberStateChangeEntered = 0x0001, // This user has joined or is joining the chat room
|
||||
k_EChatMemberStateChangeLeft = 0x0002, // This user has left or is leaving the chat room
|
||||
k_EChatMemberStateChangeDisconnected = 0x0004, // User disconnected without leaving the chat first
|
||||
k_EChatMemberStateChangeKicked = 0x0008, // User kicked
|
||||
k_EChatMemberStateChangeBanned = 0x0010, // User kicked and banned
|
||||
};
|
||||
|
||||
// returns true of the flags indicate that a user has been removed from the chat
|
||||
#define BChatMemberStateChangeRemoved( rgfChatMemberStateChangeFlags ) ( rgfChatMemberStateChangeFlags & ( k_EChatMemberStateChangeDisconnected | k_EChatMemberStateChangeLeft | k_EChatMemberStateChangeKicked | k_EChatMemberStateChangeBanned ) )
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Callbacks for ISteamMatchmaking (which go through the regular Steam callback registration system)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: a server was added/removed from the favorites list, you should refresh now
|
||||
//-----------------------------------------------------------------------------
|
||||
struct FavoritesListChanged_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 2 };
|
||||
uint32 m_nIP; // an IP of 0 means reload the whole list, any other value means just one server
|
||||
uint32 m_nQueryPort;
|
||||
uint32 m_nConnPort;
|
||||
uint32 m_nAppID;
|
||||
uint32 m_nFlags;
|
||||
bool m_bAdd; // true if this is adding the entry, otherwise it is a remove
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Someone has invited you to join a Lobby
|
||||
// normally you don't need to do anything with this, since
|
||||
// the Steam UI will also display a '<user> has invited you to the lobby, join?' dialog
|
||||
// if the user outside a game chooses to join, your game will be launched with the parameter "+connect_lobby <64-bit lobby id>"
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyInvite_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 3 };
|
||||
|
||||
uint64 m_ulSteamIDUser; // Steam ID of the person making the invite
|
||||
uint64 m_ulSteamIDLobby; // Steam ID of the Lobby
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sent on entering a lobby, or on failing to enter
|
||||
// m_EChatRoomEnterResponse will be set to k_EChatRoomEnterResponseSuccess on success,
|
||||
// or a higher value on failure (see enum EChatRoomEnterResponse)
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyEnter_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 4 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // SteamID of the Lobby you have entered
|
||||
uint32 m_rgfChatPermissions; // Permissions of the current user
|
||||
bool m_bLocked; // If true, then only invited users may join
|
||||
uint32 m_EChatRoomEnterResponse; // EChatRoomEnterResponse
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The lobby metadata has changed
|
||||
// if m_ulSteamIDMember is the steamID of a lobby member, use GetLobbyMemberData() to access per-user details
|
||||
// if m_ulSteamIDMember == m_ulSteamIDLobby, use GetLobbyData() to access lobby metadata
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyDataUpdate_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 5 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // steamID of the Lobby
|
||||
uint64 m_ulSteamIDMember; // steamID of the member whose data changed, or the room itself
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The lobby chat room state has changed
|
||||
// this is usually sent when a user has joined or left the lobby
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyChatUpdate_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 6 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // Lobby ID
|
||||
uint64 m_ulSteamIDUserChanged; // user who's status in the lobby just changed - can be recipient
|
||||
uint64 m_ulSteamIDMakingChange; // Chat member who made the change (different from SteamIDUserChange if kicking, muting, etc.)
|
||||
// for example, if one user kicks another from the lobby, this will be set to the id of the user who initiated the kick
|
||||
uint32 m_rgfChatMemberStateChange; // bitfield of EChatMemberStateChange values
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: A chat message for this lobby has been sent
|
||||
// use GetLobbyChatEntry( m_iChatID ) to retrieve the contents of this message
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyChatMsg_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 7 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // the lobby id this is in
|
||||
uint64 m_ulSteamIDUser; // steamID of the user who has sent this message
|
||||
uint8 m_eChatEntryType; // type of message
|
||||
uint32 m_iChatID; // index of the chat entry to lookup
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: A game created a game for all the members of the lobby to join,
|
||||
// as triggered by a SetLobbyGameServer()
|
||||
// it's up to the individual clients to take action on this; the usual
|
||||
// game behavior is to leave the lobby and connect to the specified game server
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyGameCreated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 9 };
|
||||
|
||||
uint64 m_ulSteamIDLobby; // the lobby we were in
|
||||
uint64 m_ulSteamIDGameServer; // the new game server that has been created or found for the lobby members
|
||||
uint32 m_unIP; // IP & Port of the game server (if any)
|
||||
uint16 m_usPort;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Number of matching lobbies found
|
||||
// iterate the returned lobbies with GetLobbyByIndex(), from values 0 to m_nLobbiesMatching-1
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyMatchList_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 10 };
|
||||
uint32 m_nLobbiesMatching; // Number of lobbies that matched search criteria and we have SteamIDs for
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Called when the lobby is being forcefully closed
|
||||
// lobby details functions will no longer be updated
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyClosing_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 11 };
|
||||
uint64 m_ulSteamIDLobby; // Lobby
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Called when the local user has been kicked from the lobby
|
||||
// lobby details functions will no longer be updated
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyKicked_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 12 };
|
||||
uint64 m_ulSteamIDLobby; // Lobby
|
||||
uint64 m_ulSteamIDAdmin; // User who kicked you
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Result of our request to create a Lobby
|
||||
// m_eResult == k_EResultOK on success
|
||||
// at this point, the local user may not have finishing joining this lobby;
|
||||
// game code should wait until the subsequent LobbyEnter_t callback is received
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LobbyCreated_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 13 };
|
||||
|
||||
EResult m_eResult; // k_EResultOK - the lobby was successfully created
|
||||
// k_EResultNoConnection - your Steam client doesn't have a connection to the back-end
|
||||
// k_EResultTimeout - you the message to the Steam servers, but it didn't respond
|
||||
// k_EResultFail - the server responded, but with an unknown internal error
|
||||
// k_EResultAccessDenied - your game isn't set to allow lobbies, or your client does haven't rights to play the game
|
||||
// k_EResultLimitExceeded - your game client has created too many lobbies
|
||||
|
||||
uint64 m_ulSteamIDLobby; // chat room, zero if failed
|
||||
};
|
||||
|
||||
|
||||
// used by now obsolete RequestFriendsLobbiesResponse_t
|
||||
// enum { k_iCallback = k_iSteamMatchmakingCallbacks + 14 };
|
||||
|
||||
|
||||
|
||||
#endif // ISTEAMMATCHMAKING
|
||||
147
res/steamworks/103/headers/steam/isteamnetworking.h
Normal file
147
res/steamworks/103/headers/steam/isteamnetworking.h
Normal file
@@ -0,0 +1,147 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam managing network connections between game clients & servers
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMNETWORKING
|
||||
#define ISTEAMNETWORKING
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steamtypes.h"
|
||||
#include "steamclientpublic.h"
|
||||
|
||||
// handle to a socket
|
||||
typedef uint32 SNetSocket_t;
|
||||
typedef uint32 SNetListenSocket_t;
|
||||
|
||||
|
||||
// connection progress indicators
|
||||
enum ESNetSocketState
|
||||
{
|
||||
k_ESNetSocketStateInvalid = 0,
|
||||
|
||||
// communication is valid
|
||||
k_ESNetSocketStateConnected = 1,
|
||||
|
||||
// states while establishing a connection
|
||||
k_ESNetSocketStateInitiated = 10, // the connection state machine has started
|
||||
|
||||
// p2p connections
|
||||
k_ESNetSocketStateLocalCandidatesFound = 11, // we've found our local IP info
|
||||
k_ESNetSocketStateReceivedRemoteCandidates = 12,// we've received information from the remote machine, via the Steam back-end, about their IP info
|
||||
|
||||
// direct connections
|
||||
k_ESNetSocketStateChallengeHandshake = 15, // we've received a challenge packet from the server
|
||||
|
||||
// failure states
|
||||
k_ESNetSocketStateDisconnecting = 21, // the API shut it down, and we're in the process of telling the other end
|
||||
k_ESNetSocketStateLocalDisconnect = 22, // the API shut it down, and we've completed shutdown
|
||||
k_ESNetSocketStateTimeoutDuringConnect = 23, // we timed out while trying to creating the connection
|
||||
k_ESNetSocketStateRemoteEndDisconnected = 24, // the remote end has disconnected from us
|
||||
k_ESNetSocketStateConnectionBroken = 25, // connection has been broken; either the other end has disappeared or our local network connection has broke
|
||||
|
||||
};
|
||||
|
||||
// describes how the socket is currently connected
|
||||
enum ESNetSocketConnectionType
|
||||
{
|
||||
k_ESNetSocketConnectionTypeNotConnected = 0,
|
||||
k_ESNetSocketConnectionTypeUDP = 1,
|
||||
k_ESNetSocketConnectionTypeUDPRelay = 2,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for making connections and sending data between clients,
|
||||
// traversing NAT's where possible
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamNetworking
|
||||
{
|
||||
public:
|
||||
// creates a socket and listens others to connect
|
||||
// will trigger a SocketStatusCallback_t callback on another client connecting
|
||||
// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
|
||||
// this can usually just be 0 unless you want multiple sets of connections
|
||||
// unIP is the local IP address to bind to
|
||||
// pass in 0 if you just want the default local IP
|
||||
// unPort is the port to use
|
||||
// pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only
|
||||
virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort, bool bAllowUseOfPacketRelay ) = 0;
|
||||
|
||||
// creates a socket and begin connection to a remote destination
|
||||
// can connect via a known steamID (client or game server), or directly to an IP
|
||||
// on success will trigger a SocketStatusCallback_t callback
|
||||
// on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
|
||||
virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay ) = 0;
|
||||
virtual SNetSocket_t CreateConnectionSocket( uint32 nIP, uint16 nPort, int nTimeoutSec ) = 0;
|
||||
|
||||
// disconnects the connection to the socket, if any, and invalidates the handle
|
||||
// any unread data on the socket will be thrown away
|
||||
// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
|
||||
virtual bool DestroySocket( SNetSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
|
||||
// destroying a listen socket will automatically kill all the regular sockets generated from it
|
||||
virtual bool DestroyListenSocket( SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
|
||||
|
||||
// sending data
|
||||
// must be a handle to a connected socket
|
||||
// data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
|
||||
// use the reliable flag with caution; although the resend rate is pretty aggressive,
|
||||
// it can still cause stalls in receiving data (like TCP)
|
||||
virtual bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable ) = 0;
|
||||
|
||||
// receiving data
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
virtual bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
virtual bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
|
||||
|
||||
// checks for data from any socket that has been connected off this listen socket
|
||||
// returns false if there is no data remaining
|
||||
// fills out *pcubMsgSize with the size of the next message, in bytes
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
|
||||
|
||||
// retrieves data from any socket that has been connected off this listen socket
|
||||
// fills in pubDest with the contents of the message
|
||||
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
||||
// if *pcubMsgSize < cubDest, only partial data is written
|
||||
// returns false if no data is available
|
||||
// fills out *phSocket with the socket that data is available on
|
||||
virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
|
||||
|
||||
// returns information about the specified socket, filling out the contents of the pointers
|
||||
virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote ) = 0;
|
||||
|
||||
// returns which local port the listen socket is bound to
|
||||
// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
|
||||
virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort ) = 0;
|
||||
|
||||
// returns true to describe how the socket ended up connecting
|
||||
virtual ESNetSocketConnectionType GetSocketConnectionType( SNetSocket_t hSocket ) = 0;
|
||||
|
||||
// max packet size, in bytes
|
||||
virtual int GetMaxPacketSize( SNetSocket_t hSocket ) = 0;
|
||||
};
|
||||
#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking002"
|
||||
|
||||
|
||||
// callback notification - status of a socket has changed
|
||||
struct SocketStatusCallback_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamNetworkingCallbacks + 1 };
|
||||
SNetSocket_t m_hSocket; // the socket used to send/receive data to the remote host
|
||||
SNetListenSocket_t m_hListenSocket; // this is the server socket that we were listening on; NULL if this was an outgoing connection
|
||||
CSteamID m_steamIDRemote; // remote steamID we have connected to, if it has one
|
||||
int m_eSNetSocketState; // socket state, ESNetSocketState
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMNETWORKING
|
||||
45
res/steamworks/103/headers/steam/isteamremotestorage.h
Normal file
45
res/steamworks/103/headers/steam/isteamremotestorage.h
Normal file
@@ -0,0 +1,45 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: public interface to user remote file storage in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMREMOTESTORAGE_H
|
||||
#define ISTEAMREMOTESTORAGE_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for accessing, reading and writing files stored remotely
|
||||
// and cached locally
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamRemoteStorage
|
||||
{
|
||||
public:
|
||||
// NOTE
|
||||
//
|
||||
// Filenames are case-insensitive, and will be converted to lowercase automatically.
|
||||
// So "foo.bar" and "Foo.bar" are the same file, and if you write "Foo.bar" then
|
||||
// iterate the files, the filename returned will be "foo.bar".
|
||||
//
|
||||
|
||||
// file operations
|
||||
virtual bool FileWrite( const char *pchFile, const void *pvData, int32 cubData ) = 0;
|
||||
virtual int32 GetFileSize( const char *pchFile ) = 0;
|
||||
virtual int32 FileRead( const char *pchFile, void *pvData, int32 cubDataToRead ) = 0;
|
||||
virtual bool FileExists( const char *pchFile ) = 0;
|
||||
|
||||
// iteration
|
||||
virtual int32 GetFileCount() = 0;
|
||||
virtual const char *GetFileNameAndSize( int iFile, int32 *pnFileSizeInBytes ) = 0;
|
||||
|
||||
// quota management
|
||||
virtual bool GetQuota( int32 *pnTotalBytes, int32 *puAvailableBytes ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMREMOTESTORAGE_INTERFACE_VERSION "STEAMREMOTESTORAGE_INTERFACE_VERSION002"
|
||||
|
||||
#endif // ISTEAMREMOTESTORAGE_H
|
||||
172
res/steamworks/103/headers/steam/isteamuser.h
Normal file
172
res/steamworks/103/headers/steam/isteamuser.h
Normal file
@@ -0,0 +1,172 @@
|
||||
//====== Copyright <20> 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
|
||||
struct CallbackMsg_t
|
||||
{
|
||||
HSteamUser m_hSteamUser;
|
||||
int m_iCallback;
|
||||
uint8 *m_pubParam;
|
||||
int m_cubParam;
|
||||
};
|
||||
|
||||
// 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 GetCompressedVoice() 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. GetCompressedVoice() should continue to be called until it returns
|
||||
// k_eVoiceResultNotRecording
|
||||
virtual void StopVoiceRecording( ) = 0;
|
||||
|
||||
// Gets the latest voice data. It should be called as often as possible once recording has started.
|
||||
// nBytesWritten is set to the number of bytes written to pDestBuffer.
|
||||
virtual EVoiceResult GetCompressedVoice( void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten ) = 0;
|
||||
|
||||
// Decompresses a chunk of data produced by GetCompressedVoice(). nBytesWritten is set to the
|
||||
// number of bytes written to pDestBuffer. The output format of the data is 16-bit signed at
|
||||
// 11025 samples per second.
|
||||
virtual EVoiceResult DecompressVoice( void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMUSER_INTERFACE_VERSION "SteamUser011"
|
||||
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// 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;
|
||||
};
|
||||
|
||||
#endif // ISTEAMUSER_H
|
||||
111
res/steamworks/103/headers/steam/isteamuserstats.h
Normal file
111
res/steamworks/103/headers/steam/isteamuserstats.h
Normal file
@@ -0,0 +1,111 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to user account information in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUSERSTATS_H
|
||||
#define ISTEAMUSERSTATS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
// size limit on stat or achievement name
|
||||
const uint32 k_cchStatNameMax = 128;
|
||||
|
||||
class ISteamUserStats
|
||||
{
|
||||
public:
|
||||
// Ask the server to send down this user's data and achievements for this game
|
||||
virtual bool RequestCurrentStats() = 0;
|
||||
|
||||
// Data accessors
|
||||
virtual bool GetStat( const char *pchName, int32 *pData ) = 0;
|
||||
virtual bool GetStat( const char *pchName, float *pData ) = 0;
|
||||
|
||||
// Set / update data
|
||||
virtual bool SetStat( const char *pchName, int32 nData ) = 0;
|
||||
virtual bool SetStat( const char *pchName, float fData ) = 0;
|
||||
virtual bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) = 0;
|
||||
|
||||
// Achievement flag accessors
|
||||
virtual bool GetAchievement( const char *pchName, bool *pbAchieved ) = 0;
|
||||
virtual bool SetAchievement( const char *pchName ) = 0;
|
||||
virtual bool ClearAchievement( const char *pchName ) = 0;
|
||||
|
||||
// Store the current data on the server, will get a callback when set
|
||||
// And one callback for every new achievement
|
||||
virtual bool StoreStats() = 0;
|
||||
|
||||
// Achievement / GroupAchievement metadata
|
||||
|
||||
// Gets the icon of the achievement, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
|
||||
virtual int GetAchievementIcon( const char *pchName ) = 0;
|
||||
// Get general attributes (display name / text, etc) for an Achievement
|
||||
virtual const char *GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) = 0;
|
||||
|
||||
// Achievement progress - triggers an AchievementProgress callback, that is all.
|
||||
// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
|
||||
virtual bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) = 0;
|
||||
|
||||
// Friends stats & achievements
|
||||
|
||||
// downloads stats for the user
|
||||
// returns a UserStatsReceived_t received when completed
|
||||
// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail
|
||||
// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data
|
||||
virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0;
|
||||
|
||||
// requests stat information for a user, usable after a successful call to RequestUserStats()
|
||||
virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0;
|
||||
virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) = 0;
|
||||
virtual bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION004"
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when the latests stats and achievements have been received
|
||||
// from the server
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsReceived_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 1 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // Success / error fetching the stats
|
||||
CSteamID m_steamIDUser; // The user for whom the stats are retrieved for
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the user stats for a game
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserStatsStored_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 2 };
|
||||
uint64 m_nGameID; // Game these stats are for
|
||||
EResult m_eResult; // success / error
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: result of a request to store the achievements for a game, or an
|
||||
// "indicate progress" call. If both m_nCurProgress and m_nMaxProgress
|
||||
// are zero, that means the achievement has been fully unlocked.
|
||||
//-----------------------------------------------------------------------------
|
||||
struct UserAchievementStored_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 3 };
|
||||
|
||||
uint64 m_nGameID; // Game this is for
|
||||
bool m_bGroupAchievement; // if this is a "group" achievement
|
||||
char m_rgchAchievementName[k_cchStatNameMax]; // name of the achievement
|
||||
uint32 m_nCurProgress; // current progress towards the achievement
|
||||
uint32 m_nMaxProgress; // "out of" this many
|
||||
};
|
||||
|
||||
|
||||
#endif // ISTEAMUSER_H
|
||||
114
res/steamworks/103/headers/steam/isteamutils.h
Normal file
114
res/steamworks/103/headers/steam/isteamutils.h
Normal file
@@ -0,0 +1,114 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to utility functions in Steam
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISTEAMUTILS_H
|
||||
#define ISTEAMUTILS_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
|
||||
|
||||
// Steam API call failure results
|
||||
enum ESteamAPICallFailure
|
||||
{
|
||||
k_ESteamAPICallFailureNone = -1, // no failure
|
||||
k_ESteamAPICallFailureSteamGone = 0, // the local Steam process has gone away
|
||||
k_ESteamAPICallFailureNetworkFailure = 1, // the network connection to Steam has been broken, or was already broken
|
||||
// SteamServersDisconnected_t callback will be sent around the same time
|
||||
// SteamServersConnected_t will be sent when the client is able to talk to the Steam servers again
|
||||
k_ESteamAPICallFailureInvalidHandle = 2, // the SteamAPICall_t handle passed in no longer exists
|
||||
k_ESteamAPICallFailureMismatchedCallback = 3,// GetAPICallResult() was called with the wrong callback type for this API call
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: interface to user independent utility functions
|
||||
//-----------------------------------------------------------------------------
|
||||
class ISteamUtils
|
||||
{
|
||||
public:
|
||||
// return the number of seconds since the user
|
||||
virtual uint32 GetSecondsSinceAppActive() = 0;
|
||||
virtual uint32 GetSecondsSinceComputerActive() = 0;
|
||||
|
||||
// the universe this client is connecting to
|
||||
virtual EUniverse GetConnectedUniverse() = 0;
|
||||
|
||||
// Steam server time - in PST, number of seconds since January 1, 1970 (i.e unix time)
|
||||
virtual uint32 GetServerRealTime() = 0;
|
||||
|
||||
// returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via an IP-to-location database)
|
||||
// e.g "US" or "UK".
|
||||
virtual const char *GetIPCountry() = 0;
|
||||
|
||||
// returns true if the image exists, and valid sizes were filled out
|
||||
virtual bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) = 0;
|
||||
|
||||
// returns true if the image exists, and the buffer was successfully filled out
|
||||
// results are returned in RGBA format
|
||||
// the destination buffer size should be 4 * height * width * sizeof(char)
|
||||
virtual bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) = 0;
|
||||
|
||||
// returns the IP of the reporting server for valve - currently only used in Source engine games
|
||||
virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0;
|
||||
|
||||
// return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
|
||||
virtual uint8 GetCurrentBatteryPower() = 0;
|
||||
|
||||
// returns the appID of the current process
|
||||
virtual uint32 GetAppID() = 0;
|
||||
|
||||
// Sets the position where the overlay instance for the currently calling game should show notifications.
|
||||
// This position is per-game and if this function is called from outside of a game context it will do nothing.
|
||||
virtual void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition ) = 0;
|
||||
|
||||
// API asynchronous call results
|
||||
// can be used directly, but more commonly used via the callback dispatch API (see steam_api.h)
|
||||
virtual bool IsAPICallCompleted( SteamAPICall_t hSteamAPICall, bool *pbFailed ) = 0;
|
||||
virtual ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall ) = 0;
|
||||
virtual bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) = 0;
|
||||
};
|
||||
|
||||
#define STEAMUTILS_INTERFACE_VERSION "SteamUtils002"
|
||||
|
||||
|
||||
// callbacks
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The country of the user changed
|
||||
//-----------------------------------------------------------------------------
|
||||
struct IPCountry_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 1 };
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Fired when running on a laptop and less than 10 minutes of battery is left, fires then every minute
|
||||
//-----------------------------------------------------------------------------
|
||||
struct LowBatteryPower_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 2 };
|
||||
uint8 m_nMinutesBatteryLeft;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called when a SteamAsyncCall_t has completed (or failed)
|
||||
//-----------------------------------------------------------------------------
|
||||
struct SteamAPICallCompleted_t
|
||||
{
|
||||
enum { k_iCallback = k_iSteamUtilsCallbacks + 3 };
|
||||
SteamAPICall_t m_hAsyncCall;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
#endif // ISTEAMUTILS_H
|
||||
241
res/steamworks/103/headers/steam/matchmakingtypes.h
Normal file
241
res/steamworks/103/headers/steam/matchmakingtypes.h
Normal file
@@ -0,0 +1,241 @@
|
||||
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#ifndef MATCHMAKINGTYPES_H
|
||||
#define MATCHMAKINGTYPES_H
|
||||
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#ifdef POSIX
|
||||
#ifndef _snprintf
|
||||
#define _snprintf snprintf
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
struct MatchMakingKeyValuePair_t
|
||||
{
|
||||
MatchMakingKeyValuePair_t() { m_szKey[0] = m_szValue[0] = 0; }
|
||||
MatchMakingKeyValuePair_t( const char *pchKey, const char *pchValue )
|
||||
{
|
||||
strncpy( m_szKey, pchKey, sizeof(m_szKey) ); // this is a public header, use basic c library string funcs only!
|
||||
strncpy( m_szValue, pchValue, sizeof(m_szValue) );
|
||||
}
|
||||
char m_szKey[ 256 ];
|
||||
char m_szValue[ 256 ];
|
||||
};
|
||||
|
||||
|
||||
enum EMatchMakingServerResponse
|
||||
{
|
||||
eServerResponded = 0,
|
||||
eServerFailedToRespond,
|
||||
eNoServersListedOnMasterServer // for the Internet query type, returned in response callback if no servers of this type match
|
||||
};
|
||||
|
||||
enum EMatchMakingType
|
||||
{
|
||||
eInternetServer = 0,
|
||||
eLANServer,
|
||||
eFriendsServer,
|
||||
eFavoritesServer,
|
||||
eHistoryServer,
|
||||
eSpectatorServer,
|
||||
eInvalidServer
|
||||
};
|
||||
|
||||
|
||||
// servernetadr_t is all the addressing info the serverbrowser needs to know about a game server,
|
||||
// namely: its IP, its connection port, and its query port.
|
||||
class servernetadr_t
|
||||
{
|
||||
public:
|
||||
|
||||
void Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort );
|
||||
#ifdef NETADR_H
|
||||
void Init( const netadr_t &ipAndQueryPort, uint16 usConnectionPort );
|
||||
netadr_t& GetIPAndQueryPort();
|
||||
#endif
|
||||
|
||||
// Access the query port.
|
||||
uint16 GetQueryPort() const;
|
||||
void SetQueryPort( uint16 usPort );
|
||||
|
||||
// Access the connection port.
|
||||
uint16 GetConnectionPort() const;
|
||||
void SetConnectionPort( uint16 usPort );
|
||||
|
||||
// Access the IP
|
||||
uint32 GetIP() const;
|
||||
void SetIP( uint32 );
|
||||
|
||||
// This gets the 'a.b.c.d:port' string with the connection port (instead of the query port).
|
||||
const char *GetConnectionAddressString() const;
|
||||
const char *GetQueryAddressString() const;
|
||||
|
||||
// Comparison operators and functions.
|
||||
bool operator<(const servernetadr_t &netadr) const;
|
||||
void operator=( const servernetadr_t &that )
|
||||
{
|
||||
m_usConnectionPort = that.m_usConnectionPort;
|
||||
m_usQueryPort = that.m_usQueryPort;
|
||||
m_unIP = that.m_unIP;
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
const char *ToString( uint32 unIP, uint16 usPort ) const;
|
||||
uint16 m_usConnectionPort; // (in HOST byte order)
|
||||
uint16 m_usQueryPort;
|
||||
uint32 m_unIP;
|
||||
};
|
||||
|
||||
|
||||
inline void servernetadr_t::Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort )
|
||||
{
|
||||
m_unIP = ip;
|
||||
m_usQueryPort = usQueryPort;
|
||||
m_usConnectionPort = usConnectionPort;
|
||||
}
|
||||
|
||||
#ifdef NETADR_H
|
||||
inline void servernetadr_t::Init( const netadr_t &ipAndQueryPort, uint16 usConnectionPort )
|
||||
{
|
||||
Init( ipAndQueryPort.GetIP(), ipAndQueryPort.GetPort(), usConnectionPort );
|
||||
}
|
||||
|
||||
inline netadr_t& servernetadr_t::GetIPAndQueryPort()
|
||||
{
|
||||
static netadr_t netAdr;
|
||||
netAdr.SetIP( m_unIP );
|
||||
netAdr.SetPort( m_usQueryPort );
|
||||
return netAdr;
|
||||
}
|
||||
#endif
|
||||
|
||||
inline uint16 servernetadr_t::GetQueryPort() const
|
||||
{
|
||||
return m_usQueryPort;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetQueryPort( uint16 usPort )
|
||||
{
|
||||
m_usQueryPort = usPort;
|
||||
}
|
||||
|
||||
inline uint16 servernetadr_t::GetConnectionPort() const
|
||||
{
|
||||
return m_usConnectionPort;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetConnectionPort( uint16 usPort )
|
||||
{
|
||||
m_usConnectionPort = usPort;
|
||||
}
|
||||
|
||||
inline uint32 servernetadr_t::GetIP() const
|
||||
{
|
||||
return m_unIP;
|
||||
}
|
||||
|
||||
inline void servernetadr_t::SetIP( uint32 unIP )
|
||||
{
|
||||
m_unIP = unIP;
|
||||
}
|
||||
|
||||
inline const char *servernetadr_t::ToString( uint32 unIP, uint16 usPort ) const
|
||||
{
|
||||
static char s[4][64];
|
||||
static int nBuf = 0;
|
||||
unsigned char *ipByte = (unsigned char *)&unIP;
|
||||
_snprintf (s[nBuf], sizeof( s[nBuf] ), "%u.%u.%u.%u:%i", (int)(ipByte[3]), (int)(ipByte[2]), (int)(ipByte[1]), (int)(ipByte[0]), usPort );
|
||||
const char *pchRet = s[nBuf];
|
||||
++nBuf;
|
||||
nBuf %= ( (sizeof(s)/sizeof(s[0])) );
|
||||
return pchRet;
|
||||
}
|
||||
|
||||
inline const char* servernetadr_t::GetConnectionAddressString() const
|
||||
{
|
||||
return ToString( m_unIP, m_usConnectionPort );
|
||||
}
|
||||
|
||||
inline const char* servernetadr_t::GetQueryAddressString() const
|
||||
{
|
||||
return ToString( m_unIP, m_usQueryPort );
|
||||
}
|
||||
|
||||
inline bool servernetadr_t::operator<(const servernetadr_t &netadr) const
|
||||
{
|
||||
return ( m_unIP < netadr.m_unIP ) || ( m_unIP == netadr.m_unIP && m_usQueryPort < netadr.m_usQueryPort );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Data describing a single server
|
||||
//-----------------------------------------------------------------------------
|
||||
class gameserveritem_t
|
||||
{
|
||||
public:
|
||||
gameserveritem_t();
|
||||
|
||||
const char* GetName() const;
|
||||
void SetName( const char *pName );
|
||||
|
||||
public:
|
||||
servernetadr_t m_NetAdr; // IP/Query Port/Connection Port for this server
|
||||
int m_nPing; // current ping time in milliseconds
|
||||
bool m_bHadSuccessfulResponse; // server has responded successfully in the past
|
||||
bool m_bDoNotRefresh; // server is marked as not responding and should no longer be refreshed
|
||||
char m_szGameDir[32]; // current game directory
|
||||
char m_szMap[32]; // current map
|
||||
char m_szGameDescription[64]; // game description
|
||||
int m_nAppID; // Steam App ID of this server
|
||||
int m_nPlayers; // current number of players on the server
|
||||
int m_nMaxPlayers; // Maximum players that can join this server
|
||||
int m_nBotPlayers; // Number of bots (i.e simulated players) on this server
|
||||
bool m_bPassword; // true if this server needs a password to join
|
||||
bool m_bSecure; // Is this server protected by VAC
|
||||
uint32 m_ulTimeLastPlayed; // time (in unix time) when this server was last played on (for favorite/history servers)
|
||||
int m_nServerVersion; // server version as reported to Steam
|
||||
|
||||
private:
|
||||
char m_szServerName[64]; // Game server name
|
||||
|
||||
// For data added after SteamMatchMaking001 add it here
|
||||
public:
|
||||
char m_szGameTags[128]; // the tags this server exposes
|
||||
};
|
||||
|
||||
|
||||
inline gameserveritem_t::gameserveritem_t()
|
||||
{
|
||||
m_szGameDir[0] = m_szMap[0] = m_szGameDescription[0] = m_szServerName[0] = 0;
|
||||
m_bHadSuccessfulResponse = m_bDoNotRefresh = m_bPassword = m_bSecure = false;
|
||||
m_nPing = m_nAppID = m_nPlayers = m_nMaxPlayers = m_nBotPlayers = m_ulTimeLastPlayed = m_nServerVersion = 0;
|
||||
m_szGameTags[0] = 0;
|
||||
}
|
||||
|
||||
inline const char* gameserveritem_t::GetName() const
|
||||
{
|
||||
// Use the IP address as the name if nothing is set yet.
|
||||
if ( m_szServerName[0] == 0 )
|
||||
return m_NetAdr.GetConnectionAddressString();
|
||||
else
|
||||
return m_szServerName;
|
||||
}
|
||||
|
||||
inline void gameserveritem_t::SetName( const char *pName )
|
||||
{
|
||||
strncpy( m_szServerName, pName, sizeof( m_szServerName ) );
|
||||
}
|
||||
|
||||
|
||||
#endif // MATCHMAKINGTYPES_H
|
||||
414
res/steamworks/103/headers/steam/steam_api.h
Normal file
414
res/steamworks/103/headers/steam/steam_api.h
Normal file
@@ -0,0 +1,414 @@
|
||||
//====== Copyright 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_API_H
|
||||
#define STEAM_API_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "isteamclient.h"
|
||||
#include "isteamuser.h"
|
||||
#include "isteamfriends.h"
|
||||
#include "isteamutils.h"
|
||||
#include "isteammatchmaking.h"
|
||||
#include "isteamuserstats.h"
|
||||
#include "isteamapps.h"
|
||||
#include "isteamnetworking.h"
|
||||
#include "isteamremotestorage.h"
|
||||
|
||||
// Steam API export macro
|
||||
#if defined( _WIN32 ) && !defined( _X360 )
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C" __declspec( dllexport )
|
||||
#elif defined( STEAM_API_NODLL )
|
||||
#define S_API extern "C"
|
||||
#else
|
||||
#define S_API extern "C" __declspec( dllimport )
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#elif defined( GNUC )
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C" __attribute__ ((visibility("default")))
|
||||
#else
|
||||
#define S_API extern "C"
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#else // !WIN32
|
||||
#if defined( STEAM_API_EXPORTS )
|
||||
#define S_API extern "C"
|
||||
#else
|
||||
#define S_API extern "C"
|
||||
#endif // STEAM_API_EXPORTS
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// Steam API setup & shutdown
|
||||
//
|
||||
// These functions manage loading, initializing and shutdown of the steamclient.dll
|
||||
//
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// S_API void SteamAPI_Init(); (see below)
|
||||
S_API void SteamAPI_Shutdown();
|
||||
|
||||
// crash dump recording functions
|
||||
S_API void SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID );
|
||||
S_API void SteamAPI_SetMiniDumpComment( const char *pchMsg );
|
||||
|
||||
// interface pointers, configured by SteamAPI_Init()
|
||||
S_API ISteamClient *SteamClient();
|
||||
|
||||
|
||||
//
|
||||
// VERSION_SAFE_STEAM_API_INTERFACES is usually not necessary, but it provides safety against releasing
|
||||
// new steam_api.dll's without recompiling/rereleasing modules that use it.
|
||||
//
|
||||
// If you use VERSION_SAFE_STEAM_API_INTERFACES, then you should call SteamAPI_InitSafe(). Also, to get the
|
||||
// Steam interfaces, you must create and Init() a CSteamAPIContext (below) and use the interfaces in there.
|
||||
//
|
||||
// If you don't use VERSION_SAFE_STEAM_API_INTERFACES, then you can use SteamAPI_Init() and the SteamXXXX()
|
||||
// functions below to get at the Steam interfaces.
|
||||
//
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
S_API bool SteamAPI_InitSafe();
|
||||
#else
|
||||
S_API bool SteamAPI_Init();
|
||||
|
||||
S_API ISteamUser *SteamUser();
|
||||
S_API ISteamFriends *SteamFriends();
|
||||
S_API ISteamUtils *SteamUtils();
|
||||
S_API ISteamMatchmaking *SteamMatchmaking();
|
||||
S_API ISteamUserStats *SteamUserStats();
|
||||
S_API ISteamApps *SteamApps();
|
||||
S_API ISteamNetworking *SteamNetworking();
|
||||
S_API ISteamMatchmakingServers *SteamMatchmakingServers();
|
||||
S_API ISteamRemoteStorage *SteamRemoteStorage();
|
||||
#endif // VERSION_SAFE_STEAM_API_INTERFACES
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steam callback helper functions
|
||||
//
|
||||
// The following classes/macros are used to be able to easily multiplex callbacks
|
||||
// from the Steam API into various objects in the app in a thread-safe manner
|
||||
//
|
||||
// These functors are triggered via the SteamAPI_RunCallbacks() function, mapping the callback
|
||||
// to as many functions/objects as are registered to it
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
S_API void SteamAPI_RunCallbacks();
|
||||
|
||||
|
||||
|
||||
// functions used by the utility CCallback objects to receive callbacks
|
||||
S_API void SteamAPI_RegisterCallback( class CCallbackBase *pCallback, int iCallback );
|
||||
S_API void SteamAPI_UnregisterCallback( class CCallbackBase *pCallback );
|
||||
// functions used by the utility CCallResult objects to receive async call results
|
||||
S_API void SteamAPI_RegisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
|
||||
S_API void SteamAPI_UnregisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: base for callbacks,
|
||||
// used only by CCallback, shouldn't be used directly
|
||||
//-----------------------------------------------------------------------------
|
||||
class CCallbackBase
|
||||
{
|
||||
public:
|
||||
CCallbackBase() { m_nCallbackFlags = 0; m_iCallback = 0; }
|
||||
// don't add a virtual destructor because we export this binary interface across dll's
|
||||
virtual void Run( void *pvParam ) = 0;
|
||||
virtual void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall ) = 0;
|
||||
int GetICallback() { return m_iCallback; }
|
||||
virtual int GetCallbackSizeBytes() = 0;
|
||||
|
||||
protected:
|
||||
enum { k_ECallbackFlagsRegistered = 0x01, k_ECallbackFlagsGameServer = 0x02 };
|
||||
uint8 m_nCallbackFlags;
|
||||
int m_iCallback;
|
||||
friend class CCallbackMgr;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: maps a steam async call result to a class member function
|
||||
// template params: T = local class, P = parameter struct
|
||||
//-----------------------------------------------------------------------------
|
||||
template< class T, class P >
|
||||
class CCallResult : private CCallbackBase
|
||||
{
|
||||
public:
|
||||
typedef void (T::*func_t)( P*, bool );
|
||||
|
||||
CCallResult()
|
||||
{
|
||||
m_hAPICall = 0;
|
||||
m_pObj = NULL;
|
||||
m_Func = NULL;
|
||||
m_iCallback = P::k_iCallback;
|
||||
}
|
||||
|
||||
void Set( SteamAPICall_t hAPICall, T *p, func_t func )
|
||||
{
|
||||
if ( m_hAPICall )
|
||||
SteamAPI_UnregisterCallResult( this, m_hAPICall );
|
||||
|
||||
m_hAPICall = hAPICall;
|
||||
m_pObj = p;
|
||||
m_Func = func;
|
||||
|
||||
if ( hAPICall )
|
||||
SteamAPI_RegisterCallResult( this, hAPICall );
|
||||
}
|
||||
|
||||
bool IsActive()
|
||||
{
|
||||
return ( m_hAPICall != 0 );
|
||||
}
|
||||
|
||||
void Cancel()
|
||||
{
|
||||
m_hAPICall = 0;
|
||||
}
|
||||
|
||||
~CCallResult()
|
||||
{
|
||||
if ( m_hAPICall )
|
||||
SteamAPI_UnregisterCallResult( this, m_hAPICall );
|
||||
}
|
||||
|
||||
private:
|
||||
virtual void Run( void *pvParam )
|
||||
{
|
||||
(m_pObj->*m_Func)( (P *)pvParam, false );
|
||||
m_hAPICall = 0;
|
||||
}
|
||||
void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall )
|
||||
{
|
||||
if ( hSteamAPICall == m_hAPICall )
|
||||
{
|
||||
(m_pObj->*m_Func)( (P *)pvParam, bIOFailure );
|
||||
m_hAPICall = 0;
|
||||
}
|
||||
}
|
||||
int GetCallbackSizeBytes()
|
||||
{
|
||||
return sizeof( P );
|
||||
}
|
||||
|
||||
SteamAPICall_t m_hAPICall;
|
||||
T *m_pObj;
|
||||
func_t m_Func;
|
||||
};
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: maps a steam callback to a class member function
|
||||
// template params: T = local class, P = parameter struct
|
||||
//-----------------------------------------------------------------------------
|
||||
template< class T, class P, bool bGameServer >
|
||||
class CCallback : private CCallbackBase
|
||||
{
|
||||
public:
|
||||
typedef void (T::*func_t)( P* );
|
||||
|
||||
// If you can't support constructing a callback with the correct parameters
|
||||
// then uncomment the empty constructor below and manually call
|
||||
// ::Register() for your object
|
||||
// Or, just call the regular constructor with (NULL, NULL)
|
||||
// CCallback() {}
|
||||
|
||||
// constructor for initializing this object in owner's constructor
|
||||
CCallback( T *pObj, func_t func ) : m_pObj( pObj ), m_Func( func )
|
||||
{
|
||||
if ( pObj && func )
|
||||
Register( pObj, func );
|
||||
}
|
||||
|
||||
~CCallback()
|
||||
{
|
||||
Unregister();
|
||||
}
|
||||
|
||||
// manual registration of the callback
|
||||
void Register( T *pObj, func_t func )
|
||||
{
|
||||
if ( m_nCallbackFlags & k_ECallbackFlagsRegistered )
|
||||
Unregister();
|
||||
|
||||
if ( bGameServer )
|
||||
{
|
||||
m_nCallbackFlags |= k_ECallbackFlagsGameServer;
|
||||
}
|
||||
m_pObj = pObj;
|
||||
m_Func = func;
|
||||
SteamAPI_RegisterCallback( this, P::k_iCallback );
|
||||
}
|
||||
|
||||
void Unregister()
|
||||
{
|
||||
SteamAPI_UnregisterCallback( this );
|
||||
}
|
||||
|
||||
private:
|
||||
virtual void Run( void *pvParam )
|
||||
{
|
||||
(m_pObj->*m_Func)( (P *)pvParam );
|
||||
}
|
||||
virtual void Run( void *pvParam, bool, SteamAPICall_t )
|
||||
{
|
||||
(m_pObj->*m_Func)( (P *)pvParam );
|
||||
}
|
||||
int GetCallbackSizeBytes()
|
||||
{
|
||||
return sizeof( P );
|
||||
}
|
||||
|
||||
T *m_pObj;
|
||||
func_t m_Func;
|
||||
};
|
||||
|
||||
|
||||
// utility macro for declaring the function and callback object together
|
||||
#define STEAM_CALLBACK( thisclass, func, param, var ) CCallback< thisclass, param, false > var; void func( param *pParam )
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
// disable this warning; this pattern need for steam callback registration
|
||||
#pragma warning( disable: 4355 ) // 'this' : used in base member initializer list
|
||||
#endif
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steamclient.dll private wrapper functions
|
||||
//
|
||||
// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
// pumps out all the steam messages, calling the register callback
|
||||
S_API void Steam_RunCallbacks( HSteamPipe hSteamPipe, bool bGameServerCallbacks );
|
||||
|
||||
// register the callback funcs to use to interact with the steam dll
|
||||
S_API void Steam_RegisterInterfaceFuncs( void *hModule );
|
||||
|
||||
// returns the HSteamUser of the last user to dispatch a callback
|
||||
S_API HSteamUser Steam_GetHSteamUserCurrent();
|
||||
|
||||
// returns the filename path of the current running Steam process, used if you need to load an explicit steam dll by name
|
||||
S_API const char *SteamAPI_GetSteamInstallPath();
|
||||
|
||||
// returns the pipe we are communicating to Steam with
|
||||
S_API HSteamPipe SteamAPI_GetHSteamPipe();
|
||||
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that
|
||||
// lets them each specify the interface versions they are compiled with.
|
||||
//
|
||||
// It's important that these stay inlined in the header so the calling module specifies the interface versions
|
||||
// for whatever Steam API version it has.
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
S_API HSteamUser SteamAPI_GetHSteamUser();
|
||||
|
||||
class CSteamAPIContext
|
||||
{
|
||||
public:
|
||||
CSteamAPIContext();
|
||||
void Clear();
|
||||
|
||||
bool Init();
|
||||
|
||||
ISteamUser* SteamUser() { return m_pSteamUser; }
|
||||
ISteamFriends* SteamFriends() { return m_pSteamFriends; }
|
||||
ISteamUtils* SteamUtils() { return m_pSteamUtils; }
|
||||
ISteamMatchmaking* SteamMatchmaking() { return m_pSteamMatchmaking; }
|
||||
ISteamUserStats* SteamUserStats() { return m_pSteamUserStats; }
|
||||
ISteamApps* SteamApps() { return m_pSteamApps; }
|
||||
ISteamMatchmakingServers* SteamMatchmakingServers() { return m_pSteamMatchmakingServers; }
|
||||
ISteamNetworking* SteamNetworking() { return m_pSteamNetworking; }
|
||||
ISteamRemoteStorage* SteamRemoteStorage() { return m_pSteamRemoteStorage; }
|
||||
|
||||
private:
|
||||
ISteamUser *m_pSteamUser;
|
||||
ISteamFriends *m_pSteamFriends;
|
||||
ISteamUtils *m_pSteamUtils;
|
||||
ISteamMatchmaking *m_pSteamMatchmaking;
|
||||
ISteamUserStats *m_pSteamUserStats;
|
||||
ISteamApps *m_pSteamApps;
|
||||
ISteamMatchmakingServers *m_pSteamMatchmakingServers;
|
||||
ISteamNetworking *m_pSteamNetworking;
|
||||
ISteamRemoteStorage *m_pSteamRemoteStorage;
|
||||
};
|
||||
|
||||
inline CSteamAPIContext::CSteamAPIContext()
|
||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
inline void CSteamAPIContext::Clear()
|
||||
{
|
||||
m_pSteamUser = NULL;
|
||||
m_pSteamFriends = NULL;
|
||||
m_pSteamUtils = NULL;
|
||||
m_pSteamMatchmaking = NULL;
|
||||
m_pSteamUserStats = NULL;
|
||||
m_pSteamApps = NULL;
|
||||
m_pSteamMatchmakingServers = NULL;
|
||||
m_pSteamNetworking = NULL;
|
||||
m_pSteamRemoteStorage = NULL;
|
||||
}
|
||||
|
||||
// This function must be inlined so the module using steam_api.dll gets the version names they want.
|
||||
inline bool CSteamAPIContext::Init()
|
||||
{
|
||||
if ( !SteamClient() )
|
||||
return false;
|
||||
|
||||
HSteamUser hSteamUser = SteamAPI_GetHSteamUser();
|
||||
HSteamPipe hSteamPipe = SteamAPI_GetHSteamPipe();
|
||||
|
||||
m_pSteamUser = SteamClient()->GetISteamUser( hSteamUser, hSteamPipe, STEAMUSER_INTERFACE_VERSION );
|
||||
if ( !m_pSteamUser )
|
||||
return false;
|
||||
|
||||
m_pSteamFriends = SteamClient()->GetISteamFriends( hSteamUser, hSteamPipe, STEAMFRIENDS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamFriends )
|
||||
return false;
|
||||
|
||||
m_pSteamUtils = SteamClient()->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamUtils )
|
||||
return false;
|
||||
|
||||
m_pSteamMatchmaking = SteamClient()->GetISteamMatchmaking( hSteamUser, hSteamPipe, STEAMMATCHMAKING_INTERFACE_VERSION );
|
||||
if ( !m_pSteamMatchmaking )
|
||||
return false;
|
||||
|
||||
m_pSteamMatchmakingServers = SteamClient()->GetISteamMatchmakingServers( hSteamUser, hSteamPipe, STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamMatchmakingServers )
|
||||
return false;
|
||||
|
||||
m_pSteamUserStats = SteamClient()->GetISteamUserStats( hSteamUser, hSteamPipe, STEAMUSERSTATS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamUserStats )
|
||||
return false;
|
||||
|
||||
m_pSteamApps = SteamClient()->GetISteamApps( hSteamUser, hSteamPipe, STEAMAPPS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamApps )
|
||||
return false;
|
||||
|
||||
m_pSteamNetworking = SteamClient()->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION );
|
||||
if ( !m_pSteamNetworking )
|
||||
return false;
|
||||
|
||||
m_pSteamRemoteStorage = SteamClient()->GetISteamRemoteStorage( hSteamUser, hSteamPipe, STEAMREMOTESTORAGE_INTERFACE_VERSION );
|
||||
if ( !m_pSteamRemoteStorage )
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif // VERSION_SAFE_STEAM_API_INTERFACES
|
||||
|
||||
#endif // STEAM_API_H
|
||||
134
res/steamworks/103/headers/steam/steam_gameserver.h
Normal file
134
res/steamworks/103/headers/steam/steam_gameserver.h
Normal file
@@ -0,0 +1,134 @@
|
||||
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAM_GAMESERVER_H
|
||||
#define STEAM_GAMESERVER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "steam_api.h"
|
||||
#include "isteamgameserver.h"
|
||||
#include "isteammasterserverupdater.h"
|
||||
|
||||
enum EServerMode
|
||||
{
|
||||
eServerModeInvalid = 0, // DO NOT USE
|
||||
eServerModeNoAuthentication = 1, // Don't authenticate user logins and don't list on the server list
|
||||
eServerModeAuthentication = 2, // Authenticate users, list on the server list, don't run VAC on clients that connect
|
||||
eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
|
||||
};
|
||||
|
||||
// Note: if you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it will use "GameSocketShare" mode,
|
||||
// which means that the game is responsible for sending and receiving UDP packets for the master
|
||||
// server updater. See references to GameSocketShare in isteammasterserverupdater.h.
|
||||
//
|
||||
// Pass 0 for usGamePort or usSpectatorPort if you're not using that. Then, the master server updater will report
|
||||
// what's running based on that.
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
S_API bool SteamGameServer_InitSafe( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString );
|
||||
#else
|
||||
S_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString );
|
||||
|
||||
S_API ISteamGameServer *SteamGameServer();
|
||||
S_API ISteamUtils *SteamGameServerUtils();
|
||||
S_API ISteamMasterServerUpdater *SteamMasterServerUpdater();
|
||||
S_API ISteamNetworking *SteamGameServerNetworking();
|
||||
#endif
|
||||
|
||||
S_API void SteamGameServer_Shutdown();
|
||||
S_API void SteamGameServer_RunCallbacks();
|
||||
|
||||
S_API bool SteamGameServer_BSecure();
|
||||
S_API uint64 SteamGameServer_GetSteamID();
|
||||
|
||||
#define STEAM_GAMESERVER_CALLBACK( thisclass, func, param, var ) CCallback< thisclass, param, true > var; void func( param *pParam )
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// steamclient.dll private wrapper functions
|
||||
//
|
||||
// The following functions are part of abstracting API access to the steamclient.dll, but should only be used in very specific cases
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
S_API HSteamPipe SteamGameServer_GetHSteamPipe();
|
||||
|
||||
#ifdef VERSION_SAFE_STEAM_API_INTERFACES
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
// VERSION_SAFE_STEAM_API_INTERFACES uses CSteamAPIContext to provide interfaces to each module in a way that
|
||||
// lets them each specify the interface versions they are compiled with.
|
||||
//
|
||||
// It's important that these stay inlined in the header so the calling module specifies the interface versions
|
||||
// for whatever Steam API version it has.
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
|
||||
S_API HSteamUser SteamGameServer_GetHSteamUser();
|
||||
|
||||
class CSteamGameServerAPIContext
|
||||
{
|
||||
public:
|
||||
CSteamGameServerAPIContext();
|
||||
void Clear();
|
||||
|
||||
bool Init();
|
||||
|
||||
ISteamGameServer *SteamGameServer() { return m_pSteamGameServer; }
|
||||
ISteamUtils *SteamGameServerUtils() { return m_pSteamGameServerUtils; }
|
||||
ISteamMasterServerUpdater *SteamMasterServerUpdater() { return m_pSteamMasterServerUpdater; }
|
||||
ISteamNetworking *SteamGameServerNetworking() { return m_pSteamGameServerNetworking; }
|
||||
|
||||
private:
|
||||
ISteamGameServer *m_pSteamGameServer;
|
||||
ISteamUtils *m_pSteamGameServerUtils;
|
||||
ISteamMasterServerUpdater *m_pSteamMasterServerUpdater;
|
||||
ISteamNetworking *m_pSteamGameServerNetworking;
|
||||
};
|
||||
|
||||
inline CSteamGameServerAPIContext::CSteamGameServerAPIContext()
|
||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
inline void CSteamGameServerAPIContext::Clear()
|
||||
{
|
||||
m_pSteamGameServer = NULL;
|
||||
m_pSteamGameServerUtils = NULL;
|
||||
m_pSteamMasterServerUpdater = NULL;
|
||||
m_pSteamGameServerNetworking = NULL;
|
||||
}
|
||||
|
||||
S_API ISteamClient *g_pSteamClientGameServer;
|
||||
// This function must be inlined so the module using steam_api.dll gets the version names they want.
|
||||
inline bool CSteamGameServerAPIContext::Init()
|
||||
{
|
||||
if ( !g_pSteamClientGameServer )
|
||||
return false;
|
||||
|
||||
HSteamUser hSteamUser = SteamGameServer_GetHSteamUser();
|
||||
HSteamPipe hSteamPipe = SteamGameServer_GetHSteamPipe();
|
||||
|
||||
m_pSteamGameServer = g_pSteamClientGameServer->GetISteamGameServer( hSteamUser, hSteamPipe, STEAMGAMESERVER_INTERFACE_VERSION );
|
||||
if ( !m_pSteamGameServer )
|
||||
return false;
|
||||
|
||||
m_pSteamGameServerUtils = g_pSteamClientGameServer->GetISteamUtils( hSteamPipe, STEAMUTILS_INTERFACE_VERSION );
|
||||
if ( !m_pSteamGameServerUtils )
|
||||
return false;
|
||||
|
||||
m_pSteamMasterServerUpdater = g_pSteamClientGameServer->GetISteamMasterServerUpdater( hSteamUser, hSteamPipe, STEAMMASTERSERVERUPDATER_INTERFACE_VERSION );
|
||||
if ( !m_pSteamMasterServerUpdater )
|
||||
return false;
|
||||
|
||||
m_pSteamGameServerNetworking = g_pSteamClientGameServer->GetISteamNetworking( hSteamUser, hSteamPipe, STEAMNETWORKING_INTERFACE_VERSION );
|
||||
if ( !m_pSteamGameServerNetworking )
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif // VERSION_SAFE_STEAM_API_INTERFACES
|
||||
|
||||
|
||||
#endif // STEAM_GAMESERVER_H
|
||||
802
res/steamworks/103/headers/steam/steamclientpublic.h
Normal file
802
res/steamworks/103/headers/steam/steamclientpublic.h
Normal file
@@ -0,0 +1,802 @@
|
||||
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef STEAMCLIENTPUBLIC_H
|
||||
#define STEAMCLIENTPUBLIC_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
//lint -save -e1931 -e1927 -e1924 -e613 -e726
|
||||
|
||||
// This header file defines the interface between the calling application and the code that
|
||||
// knows how to communicate with the connection manager (CM) from the Steam service
|
||||
|
||||
// This header file is intended to be portable; ideally this 1 header file plus a lib or dll
|
||||
// is all you need to integrate the client library into some other tree. So please avoid
|
||||
// including or requiring other header files if possible. This header should only describe the
|
||||
// interface layer, no need to include anything about the implementation.
|
||||
|
||||
#include "steamtypes.h"
|
||||
|
||||
|
||||
// General result codes
|
||||
enum EResult
|
||||
{
|
||||
k_EResultOK = 1, // success
|
||||
k_EResultFail = 2, // generic failure
|
||||
k_EResultNoConnection = 3, // no/failed network connection
|
||||
// k_EResultNoConnectionRetry = 4, // OBSOLETE - removed
|
||||
k_EResultInvalidPassword = 5, // password/ticket is invalid
|
||||
k_EResultLoggedInElsewhere = 6, // same user logged in elsewhere
|
||||
k_EResultInvalidProtocolVer = 7, // protocol version is incorrect
|
||||
k_EResultInvalidParam = 8, // a parameter is incorrect
|
||||
k_EResultFileNotFound = 9, // file was not found
|
||||
k_EResultBusy = 10, // called method busy - action not taken
|
||||
k_EResultInvalidState = 11, // called object was in an invalid state
|
||||
k_EResultInvalidName = 12, // name is invalid
|
||||
k_EResultInvalidEmail = 13, // email is invalid
|
||||
k_EResultDuplicateName = 14, // name is not unique
|
||||
k_EResultAccessDenied = 15, // access is denied
|
||||
k_EResultTimeout = 16, // operation timed out
|
||||
k_EResultBanned = 17, // VAC2 banned
|
||||
k_EResultAccountNotFound = 18, // account not found
|
||||
k_EResultInvalidSteamID = 19, // steamID is invalid
|
||||
k_EResultServiceUnavailable = 20, // The requested service is currently unavailable
|
||||
k_EResultNotLoggedOn = 21, // The user is not logged on
|
||||
k_EResultPending = 22, // Request is pending (may be in process, or waiting on third party)
|
||||
k_EResultEncryptionFailure = 23, // Encryption or Decryption failed
|
||||
k_EResultInsufficientPrivilege = 24, // Insufficient privilege
|
||||
k_EResultLimitExceeded = 25, // Too much of a good thing
|
||||
k_EResultRevoked = 26, // Access has been revoked (used for revoked guest passes)
|
||||
k_EResultExpired = 27, // License/Guest pass the user is trying to access is expired
|
||||
k_EResultAlreadyRedeemed = 28, // Guest pass has already been redeemed by account, cannot be acked again
|
||||
k_EResultDuplicateRequest = 29, // The request is a duplicate and the action has already occurred in the past, ignored this time
|
||||
k_EResultAlreadyOwned = 30, // All the games in this guest pass redemption request are already owned by the user
|
||||
k_EResultIPNotFound = 31, // IP address not found
|
||||
k_EResultPersistFailed = 32, // failed to write change to the data store
|
||||
k_EResultLockingFailed = 33, // failed to acquire access lock for this operation
|
||||
k_EResultLogonSessionReplaced = 34,
|
||||
k_EResultConnectFailed = 35,
|
||||
k_EResultHandshakeFailed = 36,
|
||||
k_EResultIOFailure = 37,
|
||||
k_EResultRemoteDisconnect = 38,
|
||||
k_EResultShoppingCartNotFound = 39, // failed to find the shopping cart requested
|
||||
k_EResultBlocked = 40, // a user didn't allow it
|
||||
k_EResultIgnored = 41, // target is ignoring sender
|
||||
k_EResultNoMatch = 42, // nothing matching the request found
|
||||
k_EResultAccountDisabled = 43,
|
||||
};
|
||||
|
||||
// Error codes for use with the voice functions
|
||||
enum EVoiceResult
|
||||
{
|
||||
k_EVoiceResultOK = 0,
|
||||
k_EVoiceResultNotInitialized = 1,
|
||||
k_EVoiceResultNotRecording = 2,
|
||||
k_EVoiceResultNoData = 3,
|
||||
k_EVoiceResultBufferTooSmall = 4,
|
||||
k_EVoiceResultDataCorrupted = 5,
|
||||
};
|
||||
|
||||
// Result codes to GSHandleClientDeny/Kick
|
||||
typedef enum
|
||||
{
|
||||
k_EDenyInvalid = 0,
|
||||
k_EDenyInvalidVersion = 1,
|
||||
k_EDenyGeneric = 2,
|
||||
k_EDenyNotLoggedOn = 3,
|
||||
k_EDenyNoLicense = 4,
|
||||
k_EDenyCheater = 5,
|
||||
k_EDenyLoggedInElseWhere = 6,
|
||||
k_EDenyUnknownText = 7,
|
||||
k_EDenyIncompatibleAnticheat = 8,
|
||||
k_EDenyMemoryCorruption = 9,
|
||||
k_EDenyIncompatibleSoftware = 10,
|
||||
k_EDenySteamConnectionLost = 11,
|
||||
k_EDenySteamConnectionError = 12,
|
||||
k_EDenySteamResponseTimedOut = 13,
|
||||
k_EDenySteamValidationStalled = 14,
|
||||
k_EDenySteamOwnerLeftGuestUser = 15,
|
||||
} EDenyReason;
|
||||
|
||||
// Steam universes. Each universe is a self-contained Steam instance.
|
||||
enum EUniverse
|
||||
{
|
||||
k_EUniverseInvalid = 0,
|
||||
k_EUniversePublic = 1,
|
||||
k_EUniverseBeta = 2,
|
||||
k_EUniverseInternal = 3,
|
||||
k_EUniverseDev = 4,
|
||||
k_EUniverseRC = 5,
|
||||
k_EUniverseMax
|
||||
};
|
||||
|
||||
// Steam account types
|
||||
enum EAccountType
|
||||
{
|
||||
k_EAccountTypeInvalid = 0,
|
||||
k_EAccountTypeIndividual = 1, // single user account
|
||||
k_EAccountTypeMultiseat = 2, // multiseat (e.g. cybercafe) account
|
||||
k_EAccountTypeGameServer = 3, // game server account
|
||||
k_EAccountTypeAnonGameServer = 4, // anonymous game server account
|
||||
k_EAccountTypePending = 5, // pending
|
||||
k_EAccountTypeContentServer = 6, // content server
|
||||
k_EAccountTypeClan = 7,
|
||||
k_EAccountTypeChat = 8,
|
||||
k_EAccountTypeP2PSuperSeeder = 9, // a fake steamid used by superpeers to seed content to users of Steam P2P stuff
|
||||
k_EAccountTypeAnonUser = 10,
|
||||
|
||||
// Max of 16 items in this field
|
||||
k_EAccountTypeMax
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// types of user game stats fields
|
||||
// WARNING: DO NOT RENUMBER EXISTING VALUES - STORED IN DATABASE
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ESteamUserStatType
|
||||
{
|
||||
k_ESteamUserStatTypeINVALID = 0,
|
||||
k_ESteamUserStatTypeINT = 1,
|
||||
k_ESteamUserStatTypeFLOAT = 2,
|
||||
// Read as FLOAT, set with count / session length
|
||||
k_ESteamUserStatTypeAVGRATE = 3,
|
||||
k_ESteamUserStatTypeACHIEVEMENTS = 4,
|
||||
k_ESteamUserStatTypeGROUPACHIEVEMENTS = 5,
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Chat Entry Types (previously was only friend-to-friend message types)
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EChatEntryType
|
||||
{
|
||||
k_EChatEntryTypeChatMsg = 1, // Normal text message from another user
|
||||
k_EChatEntryTypeTyping = 2, // Another user is typing (not used in multi-user chat)
|
||||
k_EChatEntryTypeInviteGame = 3, // Invite from other user into that users current game
|
||||
k_EChatEntryTypeEmote = 4, // text emote message
|
||||
k_EChatEntryTypeLobbyGameStart = 5, // lobby game is starting
|
||||
// Above are previous FriendMsgType entries, now merged into more generic chat entry types
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Chat Room Enter Responses
|
||||
//-----------------------------------------------------------------------------
|
||||
enum EChatRoomEnterResponse
|
||||
{
|
||||
k_EChatRoomEnterResponseSuccess = 1, // Success
|
||||
k_EChatRoomEnterResponseDoesntExist = 2, // Chat doesn't exist (probably closed)
|
||||
k_EChatRoomEnterResponseNotAllowed = 3, // General Denied - You don't have the permissions needed to join the chat
|
||||
k_EChatRoomEnterResponseFull = 4, // Chat room has reached its maximum size
|
||||
k_EChatRoomEnterResponseError = 5, // Unexpected Error
|
||||
k_EChatRoomEnterResponseBanned = 6, // You are banned from this chat room and may not join
|
||||
};
|
||||
|
||||
|
||||
typedef void (*PFNLegacyKeyRegistration)( const char *pchCDKey, const char *pchInstallPath );
|
||||
typedef bool (*PFNLegacyKeyInstalled)();
|
||||
|
||||
const int k_unSteamAccountIDMask = 0xFFFFFFFF;
|
||||
const int k_unSteamAccountInstanceMask = 0x000FFFFF;
|
||||
|
||||
// Special flags for Chat accounts - they go in the top 8 bits
|
||||
// of the steam ID's "instance", leaving 12 for the actual instances
|
||||
enum EChatSteamIDInstanceFlags
|
||||
{
|
||||
k_EChatAccountInstanceMask = 0x00000FFF, // top 8 bits are flags
|
||||
|
||||
k_EChatInstanceFlagClan = ( k_unSteamAccountInstanceMask + 1 ) >> 1, // top bit
|
||||
k_EChatInstanceFlagLobby = ( k_unSteamAccountInstanceMask + 1 ) >> 2, // next one down, etc
|
||||
|
||||
// Max of 8 flags
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Possible positions to tell the overlay to show notifications in
|
||||
//-----------------------------------------------------------------------------
|
||||
enum ENotificationPosition
|
||||
{
|
||||
k_EPositionTopLeft = 0,
|
||||
k_EPositionTopRight = 1,
|
||||
k_EPositionBottomLeft = 2,
|
||||
k_EPositionBottomRight = 3,
|
||||
};
|
||||
|
||||
|
||||
#pragma pack( push, 1 )
|
||||
|
||||
// Steam ID structure (64 bits total)
|
||||
class CSteamID
|
||||
{
|
||||
public:
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID()
|
||||
{
|
||||
m_steamid.m_comp.m_unAccountID = 0;
|
||||
m_steamid.m_comp.m_EAccountType = k_EAccountTypeInvalid;
|
||||
m_steamid.m_comp.m_EUniverse = k_EUniverseInvalid;
|
||||
m_steamid.m_comp.m_unAccountInstance = 0;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID( uint32 unAccountID, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
Set( unAccountID, eUniverse, eAccountType );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// unAccountInstance - instance
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID( uint32 unAccountID, unsigned int unAccountInstance, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
#if defined(_SERVER) && defined(Assert)
|
||||
Assert( ! ( ( k_EAccountTypeIndividual == eAccountType ) && ( 1 != unAccountInstance ) ) ); // enforce that for individual accounts, instance is always 1
|
||||
#endif // _SERVER
|
||||
InstancedSet( unAccountID, unAccountInstance, eUniverse, eAccountType );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
// Input : ulSteamID - 64-bit representation of a Steam ID
|
||||
// Note: Will not accept a uint32 or int32 as input, as that is a probable mistake.
|
||||
// See the stubbed out overloads in the private: section for more info.
|
||||
//-----------------------------------------------------------------------------
|
||||
CSteamID( uint64 ulSteamID )
|
||||
{
|
||||
SetFromUint64( ulSteamID );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sets parameters for steam ID
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
void Set( uint32 unAccountID, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
m_steamid.m_comp.m_unAccountID = unAccountID;
|
||||
m_steamid.m_comp.m_EUniverse = eUniverse;
|
||||
m_steamid.m_comp.m_EAccountType = eAccountType;
|
||||
|
||||
if ( eAccountType == k_EAccountTypeClan )
|
||||
{
|
||||
m_steamid.m_comp.m_unAccountInstance = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_steamid.m_comp.m_unAccountInstance = 1;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sets parameters for steam ID
|
||||
// Input : unAccountID - 32-bit account ID
|
||||
// eUniverse - Universe this account belongs to
|
||||
// eAccountType - Type of account
|
||||
//-----------------------------------------------------------------------------
|
||||
void InstancedSet( uint32 unAccountID, uint32 unInstance, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
m_steamid.m_comp.m_unAccountID = unAccountID;
|
||||
m_steamid.m_comp.m_EUniverse = eUniverse;
|
||||
m_steamid.m_comp.m_EAccountType = eAccountType;
|
||||
m_steamid.m_comp.m_unAccountInstance = unInstance;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Initializes a steam ID from its 52 bit parts and universe/type
|
||||
// Input : ulIdentifier - 52 bits of goodness
|
||||
//-----------------------------------------------------------------------------
|
||||
void FullSet( uint64 ulIdentifier, EUniverse eUniverse, EAccountType eAccountType )
|
||||
{
|
||||
m_steamid.m_comp.m_unAccountID = ( ulIdentifier & 0xFFFFFFFF ); // account ID is low 32 bits
|
||||
m_steamid.m_comp.m_unAccountInstance = ( ( ulIdentifier >> 32 ) & 0xFFFFF ); // account instance is next 20 bits
|
||||
m_steamid.m_comp.m_EUniverse = eUniverse;
|
||||
m_steamid.m_comp.m_EAccountType = eAccountType;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Initializes a steam ID from its 64-bit representation
|
||||
// Input : ulSteamID - 64-bit representation of a Steam ID
|
||||
//-----------------------------------------------------------------------------
|
||||
void SetFromUint64( uint64 ulSteamID )
|
||||
{
|
||||
m_steamid.m_unAll64Bits = ulSteamID;
|
||||
}
|
||||
|
||||
|
||||
#if defined( INCLUDED_STEAM_COMMON_STEAMCOMMON_H )
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Initializes a steam ID from a Steam2 ID structure
|
||||
// Input: pTSteamGlobalUserID - Steam2 ID to convert
|
||||
// eUniverse - universe this ID belongs to
|
||||
//-----------------------------------------------------------------------------
|
||||
void SetFromSteam2( TSteamGlobalUserID *pTSteamGlobalUserID, EUniverse eUniverse )
|
||||
{
|
||||
m_steamid.m_comp.m_unAccountID = pTSteamGlobalUserID->m_SteamLocalUserID.Split.Low32bits * 2 +
|
||||
pTSteamGlobalUserID->m_SteamLocalUserID.Split.High32bits;
|
||||
m_steamid.m_comp.m_EUniverse = eUniverse; // set the universe
|
||||
m_steamid.m_comp.m_EAccountType = k_EAccountTypeIndividual; // Steam 2 accounts always map to account type of individual
|
||||
m_steamid.m_comp.m_unAccountInstance = 1; // individual accounts always have an account instance ID of 1
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Fills out a Steam2 ID structure
|
||||
// Input: pTSteamGlobalUserID - Steam2 ID to write to
|
||||
//-----------------------------------------------------------------------------
|
||||
void ConvertToSteam2( TSteamGlobalUserID *pTSteamGlobalUserID ) const
|
||||
{
|
||||
// only individual accounts have any meaning in Steam 2, only they can be mapped
|
||||
// Assert( m_steamid.m_comp.m_EAccountType == k_EAccountTypeIndividual );
|
||||
|
||||
pTSteamGlobalUserID->m_SteamInstanceID = 0;
|
||||
pTSteamGlobalUserID->m_SteamLocalUserID.Split.High32bits = m_steamid.m_comp.m_unAccountID % 2;
|
||||
pTSteamGlobalUserID->m_SteamLocalUserID.Split.Low32bits = m_steamid.m_comp.m_unAccountID / 2;
|
||||
}
|
||||
#endif // defined( INCLUDED_STEAM_COMMON_STEAMCOMMON_H )
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Converts steam ID to its 64-bit representation
|
||||
// Output : 64-bit representation of a Steam ID
|
||||
//-----------------------------------------------------------------------------
|
||||
uint64 ConvertToUint64() const
|
||||
{
|
||||
return m_steamid.m_unAll64Bits;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Converts the static parts of a steam ID to a 64-bit representation.
|
||||
// For multiseat accounts, all instances of that account will have the
|
||||
// same static account key, so they can be grouped together by the static
|
||||
// account key.
|
||||
// Output : 64-bit static account key
|
||||
//-----------------------------------------------------------------------------
|
||||
uint64 GetStaticAccountKey() const
|
||||
{
|
||||
// note we do NOT include the account instance (which is a dynamic property) in the static account key
|
||||
return (uint64) ( ( ( (uint64) m_steamid.m_comp.m_EUniverse ) << 56 ) + ((uint64) m_steamid.m_comp.m_EAccountType << 52 ) + m_steamid.m_comp.m_unAccountID );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: create an anonymous game server login to be filled in by the AM
|
||||
//-----------------------------------------------------------------------------
|
||||
void CreateBlankAnonLogon( EUniverse eUniverse )
|
||||
{
|
||||
m_steamid.m_comp.m_unAccountID = 0;
|
||||
m_steamid.m_comp.m_EAccountType = k_EAccountTypeAnonGameServer;
|
||||
m_steamid.m_comp.m_EUniverse = eUniverse;
|
||||
m_steamid.m_comp.m_unAccountInstance = 0;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: create an anonymous game server login to be filled in by the AM
|
||||
//-----------------------------------------------------------------------------
|
||||
void CreateBlankAnonUserLogon( EUniverse eUniverse )
|
||||
{
|
||||
m_steamid.m_comp.m_unAccountID = 0;
|
||||
m_steamid.m_comp.m_EAccountType = k_EAccountTypeAnonUser;
|
||||
m_steamid.m_comp.m_EUniverse = eUniverse;
|
||||
m_steamid.m_comp.m_unAccountInstance = 0;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this an anonymous game server login that will be filled in?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BBlankAnonAccount() const
|
||||
{
|
||||
return m_steamid.m_comp.m_unAccountID == 0 && BAnonAccount() && m_steamid.m_comp.m_unAccountInstance == 0;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a game server account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BGameServerAccount() const
|
||||
{
|
||||
return m_steamid.m_comp.m_EAccountType == k_EAccountTypeGameServer || m_steamid.m_comp.m_EAccountType == k_EAccountTypeAnonGameServer;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a content server account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BContentServerAccount() const
|
||||
{
|
||||
return m_steamid.m_comp.m_EAccountType == k_EAccountTypeContentServer;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a clan account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BClanAccount() const
|
||||
{
|
||||
return m_steamid.m_comp.m_EAccountType == k_EAccountTypeClan;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a chat account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BChatAccount() const
|
||||
{
|
||||
return m_steamid.m_comp.m_EAccountType == k_EAccountTypeChat;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this a chat account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool IsLobby() const
|
||||
{
|
||||
return ( m_steamid.m_comp.m_EAccountType == k_EAccountTypeChat )
|
||||
&& ( m_steamid.m_comp.m_unAccountInstance & k_EChatInstanceFlagLobby );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this an individual user account id?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BIndividualAccount() const
|
||||
{
|
||||
return m_steamid.m_comp.m_EAccountType == k_EAccountTypeIndividual;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this an anonymous account?
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BAnonAccount() const
|
||||
{
|
||||
return m_steamid.m_comp.m_EAccountType == k_EAccountTypeAnonUser || m_steamid.m_comp.m_EAccountType == k_EAccountTypeAnonGameServer;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Is this an anonymous user account? ( used to create an account or reset a password )
|
||||
//-----------------------------------------------------------------------------
|
||||
bool BAnonUserAccount() const
|
||||
{
|
||||
return m_steamid.m_comp.m_EAccountType == k_EAccountTypeAnonUser;
|
||||
}
|
||||
|
||||
|
||||
// simple accessors
|
||||
void SetAccountID( uint32 unAccountID ) { m_steamid.m_comp.m_unAccountID = unAccountID; }
|
||||
uint32 GetAccountID() const { return m_steamid.m_comp.m_unAccountID; }
|
||||
uint32 GetUnAccountInstance() const { return m_steamid.m_comp.m_unAccountInstance; }
|
||||
EAccountType GetEAccountType() const { return ( EAccountType ) m_steamid.m_comp.m_EAccountType; }
|
||||
EUniverse GetEUniverse() const { return m_steamid.m_comp.m_EUniverse; }
|
||||
void SetEUniverse( EUniverse eUniverse ) { m_steamid.m_comp.m_EUniverse = eUniverse; }
|
||||
bool IsValid() const { return ( m_steamid.m_comp.m_EAccountType != k_EAccountTypeInvalid && m_steamid.m_comp.m_EUniverse != k_EUniverseInvalid ); }
|
||||
|
||||
// this set of functions is hidden, will be moved out of class
|
||||
explicit CSteamID( const char *pchSteamID, EUniverse eDefaultUniverse = k_EUniverseInvalid );
|
||||
const char * Render() const; // renders this steam ID to string
|
||||
static const char * Render( uint64 ulSteamID ); // static method to render a uint64 representation of a steam ID to a string
|
||||
|
||||
void SetFromString( const char *pchSteamID, EUniverse eDefaultUniverse );
|
||||
bool SetFromSteam2String( const char *pchSteam2ID, EUniverse eUniverse );
|
||||
|
||||
inline bool operator==( const CSteamID &val ) const { return m_steamid.m_unAll64Bits == val.m_steamid.m_unAll64Bits; }
|
||||
inline bool operator!=( const CSteamID &val ) const { return !operator==( val ); }
|
||||
inline bool operator<( const CSteamID &val ) const { return m_steamid.m_unAll64Bits < val.m_steamid.m_unAll64Bits; }
|
||||
inline bool operator>( const CSteamID &val ) const { return m_steamid.m_unAll64Bits > val.m_steamid.m_unAll64Bits; }
|
||||
|
||||
// DEBUG function
|
||||
bool BValidExternalSteamID() const;
|
||||
|
||||
private:
|
||||
// These are defined here to prevent accidental implicit conversion of a u32AccountID to a CSteamID.
|
||||
// If you get a compiler error about an ambiguous constructor/function then it may be because you're
|
||||
// passing a 32-bit int to a function that takes a CSteamID. You should explicitly create the SteamID
|
||||
// using the correct Universe and account Type/Instance values.
|
||||
CSteamID( uint32 );
|
||||
CSteamID( int32 );
|
||||
|
||||
// 64 bits total
|
||||
union SteamID_t
|
||||
{
|
||||
struct SteamIDComponent_t
|
||||
{
|
||||
uint32 m_unAccountID : 32; // unique account identifier
|
||||
unsigned int m_unAccountInstance : 20; // dynamic instance ID (used for multiseat type accounts only)
|
||||
unsigned int m_EAccountType : 4; // type of account - can't show as EAccountType, due to signed / unsigned difference
|
||||
EUniverse m_EUniverse : 8; // universe this account belongs to
|
||||
} m_comp;
|
||||
|
||||
uint64 m_unAll64Bits;
|
||||
} m_steamid;
|
||||
};
|
||||
|
||||
// generic invalid CSteamID
|
||||
const CSteamID k_steamIDNil;
|
||||
|
||||
// This steamID comes from a user game connection to an out of date GS that hasnt implemented the protocol
|
||||
// to provide its steamID
|
||||
const CSteamID k_steamIDOutofDateGS( 0, 0, k_EUniverseInvalid, k_EAccountTypeInvalid );
|
||||
// This steamID comes from a user game connection to an sv_lan GS
|
||||
const CSteamID k_steamIDLanModeGS( 0, 0, k_EUniversePublic, k_EAccountTypeInvalid );
|
||||
// This steamID can come from a user game connection to a GS that has just booted but hasnt yet even initialized
|
||||
// its steam3 component and started logging on.
|
||||
const CSteamID k_steamIDNotInitYetGS( 1, 0, k_EUniverseInvalid, k_EAccountTypeInvalid );
|
||||
// This steamID can come from a user game connection to a GS that isn't using the steam authentication system but still
|
||||
// wants to support the "Join Game" option in the friends list
|
||||
const CSteamID k_steamIDNonSteamGS( 2, 0, k_EUniverseInvalid, k_EAccountTypeInvalid );
|
||||
|
||||
|
||||
#ifdef STEAM
|
||||
// Returns the matching chat steamID, with the default instance of 0
|
||||
// If the steamID passed in is already of type k_EAccountTypeChat it will be returned with the same instance
|
||||
CSteamID ChatIDFromSteamID( const CSteamID &steamID );
|
||||
// Returns the matching clan steamID, with the default instance of 0
|
||||
// If the steamID passed in is already of type k_EAccountTypeClan it will be returned with the same instance
|
||||
CSteamID ClanIDFromSteamID( const CSteamID &steamID );
|
||||
// Asserts steamID type before conversion
|
||||
CSteamID ChatIDFromClanID( const CSteamID &steamIDClan );
|
||||
// Asserts steamID type before conversion
|
||||
CSteamID ClanIDFromChatID( const CSteamID &steamIDChat );
|
||||
|
||||
#endif // _STEAM
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: encapsulates an appID/modID pair
|
||||
//-----------------------------------------------------------------------------
|
||||
class CGameID
|
||||
{
|
||||
public:
|
||||
|
||||
CGameID()
|
||||
{
|
||||
m_gameID.m_nType = k_EGameIDTypeApp;
|
||||
m_gameID.m_nAppID = k_uAppIdInvalid;
|
||||
m_gameID.m_nModID = 0;
|
||||
}
|
||||
|
||||
explicit CGameID( uint64 ulGameID )
|
||||
{
|
||||
m_ulGameID = ulGameID;
|
||||
}
|
||||
|
||||
explicit CGameID( int32 nAppID )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
}
|
||||
|
||||
explicit CGameID( uint32 nAppID )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
}
|
||||
|
||||
CGameID( uint32 nAppID, uint32 nModID )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
m_gameID.m_nModID = nModID;
|
||||
m_gameID.m_nType = k_EGameIDTypeGameMod;
|
||||
}
|
||||
|
||||
// Hidden functions used only by Steam
|
||||
explicit CGameID( const char *pchGameID );
|
||||
const char *Render() const; // render this Game ID to string
|
||||
static const char *Render( uint64 ulGameID ); // static method to render a uint64 representation of a Game ID to a string
|
||||
|
||||
// must include checksum_crc.h first to get this functionality
|
||||
#if defined( CHECKSUM_CRC_H )
|
||||
CGameID( uint32 nAppID, const char *pchModPath )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = nAppID;
|
||||
m_gameID.m_nType = k_EGameIDTypeGameMod;
|
||||
|
||||
char rgchModDir[MAX_PATH];
|
||||
Q_FileBase( pchModPath, rgchModDir, sizeof( rgchModDir ) );
|
||||
CRC32_t crc32;
|
||||
CRC32_Init( &crc32 );
|
||||
CRC32_ProcessBuffer( &crc32, rgchModDir, Q_strlen( rgchModDir ) );
|
||||
CRC32_Final( &crc32 );
|
||||
|
||||
// set the high-bit on the mod-id
|
||||
// reduces crc32 to 31bits, but lets us use the modID as a guaranteed unique
|
||||
// replacement for appID's
|
||||
m_gameID.m_nModID = crc32 | (0x80000000);
|
||||
}
|
||||
|
||||
CGameID( const char *pchExePath, const char *pchAppName )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = k_uAppIdInvalid;
|
||||
m_gameID.m_nType = k_EGameIDTypeShortcut;
|
||||
|
||||
CRC32_t crc32;
|
||||
CRC32_Init( &crc32 );
|
||||
CRC32_ProcessBuffer( &crc32, pchExePath, Q_strlen( pchExePath ) );
|
||||
CRC32_ProcessBuffer( &crc32, pchAppName, Q_strlen( pchAppName ) );
|
||||
CRC32_Final( &crc32 );
|
||||
|
||||
// set the high-bit on the mod-id
|
||||
// reduces crc32 to 31bits, but lets us use the modID as a guaranteed unique
|
||||
// replacement for appID's
|
||||
m_gameID.m_nModID = crc32 | (0x80000000);
|
||||
}
|
||||
|
||||
#if defined( VSTFILEID_H )
|
||||
|
||||
CGameID( VstFileID vstFileID )
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
m_gameID.m_nAppID = k_uAppIdInvalid;
|
||||
m_gameID.m_nType = k_EGameIDTypeP2P;
|
||||
|
||||
CRC32_t crc32;
|
||||
CRC32_Init( &crc32 );
|
||||
const char *pchFileId = vstFileID.Render();
|
||||
CRC32_ProcessBuffer( &crc32, pchFileId, Q_strlen( pchFileId ) );
|
||||
CRC32_Final( &crc32 );
|
||||
|
||||
// set the high-bit on the mod-id
|
||||
// reduces crc32 to 31bits, but lets us use the modID as a guaranteed unique
|
||||
// replacement for appID's
|
||||
m_gameID.m_nModID = crc32 | (0x80000000);
|
||||
}
|
||||
|
||||
#endif /* VSTFILEID_H */
|
||||
|
||||
#endif /* CHECKSUM_CRC_H */
|
||||
|
||||
|
||||
uint64 ToUint64() const
|
||||
{
|
||||
return m_ulGameID;
|
||||
}
|
||||
|
||||
uint64 *GetUint64Ptr()
|
||||
{
|
||||
return &m_ulGameID;
|
||||
}
|
||||
|
||||
bool IsMod() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeGameMod );
|
||||
}
|
||||
|
||||
bool IsShortcut() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeShortcut );
|
||||
}
|
||||
|
||||
bool IsP2PFile() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeP2P );
|
||||
}
|
||||
|
||||
bool IsSteamApp() const
|
||||
{
|
||||
return ( m_gameID.m_nType == k_EGameIDTypeApp );
|
||||
}
|
||||
|
||||
uint32 ModID() const
|
||||
{
|
||||
return m_gameID.m_nModID;
|
||||
}
|
||||
|
||||
uint32 AppID() const
|
||||
{
|
||||
return m_gameID.m_nAppID;
|
||||
}
|
||||
|
||||
bool operator == ( const CGameID &rhs ) const
|
||||
{
|
||||
return m_ulGameID == rhs.m_ulGameID;
|
||||
}
|
||||
|
||||
bool operator != ( const CGameID &rhs ) const
|
||||
{
|
||||
return !(*this == rhs);
|
||||
}
|
||||
|
||||
bool operator < ( const CGameID &rhs ) const
|
||||
{
|
||||
return ( m_ulGameID < rhs.m_ulGameID );
|
||||
}
|
||||
|
||||
bool IsValid() const
|
||||
{
|
||||
// each type has it's own invalid fixed point:
|
||||
switch( m_gameID.m_nType )
|
||||
{
|
||||
case k_EGameIDTypeApp:
|
||||
return m_gameID.m_nAppID != k_uAppIdInvalid;
|
||||
break;
|
||||
case k_EGameIDTypeGameMod:
|
||||
return m_gameID.m_nAppID != k_uAppIdInvalid && m_gameID.m_nModID & 0x80000000;
|
||||
break;
|
||||
case k_EGameIDTypeShortcut:
|
||||
return m_gameID.m_nAppID == k_uAppIdInvalid && m_gameID.m_nModID & 0x80000000;
|
||||
break;
|
||||
case k_EGameIDTypeP2P:
|
||||
return m_gameID.m_nAppID == k_uAppIdInvalid && m_gameID.m_nModID & 0x80000000;
|
||||
break;
|
||||
default:
|
||||
#if defined(Assert)
|
||||
Assert(false);
|
||||
#endif
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Reset()
|
||||
{
|
||||
m_ulGameID = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
private:
|
||||
|
||||
enum EGameIDType
|
||||
{
|
||||
k_EGameIDTypeApp = 0,
|
||||
k_EGameIDTypeGameMod = 1,
|
||||
k_EGameIDTypeShortcut = 2,
|
||||
k_EGameIDTypeP2P = 3,
|
||||
};
|
||||
|
||||
struct GameID_t
|
||||
{
|
||||
unsigned int m_nAppID : 24;
|
||||
unsigned int m_nType : 8;
|
||||
unsigned int m_nModID : 32;
|
||||
};
|
||||
|
||||
union
|
||||
{
|
||||
uint64 m_ulGameID;
|
||||
GameID_t m_gameID;
|
||||
};
|
||||
};
|
||||
|
||||
#pragma pack( pop )
|
||||
|
||||
const int k_cchGameExtraInfoMax = 64;
|
||||
|
||||
|
||||
// Max number of credit cards stored for one account
|
||||
const int k_nMaxNumCardsPerAccount = 1;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Constants used for query ports.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#define QUERY_PORT_NOT_INITIALIZED 0xFFFF // We haven't asked the GS for this query port's actual value yet.
|
||||
#define QUERY_PORT_ERROR 0xFFFE // We were unable to get the query port for this server.
|
||||
|
||||
#endif // STEAMCLIENTPUBLIC_H
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user