mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
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126 lines
7.7 KiB
C
126 lines
7.7 KiB
C
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#ifndef ISTEAMUSER014_H
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#define ISTEAMUSER014_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamUser014
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{
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public:
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// returns the HSteamUser this interface represents
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// this is only used internally by the API, and by a few select interfaces that support multi-user
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virtual HSteamUser GetHSteamUser() = 0;
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// returns true if the Steam client current has a live connection to the Steam servers.
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// 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.
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// The Steam client will automatically be trying to recreate the connection as often as possible.
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virtual bool BLoggedOn() = 0;
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// returns the CSteamID of the account currently logged into the Steam client
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// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API
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virtual CSteamID GetSteamID() = 0;
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// Multiplayer Authentication functions
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// InitiateGameConnection() starts the state machine for authenticating the game client with the game server
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// It is the client portion of a three-way handshake between the client, the game server, and the steam servers
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//
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// Parameters:
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// void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token.
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// int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes.
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// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
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// CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( <appID> )
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// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
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// bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running)
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//
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// 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
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// The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process.
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virtual int InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ) = 0;
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// notify of disconnect
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// needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call
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virtual void TerminateGameConnection( uint32 unIPServer, uint16 usPortServer ) = 0;
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// Legacy functions
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// used by only a few games to track usage events
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virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;
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// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
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// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
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virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;
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// Starts voice recording. Once started, use GetVoice() to get the data
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virtual void StartVoiceRecording( ) = 0;
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// Stops voice recording. Because people often release push-to-talk keys early, the system will keep recording for
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// a little bit after this function is called. GetVoice() should continue to be called until it returns
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// k_eVoiceResultNotRecording
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virtual void StopVoiceRecording( ) = 0;
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// Determine the amount of captured audio data that is available in bytes.
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// This provides both the compressed and uncompressed data. Please note that the uncompressed
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// data is not the raw feed from the microphone: data may only be available if audible
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// levels of speech are detected.
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virtual EVoiceResult GetAvailableVoice(uint32 *pcbCompressed, uint32 *pcbUncompressed) = 0;
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// Gets the latest voice data from the microphone. Compressed data is an arbitrary format, and is meant to be handed back to
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// DecompressVoice() for playback later as a binary blob. Uncompressed data is 16-bit, signed integer, 11025Hz PCM format.
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// Please note that the uncompressed data is not the raw feed from the microphone: data may only be available if audible
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// levels of speech are detected, and may have passed through denoising filters, etc.
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// This function should be called as often as possible once recording has started; once per frame at least.
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// nBytesWritten is set to the number of bytes written to pDestBuffer.
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// nUncompressedBytesWritten is set to the number of bytes written to pUncompressedDestBuffer.
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// You must grab both compressed and uncompressed here at the same time, if you want both.
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// Matching data that is not read during this call will be thrown away.
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// GetAvailableVoice() can be used to determine how much data is actually available.
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virtual EVoiceResult GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed, void *pUncompressedDestBuffer, uint32 cbUncompressedDestBufferSize, uint32 *nUncompressBytesWritten ) = 0;
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// Decompresses a chunk of compressed data produced by GetVoice().
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// nBytesWritten is set to the number of bytes written to pDestBuffer unless the return value is k_EVoiceResultBufferTooSmall.
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// In that case, nBytesWritten is set to the size of the buffer required to decompress the given
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// data. The suggested buffer size for the destination buffer is 22 kilobytes.
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// The output format of the data is 16-bit signed at 11025 samples per second.
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virtual EVoiceResult DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten ) = 0;
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// Retrieve ticket to be sent to the entity who wishes to authenticate you.
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// pcbTicket retrieves the length of the actual ticket.
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virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
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// Authenticate ticket from entity steamID to be sure it is valid and isnt reused
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// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
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virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0;
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// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
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virtual void EndAuthSession( CSteamID steamID ) = 0;
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// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
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virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0;
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// After receiving a user's authentication data, and passing it to BeginAuthSession, use this function
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// to determine if the user owns downloadable content specified by the provided AppID.
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virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
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// returns true if this users looks like they are behind a NAT device. Only valid once the user has connected to steam
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// (i.e a SteamServersConnected_t has been issued) and may not catch all forms of NAT.
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virtual bool BIsBehindNAT() = 0;
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// set data to be replicated to friends so that they can join your game
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// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
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// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
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virtual void AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer ) = 0;
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// Requests a ticket encrypted with an app specific shared key
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// pDataToInclude, cbDataToInclude will be encrypted into the ticket
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// ( This is asynchronous, you must wait for the ticket to be completed by the server )
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virtual SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude ) = 0;
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// retrieve a finished ticket
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virtual bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
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};
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#endif // ISTEAMUSER014_H
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