Merge pull request #110 from otavepto/patch-old-interfaces

add some old interfaces
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Detanup01 2024-12-07 12:30:16 +01:00 committed by GitHub
commit a07d5e2b4a
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19 changed files with 2434 additions and 863 deletions

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@ -212,48 +212,48 @@ bool steamclient_has_ipv6_functions()
static void *create_client_interface(const char *ver)
{
std::lock_guard<std::recursive_mutex> lock(global_mutex);
void *steam_client = nullptr;
Steam_Client *client_ptr = get_steam_client();
if (strstr(ver, "SteamClient") == ver) {
if (strcmp(ver, "SteamClient007") == 0) {
steam_client = static_cast<ISteamClient007 *>(get_steam_client());
if (strcmp(ver, "SteamClient006") == 0) {
return static_cast<ISteamClient006 *>(client_ptr);
} else if (strcmp(ver, "SteamClient007") == 0) {
return static_cast<ISteamClient007 *>(client_ptr);
} else if (strcmp(ver, "SteamClient008") == 0) {
steam_client = static_cast<ISteamClient008 *>(get_steam_client());
return static_cast<ISteamClient008 *>(client_ptr);
} else if (strcmp(ver, "SteamClient009") == 0) {
steam_client = static_cast<ISteamClient009 *>(get_steam_client());
return static_cast<ISteamClient009 *>(client_ptr);
} else if (strcmp(ver, "SteamClient010") == 0) {
steam_client = static_cast<ISteamClient010 *>(get_steam_client());
return static_cast<ISteamClient010 *>(client_ptr);
} else if (strcmp(ver, "SteamClient011") == 0) {
steam_client = static_cast<ISteamClient011 *>(get_steam_client());
return static_cast<ISteamClient011 *>(client_ptr);
} else if (strcmp(ver, "SteamClient012") == 0) {
steam_client = static_cast<ISteamClient012 *>(get_steam_client());
return static_cast<ISteamClient012 *>(client_ptr);
} else if (strcmp(ver, "SteamClient013") == 0) {
steam_client = static_cast<ISteamClient013 *>(get_steam_client());
return static_cast<ISteamClient013 *>(client_ptr);
} else if (strcmp(ver, "SteamClient014") == 0) {
steam_client = static_cast<ISteamClient014 *>(get_steam_client());
return static_cast<ISteamClient014 *>(client_ptr);
} else if (strcmp(ver, "SteamClient015") == 0) {
steam_client = static_cast<ISteamClient015 *>(get_steam_client());
return static_cast<ISteamClient015 *>(client_ptr);
} else if (strcmp(ver, "SteamClient016") == 0) {
steam_client = static_cast<ISteamClient016 *>(get_steam_client());
return static_cast<ISteamClient016 *>(client_ptr);
} else if (strcmp(ver, "SteamClient017") == 0) {
steam_client = static_cast<ISteamClient017 *>(get_steam_client());
return static_cast<ISteamClient017 *>(client_ptr);
} else if (strcmp(ver, "SteamClient018") == 0) {
steam_client = static_cast<ISteamClient018 *>(get_steam_client());
return static_cast<ISteamClient018 *>(client_ptr);
} else if (strcmp(ver, "SteamClient019") == 0) {
steam_client = static_cast<ISteamClient019 *>(get_steam_client());
} else if (strcmp(ver, "SteamClient020") == 0) {
steamclient_has_ipv6_functions_flag = true;
steam_client = static_cast<ISteamClient020 *>(get_steam_client());
return static_cast<ISteamClient019 *>(client_ptr);
}
steamclient_has_ipv6_functions_flag = true;
if (strcmp(ver, "SteamClient020") == 0) {
return static_cast<ISteamClient020 *>(client_ptr);
} else if (strcmp(ver, STEAMCLIENT_INTERFACE_VERSION) == 0) {
steamclient_has_ipv6_functions_flag = true;
steam_client = static_cast<ISteamClient *>(get_steam_client());
} else {
PRINT_DEBUG("requested unknown steamclient version '%s'", ver);
get_steam_client()->report_missing_impl_and_exit(ver, EMU_FUNC_NAME);
return static_cast<ISteamClient *>(client_ptr);
}
}
return steam_client;
client_ptr->report_missing_impl_and_exit(ver, EMU_FUNC_NAME);
}
STEAMAPI_API void * S_CALLTYPE SteamInternal_CreateInterface( const char *ver )

97
dll/dll/steam_billing.h Normal file
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@ -0,0 +1,97 @@
/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
#ifndef __INCLUDED_STEAM_BILLING_H__
#define __INCLUDED_STEAM_BILLING_H__
#include "base.h"
class Steam_Billing:
public ISteamBilling
{
class Settings *settings{};
class Networking *network{};
class SteamCallResults *callback_results{};
class SteamCallBacks *callbacks{};
class RunEveryRunCB *run_every_runcb{};
static void steam_network_callback(void *object, Common_Message *msg);
static void steam_run_every_runcb(void *object);
void steam_run_callback();
void network_callback(Common_Message *msg);
public:
Steam_Billing(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb);
~Steam_Billing();
bool _unknown_fn_1( );
bool _unknown_fn_2( );
bool _unknown_fn_3( );
bool _unknown_fn_4( );
bool _unknown_fn_5( );
bool _unknown_fn_6( );
bool _unknown_fn_7( );
bool _unknown_fn_8( );
bool _unknown_fn_9( );
bool _unknown_fn_10( );
bool _unknown_fn_11( );
bool _unknown_fn_12( );
bool _unknown_fn_13( );
bool _unknown_fn_14( );
bool _unknown_fn_15( );
bool _unknown_fn_16( );
bool _unknown_fn_17( );
bool _unknown_fn_18( );
bool _unknown_fn_19( );
int _unknown_fn_20( );
int _unknown_fn_21( );
int _unknown_fn_22( );
int _unknown_fn_23( );
int _unknown_fn_24( );
int _unknown_fn_25( );
int _unknown_fn_26( );
const char* _unknown_fn_27( ); // returns null string (str address is inside .rdata so it can't change at runtime)
int _unknown_fn_28( );
int _unknown_fn_29( ); // mov eax, 2
int _unknown_fn_30( );
int _unknown_fn_31( );
int _unknown_fn_32( );
int _unknown_fn_33( );
int _unknown_fn_34( );
int _unknown_fn_35( );
int _unknown_fn_36( );
int _unknown_fn_37( );
const char* _unknown_fn_38( ); // returns null string (str address is inside .rdata so it can't change at runtime)
int _unknown_fn_39( );
int _unknown_fn_40( );
bool _unknown_fn_41( );
bool _unknown_fn_42( );
bool _unknown_fn_43( );
};
#endif // __INCLUDED_STEAM_BILLING_H__

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@ -51,6 +51,7 @@
#include "steam_parties.h"
#include "steam_remoteplay.h"
#include "steam_tv.h"
#include "steam_billing.h"
#include "steam_gameserver.h"
#include "steam_gameserverstats.h"
@ -68,6 +69,7 @@ enum Steam_Pipe {
};
class Steam_Client :
public ISteamClient006,
public ISteamClient007,
public ISteamClient008,
public ISteamClient009,
@ -142,6 +144,7 @@ public:
Steam_GameStats *steam_gamestats{};
Steam_Timeline *steam_timeline{};
Steam_App_Disable_Update *steam_app_disable_update{};
Steam_Billing *steam_billing{};
Steam_GameServer *steam_gameserver{};
Steam_Utils *steam_gameserver_utils{};
@ -248,6 +251,8 @@ public:
// steam appp disable update
ISteamAppDisableUpdate *GetISteamAppDisableUpdate( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// steam billing
ISteamBilling *GetISteamBilling( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// Deprecated. Applications should use SteamAPI_RunCallbacks() or SteamGameServer_RunCallbacks() instead.
STEAM_PRIVATE_API( void RunFrame() );
@ -343,6 +348,22 @@ public:
void DestroyAllInterfaces();
// older sdk ----------------------------------------------------------
// https://github.com/ValveSoftware/Proton/blob/proton_9.0/lsteamclient/steamworks_sdk_099v/isteamclient.h
// https://workshop.perforce.com/files/guest/knut_wikstrom/ValveSDKCode/public/steam/isteamclient.h
// creates a global instance of a steam user, so that other processes can share it
// used by the steam UI, to share it's account info/connection with any games it launches
// fails (returns NULL) if an existing instance already exists
HSteamUser CreateGlobalUser( HSteamPipe *phSteamPipe );
// retrieves the IVac interface associated with the handle
// there is normally only one instance of VAC running, but using this connects it to the right user/account
void *GetIVAC( HSteamUser hSteamUser );
// returns the name of a universe
const char *GetUniverseName( EUniverse eUniverse );
void *GetISteamBilling_old( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// older sdk ----------------------------------------------------------
void report_missing_impl(std::string_view itf, std::string_view caller);
[[noreturn]] void report_missing_impl_and_exit(std::string_view itf, std::string_view caller);

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@ -26,10 +26,10 @@
//-----------------------------------------------------------------------------
struct Gameserver_Outgoing_Packet {
std::vector<uint8_t> data{};
std::vector<uint8_t> data{};
uint32 ip{};
uint16 port{};
uint32 ip{};
uint16 port{};
};
struct Gameserver_Player_Info_t {
@ -39,6 +39,8 @@ struct Gameserver_Player_Info_t {
};
class Steam_GameServer :
public ISteamGameServer002,
public ISteamGameServer003,
public ISteamGameServer004,
public ISteamGameServer005,
public ISteamGameServer008,
@ -70,6 +72,8 @@ public ISteamGameServer
std::vector<struct Gameserver_Outgoing_Packet> outgoing_packets{};
void set_version(const char *pchVersionString);
public:
Steam_GameServer(class Settings *settings, class Networking *network, class SteamCallBacks *callbacks);
@ -82,228 +86,228 @@ public:
// may not be changed after logged in.
//
/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString );
/// This is called by SteamGameServer_Init, and you will usually not need to call it directly
bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString );
/// Game product identifier. This is currently used by the master server for version checking purposes.
/// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
void SetProduct( const char *pszProduct );
/// Game product identifier. This is currently used by the master server for version checking purposes.
/// It's a required field, but will eventually will go away, and the AppID will be used for this purpose.
void SetProduct( const char *pszProduct );
/// Description of the game. This is a required field and is displayed in the steam server browser....for now.
/// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
void SetGameDescription( const char *pszGameDescription );
/// Description of the game. This is a required field and is displayed in the steam server browser....for now.
/// This is a required field, but it will go away eventually, as the data should be determined from the AppID.
void SetGameDescription( const char *pszGameDescription );
/// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
/// this application is the original game, not a mod.
///
/// @see k_cbMaxGameServerGameDir
void SetModDir( const char *pszModDir );
/// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning
/// this application is the original game, not a mod.
///
/// @see k_cbMaxGameServerGameDir
void SetModDir( const char *pszModDir );
/// Is this is a dedicated server? The default value is false.
void SetDedicatedServer( bool bDedicated );
/// Is this is a dedicated server? The default value is false.
void SetDedicatedServer( bool bDedicated );
//
// Login
//
/// Begin process to login to a persistent game server account
///
/// You need to register for callbacks to determine the result of this operation.
/// @see SteamServersConnected_t
/// @see SteamServerConnectFailure_t
/// @see SteamServersDisconnected_t
void LogOn( const char *pszToken );
void LogOn(
const char *pszAccountName,
const char *pszPassword
);
void LogOn();
/// Begin process to login to a persistent game server account
///
/// You need to register for callbacks to determine the result of this operation.
/// @see SteamServersConnected_t
/// @see SteamServerConnectFailure_t
/// @see SteamServersDisconnected_t
void LogOn( const char *pszToken );
void LogOn(
const char *pszAccountName,
const char *pszPassword
);
void LogOn();
/// Login to a generic, anonymous account.
///
/// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,
/// but this is no longer the case.
void LogOnAnonymous();
/// Login to a generic, anonymous account.
///
/// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init,
/// but this is no longer the case.
void LogOnAnonymous();
/// Begin process of logging game server out of steam
void LogOff();
// status functions
bool BLoggedOn();
bool BSecure();
CSteamID GetSteamID();
/// Begin process of logging game server out of steam
void LogOff();
// status functions
bool BLoggedOn();
bool BSecure();
CSteamID GetSteamID();
/// Returns true if the master server has requested a restart.
/// Only returns true once per request.
bool WasRestartRequested();
/// Returns true if the master server has requested a restart.
/// Only returns true once per request.
bool WasRestartRequested();
//
// Server state. These properties may be changed at any time.
//
/// Max player count that will be reported to server browser and client queries
void SetMaxPlayerCount( int cPlayersMax );
/// Max player count that will be reported to server browser and client queries
void SetMaxPlayerCount( int cPlayersMax );
/// Number of bots. Default value is zero
void SetBotPlayerCount( int cBotplayers );
/// Number of bots. Default value is zero
void SetBotPlayerCount( int cBotplayers );
/// Set the name of server as it will appear in the server browser
///
/// @see k_cbMaxGameServerName
void SetServerName( const char *pszServerName );
/// Set the name of server as it will appear in the server browser
///
/// @see k_cbMaxGameServerName
void SetServerName( const char *pszServerName );
/// Set name of map to report in the server browser
///
/// @see k_cbMaxGameServerName
void SetMapName( const char *pszMapName );
/// Set name of map to report in the server browser
///
/// @see k_cbMaxGameServerName
void SetMapName( const char *pszMapName );
/// Let people know if your server will require a password
void SetPasswordProtected( bool bPasswordProtected );
/// Let people know if your server will require a password
void SetPasswordProtected( bool bPasswordProtected );
/// Spectator server. The default value is zero, meaning the service
/// is not used.
void SetSpectatorPort( uint16 unSpectatorPort );
/// Spectator server. The default value is zero, meaning the service
/// is not used.
void SetSpectatorPort( uint16 unSpectatorPort );
/// Name of the spectator server. (Only used if spectator port is nonzero.)
///
/// @see k_cbMaxGameServerMapName
void SetSpectatorServerName( const char *pszSpectatorServerName );
/// Name of the spectator server. (Only used if spectator port is nonzero.)
///
/// @see k_cbMaxGameServerMapName
void SetSpectatorServerName( const char *pszSpectatorServerName );
/// Call this to clear the whole list of key/values that are sent in rules queries.
void ClearAllKeyValues();
/// Call this to add/update a key/value pair.
void SetKeyValue( const char *pKey, const char *pValue );
/// Call this to clear the whole list of key/values that are sent in rules queries.
void ClearAllKeyValues();
/// Call this to add/update a key/value pair.
void SetKeyValue( const char *pKey, const char *pValue );
/// Sets a string defining the "gametags" 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
///
/// @see k_cbMaxGameServerTags
void SetGameTags( const char *pchGameTags );
/// Sets a string defining the "gametags" 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
///
/// @see k_cbMaxGameServerTags
void SetGameTags( const char *pchGameTags );
/// Sets a string defining the "gamedata" 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
/// don't set this unless it actually changes, its only uploaded to the master once (when
/// acknowledged)
///
/// @see k_cbMaxGameServerGameData
void SetGameData( const char *pchGameData );
/// Sets a string defining the "gamedata" 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
/// don't set this unless it actually changes, its only uploaded to the master once (when
/// acknowledged)
///
/// @see k_cbMaxGameServerGameData
void SetGameData( const char *pchGameData );
/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
void SetRegion( const char *pszRegion );
/// Region identifier. This is an optional field, the default value is empty, meaning the "world" region
void SetRegion( const char *pszRegion );
//
// Player list management / authentication
//
// 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)
bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser );
void SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize );
// 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)
bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser );
void SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize );
// 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.
CSteamID CreateUnauthenticatedUserConnection();
// 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.
CSteamID CreateUnauthenticatedUserConnection();
// 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.
void SendUserDisconnect( CSteamID steamIDUser );
// 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.
void SendUserDisconnect( CSteamID steamIDUser );
// 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)
bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore );
// 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)
bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore );
// 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()?
bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
// 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()?
bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
bool BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
bool BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
// Updates server status values which shows up in the server browser and matchmaking APIs
void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
const char *pchServerName, const char *pSpectatorServerName,
const char *pchMapName );
// Updates server status values which shows up in the server browser and matchmaking APIs
void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers,
const char *pchServerName, const char *pSpectatorServerName,
const char *pchMapName );
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
void UpdateSpectatorPort( uint16 unSpectatorPort );
// This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now).
void UpdateSpectatorPort( uint16 unSpectatorPort );
// 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
void SetGameType( const char *pchGameType );
// 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
void SetGameType( const char *pchGameType );
// Ask if a user has a specific achievement for this game, will get a callback on reply
// Ask if a user has a specific achievement for this game, will get a callback on reply
bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName );
// New auth system APIs - do not mix with the old auth system APIs.
// ----------------------------------------------------------------
// New auth system APIs - do not mix with the old auth system APIs.
// ----------------------------------------------------------------
// Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
// pcbTicket retrieves the length of the actual ticket.
HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket );
// SteamNetworkingIdentity is an optional parameter to hold the public IP address of the entity you are connecting to
// if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address
HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSnid );
// Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ).
// pcbTicket retrieves the length of the actual ticket.
HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket );
// SteamNetworkingIdentity is an optional parameter to hold the public IP address of the entity you are connecting to
// if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address
HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSnid );
// Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused
// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID );
// Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused
// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID );
// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
void EndAuthSession( CSteamID steamID );
// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
void EndAuthSession( CSteamID steamID );
// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
void CancelAuthTicket( HAuthTicket hAuthTicket );
// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
void CancelAuthTicket( HAuthTicket hAuthTicket );
// After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function
// to determine if the user owns downloadable content specified by the provided AppID.
EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID );
// After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function
// to determine if the user owns downloadable content specified by the provided AppID.
EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID );
// 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
bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup );
// 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
bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup );
// these two functions s are deprecated, and will not return results
// they will be removed in a future version of the SDK
void GetGameplayStats( );
STEAM_CALL_RESULT( GSReputation_t )
SteamAPICall_t GetServerReputation();
// these two functions s are deprecated, and will not return results
// they will be removed in a future version of the SDK
void GetGameplayStats( );
STEAM_CALL_RESULT( GSReputation_t )
SteamAPICall_t GetServerReputation();
// 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
uint32 GetPublicIP_old();
SteamIPAddress_t GetPublicIP();
void GetPublicIP_fix(SteamIPAddress_t *out);
// 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
uint32 GetPublicIP_old();
SteamIPAddress_t GetPublicIP();
void GetPublicIP_fix(SteamIPAddress_t *out);
// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
// socket to talk to the master server on, it lets the game use its socket to forward messages
@ -311,64 +315,89 @@ public:
// 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.
bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort );
// 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.
bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort );
// 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.
int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort );
// 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.
int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort );
//
// Control heartbeats / advertisement with master server
//
// Call this as often as you like to tell the master server updater whether or not
// you want it to be active (default: off).
void EnableHeartbeats( bool bActive );
// Call this as often as you like to tell the master server updater whether or not
// you want it to be active (default: off).
void EnableHeartbeats( bool bActive );
/// Indicate whether you wish to be listed on the master server list
/// and/or respond to server browser / LAN discovery packets.
/// The server starts with this value set to false. You should set all
/// relevant server parameters before enabling advertisement on the server.
///
/// (This function used to be named EnableHeartbeats, so if you are wondering
/// where that function went, it's right here. It does the same thing as before,
/// the old name was just confusing.)
void SetAdvertiseServerActive( bool bActive );
/// Indicate whether you wish to be listed on the master server list
/// and/or respond to server browser / LAN discovery packets.
/// The server starts with this value set to false. You should set all
/// relevant server parameters before enabling advertisement on the server.
///
/// (This function used to be named EnableHeartbeats, so if you are wondering
/// where that function went, it's right here. It does the same thing as before,
/// the old name was just confusing.)
void SetAdvertiseServerActive( bool bActive );
// You usually don't need to modify this.
// Pass -1 to use the default value for iHeartbeatInterval.
// Some mods change this.
void SetHeartbeatInterval( int iHeartbeatInterval );
// You usually don't need to modify this.
// Pass -1 to use the default value for iHeartbeatInterval.
// Some mods change this.
void SetHeartbeatInterval( int iHeartbeatInterval );
// Force a heartbeat to steam at the next opportunity
void ForceHeartbeat();
// Force a heartbeat to steam at the next opportunity
void ForceHeartbeat();
void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval );
void ForceMasterServerHeartbeat_DEPRECATED();
void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval );
void ForceMasterServerHeartbeat_DEPRECATED();
// associate this game server with this clan for the purposes of computing player compat
STEAM_CALL_RESULT( AssociateWithClanResult_t )
SteamAPICall_t AssociateWithClan( CSteamID steamIDClan );
// ask if any of the current players dont want to play with this new player - or vice versa
STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer );
// associate this game server with this clan for the purposes of computing player compat
STEAM_CALL_RESULT( AssociateWithClanResult_t )
SteamAPICall_t AssociateWithClan( CSteamID steamIDClan );
// ask if any of the current players dont want to play with this new player - or vice versa
STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t )
SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer );
// called by steam_client::runcallbacks
void RunCallbacks();
// older sdk -----------------------------------------------
void GSSetSpawnCount( uint32 ucSpawn );
bool GSGetSteam2GetEncryptionKeyToSendToNewClient( void *pvEncryptionKey, uint32 *pcbEncryptionKey, uint32 cbMaxEncryptionKey );
bool GSSendSteam2UserConnect( uint32 unUserID, const void *pvRawKey, uint32 unKeyLen, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie );
bool GSSendSteam3UserConnect( CSteamID steamID, uint32 unIPPublic, const void *pvCookie, uint32 cubCookie );
bool GSRemoveUserConnect( uint32 unUserID );
bool GSSendUserDisconnect( CSteamID steamID, uint32 unUserID );
bool GSSendUserStatusResponse( CSteamID steamID, int nSecondsConnected, int nSecondsSinceLast );
bool Obsolete_GSSetStatus( int32 nAppIdServed, uint32 unServerFlags, int cPlayers, int cPlayersMax, int cBotPlayers, int unGamePort, const char *pchServerName, const char *pchGameDir, const char *pchMapName, const char *pchVersion );
bool GSUpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pchMapName );
bool GSSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint32 unGamePort, const char *pchGameDir, const char *pchVersion );
bool GSSetServerType2( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
bool GSUpdateStatus2( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName );
bool GSCreateUnauthenticatedUser( CSteamID *pSteamID );
bool GSSetUserData( CSteamID steamID, const char *pPlayerName, uint32 nFrags );
void GSUpdateSpectatorPort( uint16 unSpectatorPort );
void GSSetGameType( const char *pchType );
bool GSSendUserConnect( uint32 unUserID, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie );
bool GSSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode );
bool GSUpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName );
bool GSGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName );
// older sdk -----------------------------------------------
};
#endif // __INCLUDED_STEAM_GAMESERVER_H__

View File

@ -41,11 +41,11 @@ struct Data_Requested {
};
struct Filter_Values {
std::string key{};
std::string value_string{};
int value_int{};
bool is_int{};
ELobbyComparison eComparisonType{};
std::string key{};
std::string value_string{};
int value_int{};
bool is_int{};
ELobbyComparison eComparisonType{};
};
struct Chat_Entry {
@ -56,6 +56,7 @@ struct Chat_Entry {
class Steam_Matchmaking :
public ISteamMatchmaking001,
public ISteamMatchmaking002,
public ISteamMatchmaking003,
public ISteamMatchmaking004,
@ -383,6 +384,30 @@ public:
// you must be the lobby owner of both lobbies
bool SetLinkedLobby( CSteamID steamIDLobby, CSteamID steamIDLobbyDependent );
// older sdk -------------------------------------------------------------------
// 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
bool GetFavoriteGame( int iGame, uint32 *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer );
// adds the game server to the local list; updates the time played of the server if it already exists in the list
int AddFavoriteGame( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer );
// removes the game server from the local storage; returns true if one was removed
bool RemoveFavoriteGame( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint32 unFlags );
bool GetFavoriteGame2( int iGame, uint32 *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer );
int AddFavoriteGame2( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer );
bool RemoveFavoriteGame2( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags );
void RequestLobbyList( uint64 ulGameID, MatchMakingKeyValuePair_t *pFilters, uint32 nFilters );
void CreateLobby( uint64 ulGameID, bool bPrivate );
bool SetLobbyMemberData_OLD( CSteamID steamIDLobby, const char *pchKey, const char *pchValue );
// older sdk -------------------------------------------------------------------
};
#endif // __INCLUDED_STEAM_MATCHMAKING_H__

View File

@ -58,6 +58,8 @@ struct achievement_trigger {
};
class Steam_User_Stats :
public ISteamUserStats001,
public ISteamUserStats002,
public ISteamUserStats003,
public ISteamUserStats004,
public ISteamUserStats005,
@ -404,6 +406,31 @@ public:
bool GetAchievementProgressLimits( const char *pchName, float *pfMinProgress, float *pfMaxProgress );
// old interface version
uint32 GetNumStats( CGameID nGameID );
const char *GetStatName( CGameID nGameID, uint32 iStat );
ESteamUserStatType GetStatType( CGameID nGameID, const char *pchName );
uint32 GetNumAchievements( CGameID nGameID );
const char *GetAchievementName( CGameID nGameID, uint32 iAchievement );
uint32 GetNumGroupAchievements( CGameID nGameID );
const char *GetGroupAchievementName( CGameID nGameID, uint32 iAchievement );
bool RequestCurrentStats( CGameID nGameID );
bool GetStat( CGameID nGameID, const char *pchName, int32 *pData );
bool GetStat( CGameID nGameID, const char *pchName, float *pData );
bool SetStat( CGameID nGameID, const char *pchName, int32 nData );
bool SetStat( CGameID nGameID, const char *pchName, float fData );
bool UpdateAvgRateStat( CGameID nGameID, const char *pchName, float flCountThisSession, double dSessionLength );
bool GetAchievement( CGameID nGameID, const char *pchName, bool *pbAchieved );
bool GetGroupAchievement( CGameID nGameID, const char *pchName, bool *pbAchieved );
bool SetAchievement( CGameID nGameID, const char *pchName );
bool SetGroupAchievement( CGameID nGameID, const char *pchName );
bool StoreStats( CGameID nGameID );
bool ClearAchievement( CGameID nGameID, const char *pchName );
bool ClearGroupAchievement( CGameID nGameID, const char *pchName );
int GetAchievementIcon( CGameID nGameID, const char *pchName );
const char *GetAchievementDisplayAttribute( CGameID nGameID, const char *pchName, const char *pchKey );
bool IndicateAchievementProgress( CGameID nGameID, const char *pchName, uint32 nCurProgress, uint32 nMaxProgress );
};
#endif//__INCLUDED_STEAM_USER_STATS_H__

View File

@ -162,6 +162,7 @@ message Gameserver {
bool secure = 17;
uint32 num_players = 18;
uint32 version = 19;
bytes game_dir = 20;
uint32 ip = 32;
uint32 port = 33;

427
dll/steam_billing.cpp Normal file
View File

@ -0,0 +1,427 @@
/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
// this interface is not found in public SDK archives, it is based on reversing the returned vftable from steamclient64.dll
// real client returns 0/false in all these functions, the TODO notes are just for the names
#include "dll/steam_billing.h"
void Steam_Billing::steam_run_every_runcb(void *object)
{
// PRINT_DEBUG_ENTRY();
auto inst = (Steam_Billing *)object;
inst->steam_run_callback();
}
void Steam_Billing::steam_network_callback(void *object, Common_Message *msg)
{
// PRINT_DEBUG_ENTRY();
auto inst = (Steam_Billing *)object;
inst->network_callback(msg);
}
Steam_Billing::Steam_Billing(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
{
this->settings = settings;
this->network = network;
this->callback_results = callback_results;
this->callbacks = callbacks;
this->run_every_runcb = run_every_runcb;
this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Billing::steam_network_callback, this);
this->run_every_runcb->add(&Steam_Billing::steam_run_every_runcb, this);
}
Steam_Billing::~Steam_Billing()
{
this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Billing::steam_network_callback, this);
this->run_every_runcb->remove(&Steam_Billing::steam_run_every_runcb, this);
}
bool Steam_Billing::_unknown_fn_1( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_2( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_3( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_4( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_5( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_6( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_7( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_8( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_9( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_10( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_11( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_12( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_13( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_14( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_15( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_16( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_17( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_18( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_19( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
int Steam_Billing::_unknown_fn_20( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_21( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_22( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_23( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_24( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_25( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_26( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
const char* Steam_Billing::_unknown_fn_27( ) // returns null string (str address is inside .rdata so it can't change at runtime)
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return "";
}
int Steam_Billing::_unknown_fn_28( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_29( ) // mov eax, 2
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_30( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_31( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_32( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_33( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_34( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_35( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_36( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_37( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
const char* Steam_Billing::_unknown_fn_38( ) // returns null string (str address is inside .rdata so it can't change at runtime)
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return "";
}
int Steam_Billing::_unknown_fn_39( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
int Steam_Billing::_unknown_fn_40( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return 0;
}
bool Steam_Billing::_unknown_fn_41( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_42( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
bool Steam_Billing::_unknown_fn_43( )
{
PRINT_DEBUG_TODO();
std::lock_guard lock(global_mutex);
return false;
}
void Steam_Billing::steam_run_callback()
{
}
void Steam_Billing::network_callback(Common_Message *msg)
{
if (msg->has_low_level()) {
if (msg->low_level().type() == Low_Level::CONNECT) {
}
if (msg->low_level().type() == Low_Level::DISCONNECT) {
}
}
}

View File

@ -125,6 +125,7 @@ Steam_Client::Steam_Client()
steam_gamestats = new Steam_GameStats(settings_client, network, callback_results_client, callbacks_client, run_every_runcb);
steam_timeline = new Steam_Timeline(settings_client, network, callback_results_client, callbacks_client, run_every_runcb);
steam_app_disable_update = new Steam_App_Disable_Update(settings_client, network, callback_results_client, callbacks_client, run_every_runcb);
steam_billing = new Steam_Billing(settings_client, network, callback_results_client, callbacks_client, run_every_runcb);
// server
PRINT_DEBUG("init gameserver");
@ -207,6 +208,7 @@ Steam_Client::~Steam_Client()
DEL_INST(steam_gamestats);
DEL_INST(steam_timeline);
DEL_INST(steam_app_disable_update);
DEL_INST(steam_billing);
DEL_INST(steam_utils);
DEL_INST(steam_friends);
@ -960,3 +962,53 @@ void Steam_Client::DestroyAllInterfaces()
{
PRINT_DEBUG_TODO();
}
// older sdk ----------------------------------------------------------
// creates a global instance of a steam user, so that other processes can share it
// used by the steam UI, to share it's account info/connection with any games it launches
// fails (returns NULL) if an existing instance already exists
HSteamUser Steam_Client::CreateGlobalUser( HSteamPipe *phSteamPipe )
{
// TODO not sure if this implementation is correct
PRINT_DEBUG_TODO();
for (const auto& [pipe_handle, pipe_type] : steam_pipes) {
if (pipe_type == Steam_Pipe::CLIENT) {
if (phSteamPipe) *phSteamPipe = pipe_handle;
return 0;
}
}
HSteamPipe pipe = CreateSteamPipe();
if (phSteamPipe) *phSteamPipe = pipe;
steam_pipes[pipe] = Steam_Pipe::CLIENT;
return CLIENT_HSTEAMUSER;
}
// retrieves the IVac interface associated with the handle
// there is normally only one instance of VAC running, but using this connects it to the right user/account
void *Steam_Client::GetIVAC( HSteamUser hSteamUser )
{
PRINT_DEBUG_ENTRY();
// actual value from steamclient64.dll
return nullptr;
}
// returns the name of a universe
const char *Steam_Client::GetUniverseName( EUniverse eUniverse )
{
PRINT_DEBUG("%i", (int)eUniverse);
// actual values returned by steamclient64.dll
switch (eUniverse)
{
case EUniverse::k_EUniverseInvalid: return "Invalid";
case EUniverse::k_EUniversePublic: return "Public";
case EUniverse::k_EUniverseBeta: return "Beta";
case EUniverse::k_EUniverseInternal: return "Internal";
case EUniverse::k_EUniverseDev: return "Dev";
}
return "Unknown";
}
// older sdk ----------------------------------------------------------

View File

@ -18,6 +18,27 @@
#include "dll/steam_client.h"
// retrieves the ISteamBilling interface associated with the handle
ISteamBilling *Steam_Client::GetISteamBilling( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion )
{
PRINT_DEBUG("%s", pchVersion);
if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return nullptr;
if (strcmp(pchVersion, "SteamBilling001") == 0) {
return nullptr; // real steamclient64.dll returns null
} else if (strcmp(pchVersion, STEAMBILLING_INTERFACE_VERSION) == 0) {
return reinterpret_cast<ISteamBilling *>(static_cast<ISteamBilling *>(steam_billing));
}
report_missing_impl_and_exit(pchVersion, EMU_FUNC_NAME);
}
void *Steam_Client::GetISteamBilling_old( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion )
{
PRINT_DEBUG("old");
return GetISteamBilling(hSteamUser, hSteamPipe, pchVersion);
}
// retrieves the ISteamAppDisableUpdate interface associated with the handle
ISteamAppDisableUpdate *Steam_Client::GetISteamAppDisableUpdate( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion )
{
@ -128,13 +149,20 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte
PRINT_DEBUG("%s", pchVersion);
if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL;
if (strcmp(pchVersion, "SteamGameServer004") == 0) {
if (strcmp(pchVersion, "SteamGameServer001") == 0) {
return nullptr;
} else if (strcmp(pchVersion, "SteamGameServer002") == 0) {
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer002 *>(steam_gameserver)); // not found in public archives, from proton repo src
} else if (strcmp(pchVersion, "SteamGameServer003") == 0) {
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer003 *>(steam_gameserver)); // not found in public archives, from proton repo src
} else if (strcmp(pchVersion, "SteamGameServer004") == 0) {
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer004 *>(steam_gameserver));
} else if (strcmp(pchVersion, "SteamGameServer005") == 0) {
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer005 *>(steam_gameserver));
} else if (strcmp(pchVersion, "SteamGameServer006") == 0) {
} else if (strcmp(pchVersion, "SteamGameServer006") == 0) { // Not found in public Archive, defined as an alias to v008 in proton src
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer008 *>(steam_gameserver)); // SteamGameServer006 Not exists
} else if (strcmp(pchVersion, "SteamGameServer007") == 0) {
} else if (strcmp(pchVersion, "SteamGameServer007") == 0) { // Not found in public Archive, defined as an alias to v008 in proton src
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer008 *>(steam_gameserver)); // SteamGameServer007 Not exists
} else if (strcmp(pchVersion, "SteamGameServer008") == 0) {
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer008 *>(steam_gameserver));
@ -146,14 +174,14 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer011 *>(steam_gameserver));
} else if (strcmp(pchVersion, "SteamGameServer012") == 0) {
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer012 *>(steam_gameserver));
} else if (strcmp(pchVersion, "SteamGameServer013") == 0) {
}
gameserver_has_ipv6_functions = true;
if (strcmp(pchVersion, "SteamGameServer013") == 0) {
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer013 *>(steam_gameserver));
} else if (strcmp(pchVersion, "SteamGameServer014") == 0) {
gameserver_has_ipv6_functions = true;
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer014 *>(steam_gameserver));
} else if (strcmp(pchVersion, STEAMGAMESERVER_INTERFACE_VERSION) == 0) {
gameserver_has_ipv6_functions = true;
return reinterpret_cast<ISteamGameServer *>(static_cast<ISteamGameServer *>(steam_gameserver));
}
@ -251,9 +279,8 @@ ISteamMatchmaking *Steam_Client::GetISteamMatchmaking( HSteamUser hSteamUser, HS
PRINT_DEBUG("%s", pchVersion);
if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL;
if (strcmp(pchVersion, "SteamMatchMaking001") == 0) { // SteamMatchMaking001 Not found in public Archive, must be before 1.00
//TODO
return reinterpret_cast<ISteamMatchmaking *>(static_cast<ISteamMatchmaking002 *>(steam_matchmaking));
if (strcmp(pchVersion, "SteamMatchMaking001") == 0) { // SteamMatchMaking001 Not found in public Archive, from proton src
return reinterpret_cast<ISteamMatchmaking *>(static_cast<ISteamMatchmaking001 *>(steam_matchmaking));
} else if (strcmp(pchVersion, "SteamMatchMaking002") == 0) {
return reinterpret_cast<ISteamMatchmaking *>(static_cast<ISteamMatchmaking002 *>(steam_matchmaking));
} else if (strcmp(pchVersion, "SteamMatchMaking003") == 0) {
@ -320,7 +347,9 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe
steam_networking_sockets_serialized_temp = steam_networking_sockets_serialized;
}
if (strcmp(pchVersion, "SteamNetworkingSocketsSerialized002") == 0) {
if (strcmp(pchVersion, "SteamNetworkingSocketsSerialized001") == 0) { // not found in public archives, defined as an alias to v002 in proton src
return reinterpret_cast<void *>(static_cast<ISteamNetworkingSocketsSerialized002 *>(steam_networking_sockets_serialized_temp));
} else if (strcmp(pchVersion, "SteamNetworkingSocketsSerialized002") == 0) {
return reinterpret_cast<void *>(static_cast<ISteamNetworkingSocketsSerialized002 *>(steam_networking_sockets_serialized_temp));
} else if (strcmp(pchVersion, "SteamNetworkingSocketsSerialized003") == 0) {
return reinterpret_cast<void *>(static_cast<ISteamNetworkingSocketsSerialized003 *>(steam_networking_sockets_serialized_temp));
@ -345,6 +374,7 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe
return reinterpret_cast<void *>(static_cast<ISteamNetworkingSockets003 *>( steam_networking_sockets_temp));
} else if (strcmp(pchVersion, "SteamNetworkingSockets004") == 0) {
return reinterpret_cast<void *>(static_cast<ISteamNetworkingSockets004 *>( steam_networking_sockets_temp));
// TODO SteamNetworkingSockets005 not found in public archives
} else if (strcmp(pchVersion, "SteamNetworkingSockets006") == 0) {
return reinterpret_cast<void *>(static_cast<ISteamNetworkingSockets006 *>( steam_networking_sockets_temp));
} else if (strcmp(pchVersion, "SteamNetworkingSockets007") == 0) { // Not found in public Archive, real steamclient64.dll returns null
@ -424,7 +454,7 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe
return GetISteamUser(hSteamUser, hSteamPipe, pchVersion);
} else if (strstr(pchVersion, "SteamUtils") == pchVersion) {
return GetISteamUtils(hSteamPipe, pchVersion);
} else if (strstr(pchVersion, "STEAMAPPS_INTERFACE_VERSION") == pchVersion) {
} else if ((strstr(pchVersion, "STEAMAPPS_INTERFACE_VERSION") == pchVersion) || (strstr(pchVersion, "SteamApps") == pchVersion)) {
return GetISteamApps(hSteamUser, hSteamPipe, pchVersion);
} else if (strstr(pchVersion, "STEAMSCREENSHOTS_INTERFACE_VERSION") == pchVersion) {
return GetISteamScreenshots(hSteamUser, hSteamPipe, pchVersion);
@ -460,6 +490,8 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe
return GetISteamTimeline(hSteamUser, hSteamPipe, pchVersion);
} else if (strstr(pchVersion, "SteamAppDisableUpdate") == pchVersion) {
return GetISteamAppDisableUpdate(hSteamUser, hSteamPipe, pchVersion);
} else if (strstr(pchVersion, "SteamBilling") == pchVersion) {
return GetISteamBilling(hSteamUser, hSteamPipe, pchVersion);
}
PRINT_DEBUG("No interface: %s", pchVersion);
@ -472,8 +504,11 @@ ISteamUserStats *Steam_Client::GetISteamUserStats( HSteamUser hSteamUser, HSteam
PRINT_DEBUG("%s", pchVersion);
if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL;
// v001, v002 Not found in public Archive, must be before 1.00
if (strcmp(pchVersion, "STEAMUSERSTATS_INTERFACE_VERSION003") == 0) {
if (strcmp(pchVersion, "STEAMUSERSTATS_INTERFACE_VERSION001") == 0) {
return reinterpret_cast<ISteamUserStats *>(static_cast<ISteamUserStats001 *>(steam_user_stats));
} else if (strcmp(pchVersion, "STEAMUSERSTATS_INTERFACE_VERSION002") == 0) {
return reinterpret_cast<ISteamUserStats *>(static_cast<ISteamUserStats002 *>(steam_user_stats));
} else if (strcmp(pchVersion, "STEAMUSERSTATS_INTERFACE_VERSION003") == 0) {
return reinterpret_cast<ISteamUserStats *>(static_cast<ISteamUserStats003 *>(steam_user_stats));
} else if (strcmp(pchVersion, "STEAMUSERSTATS_INTERFACE_VERSION004") == 0) {
return reinterpret_cast<ISteamUserStats *>(static_cast<ISteamUserStats004 *>(steam_user_stats));
@ -526,7 +561,7 @@ ISteamApps *Steam_Client::GetISteamApps( HSteamUser hSteamUser, HSteamPipe hStea
} else {
steam_apps_temp = steam_apps;
}
if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION001") == 0) {
if ((strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION001") == 0) || (strcmp(pchVersion, "SteamApps001") == 0)) {
return reinterpret_cast<ISteamApps *>(static_cast<ISteamApps001 *>(steam_apps_temp));
} else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION002") == 0) {
return reinterpret_cast<ISteamApps *>(static_cast<ISteamApps002 *>(steam_apps_temp));
@ -694,8 +729,12 @@ ISteamController *Steam_Client::GetISteamController( HSteamUser hSteamUser, HSte
PRINT_DEBUG("%s", pchVersion);
if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL;
if (strcmp(pchVersion, "STEAMCONTROLLER_INTERFACE_VERSION") == 0) {
if (strcmp(pchVersion, "STEAMCONTROLLER_INTERFACE_VERSION") == 0) { // SDK <= 1.34
return reinterpret_cast<ISteamController *>(static_cast<ISteamController001 *>(steam_controller));
} else if (strcmp(pchVersion, "SteamController001") == 0) {
return nullptr; // real steamclient64.dll returns null
} else if (strcmp(pchVersion, "SteamController002") == 0) {
return nullptr; // real steamclient64.dll returns null
} else if (strcmp(pchVersion, "SteamController003") == 0) {
return reinterpret_cast<ISteamController *>(static_cast<ISteamController003 *>(steam_controller));
} else if (strcmp(pchVersion, "SteamController004") == 0) {

View File

@ -21,6 +21,33 @@
#define SEND_SERVER_RATE 5.0
void Steam_GameServer::set_version(const char *pchVersionString)
{
PRINT_DEBUG("'%s'", pchVersionString);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchVersionString) pchVersionString = "";
std::string version(pchVersionString);
version.erase(std::remove(version.begin(), version.end(), '\r'), version.end());
version.erase(std::remove(version.begin(), version.end(), '\n'), version.end());
version.erase(std::remove(version.begin(), version.end(), '\t'), version.end());
version.erase(std::remove(version.begin(), version.end(), ' '), version.end());
version.erase(std::remove(version.begin(), version.end(), '.'), version.end());
PRINT_DEBUG("version trimmed '%s'", version.c_str());
try {
auto ver = std::stoul(version);
server_data.set_version(ver);
PRINT_DEBUG("set version to %lu", ver);
} catch (...) {
server_data.set_version(0);
PRINT_DEBUG("not a number '%s'", pchVersionString);
}
}
Steam_GameServer::Steam_GameServer(class Settings *settings, class Networking *network, class SteamCallBacks *callbacks)
{
this->network = network;
@ -55,22 +82,8 @@ bool Steam_GameServer::InitGameServer( uint32 unIP, uint16 usGamePort, uint16 us
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (logged_in) return false; // may not be changed after logged in.
if (!pchVersionString) pchVersionString = "";
std::string version(pchVersionString);
version.erase(std::remove(version.begin(), version.end(), ' '), version.end());
version.erase(std::remove(version.begin(), version.end(), '.'), version.end());
PRINT_DEBUG("version trimmed '%s'", version.c_str());
try {
auto ver = std::stoul(version);
server_data.set_version(ver);
PRINT_DEBUG("set version to %lu", ver);
} catch (...) {
PRINT_DEBUG("not a number: %s", pchVersionString);
server_data.set_version(0);
}
set_version(pchVersionString);
server_data.set_ip(unIP);
server_data.set_port(usGamePort);
server_data.set_query_port(usQueryPort);
@ -153,12 +166,12 @@ void Steam_GameServer::LogOn( const char *pszToken )
}
void Steam_GameServer::LogOn(
const char *pszAccountName,
const char *pszPassword
)
const char *pszAccountName,
const char *pszPassword
)
{
PRINT_DEBUG("%s %s", pszAccountName, pszPassword);
LogOn(pszAccountName);
PRINT_DEBUG("'%s' '%s'", pszAccountName, pszPassword);
LogOn(pszAccountName);
}
/// Login to a generic, anonymous account.
@ -485,17 +498,20 @@ bool Steam_GameServer::BUpdateUserData( CSteamID steamIDUser, const char *pchPla
bool Steam_GameServer::BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort,
uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode )
{
PRINT_DEBUG_ENTRY();
PRINT_DEBUG("'%s' '%s'", pchVersion, pchGameDir);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
// Note: appid 55100 doesn't call InitGameServer(), it immediately calls this function
InitGameServer(unGameIP, unGamePort, usQueryPort, unServerFlags, settings->get_local_game_id().AppID(), pchVersion);
server_data.set_ip(unGameIP);
server_data.set_port(unGamePort);
server_data.set_query_port(usQueryPort);
server_data.set_spectator_port(unSpectatorPort);
set_version(pchVersion);
server_data.set_game_dir(pchGameDir ? pchGameDir : "");
std::string version(pchVersion);
version.erase(std::remove(version.begin(), version.end(), ' '), version.end());
version.erase(std::remove(version.begin(), version.end(), '.'), version.end());
server_data.set_version(stoi(version));
flags = unServerFlags;
//TODO?
@ -822,13 +838,13 @@ void Steam_GameServer::RunCallbacks()
if (temp_call_servers_connected) {
PRINT_DEBUG("SteamServersConnected_t");
SteamServersConnected_t data;
SteamServersConnected_t data{};
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1);
}
if (logged_in && !policy_response_called) {
PRINT_DEBUG("GSPolicyResponse_t");
GSPolicyResponse_t data;
GSPolicyResponse_t data{};
data.m_bSecure = !!(flags & k_unServerFlagSecure);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.11);
policy_response_called = true;
@ -836,7 +852,7 @@ void Steam_GameServer::RunCallbacks()
if (logged_in && check_timedout(last_sent_server_info, SEND_SERVER_RATE)) {
PRINT_DEBUG("Sending Gameserver");
Common_Message msg;
Common_Message msg{};
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
server_data.set_appid(settings->get_local_game_id().AppID());
msg.set_allocated_gameserver(new Gameserver(server_data));
@ -865,3 +881,171 @@ void Steam_GameServer::RunCallbacks()
}
}
}
// older sdk -----------------------------------------------
void Steam_GameServer::GSSetSpawnCount( uint32 ucSpawn )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
SetBotPlayerCount((int)ucSpawn);
}
bool Steam_GameServer::GSGetSteam2GetEncryptionKeyToSendToNewClient( void *pvEncryptionKey, uint32 *pcbEncryptionKey, uint32 cbMaxEncryptionKey )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
bool Steam_GameServer::GSSendSteam2UserConnect( uint32 unUserID, const void *pvRawKey, uint32 unKeyLen, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return SendUserConnectAndAuthenticate(unIPPublic, pvRawKey, unKeyLen, nullptr);
}
bool Steam_GameServer::GSSendSteam3UserConnect( CSteamID steamID, uint32 unIPPublic, const void *pvCookie, uint32 cubCookie )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return SendUserConnectAndAuthenticate(unIPPublic, pvCookie, cubCookie, nullptr);
}
bool Steam_GameServer::GSRemoveUserConnect( uint32 unUserID )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
bool Steam_GameServer::GSSendUserDisconnect( CSteamID steamID, uint32 unUserID )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
SendUserDisconnect(steamID);
return true;
}
bool Steam_GameServer::GSSendUserStatusResponse( CSteamID steamID, int nSecondsConnected, int nSecondsSinceLast )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
bool Steam_GameServer::Obsolete_GSSetStatus( int32 nAppIdServed, uint32 unServerFlags, int cPlayers, int cPlayersMax, int cBotPlayers, int unGamePort, const char *pchServerName, const char *pchGameDir, const char *pchMapName, const char *pchVersion )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
bool Steam_GameServer::GSUpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pchMapName )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
bool Steam_GameServer::GSSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint32 unGamePort, const char *pchGameDir, const char *pchVersion )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return BSetServerType(unServerFlags, unGameIP, unGamePort, 0, 0, pchGameDir, pchVersion, true);
}
bool Steam_GameServer::GSSetServerType2( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
SetSpectatorPort(unSpectatorPort);
return BSetServerType(unServerFlags, unGameIP, unGamePort, unSpectatorPort, usQueryPort, pchGameDir, pchVersion, bLANMode);
}
bool Steam_GameServer::GSUpdateStatus2( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
bool Steam_GameServer::GSCreateUnauthenticatedUser( CSteamID *pSteamID )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
CSteamID steamId = CreateUnauthenticatedUserConnection();
if (pSteamID) *pSteamID = steamId;
return true;
}
bool Steam_GameServer::GSSetUserData( CSteamID steamID, const char *pPlayerName, uint32 nFrags )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return BUpdateUserData(steamID, pPlayerName, nFrags);
}
void Steam_GameServer::GSUpdateSpectatorPort( uint16 unSpectatorPort )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
UpdateSpectatorPort(unSpectatorPort);
}
void Steam_GameServer::GSSetGameType( const char *pchType )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
SetGameType(pchType);
}
bool Steam_GameServer::GSSendUserConnect( uint32 unUserID, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return SendUserConnectAndAuthenticate(unIPPublic, pvCookie, cubCookie, nullptr);
}
bool Steam_GameServer::GSSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
SetSpectatorPort(unSpectatorPort);
return BSetServerType(unServerFlags, unGameIP, unGamePort, unSpectatorPort, usQueryPort, pchGameDir, pchVersion, bLANMode);
}
bool Steam_GameServer::GSUpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
bool Steam_GameServer::GSGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return BGetUserAchievementStatus(steamID, pchAchievementName);
}
// older sdk -----------------------------------------------

View File

@ -1242,6 +1242,79 @@ bool Steam_Matchmaking::SetLinkedLobby( CSteamID steamIDLobby, CSteamID steamIDL
// older sdk -------------------------------------------------------------------
// 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
bool Steam_Matchmaking::GetFavoriteGame( int iGame, uint32 *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer )
{
PRINT_DEBUG("old");
return GetFavoriteGame(iGame, reinterpret_cast<AppId_t *>(pnAppID), pnIP, pnConnPort, 0, punFlags, pRTime32LastPlayedOnServer );
}
// adds the game server to the local list; updates the time played of the server if it already exists in the list
int Steam_Matchmaking::AddFavoriteGame( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer )
{
PRINT_DEBUG("old");
return AddFavoriteGame( (AppId_t)nAppID, nIP, nConnPort, 0, unFlags, rTime32LastPlayedOnServer );
}
// removes the game server from the local storage; returns true if one was removed
bool Steam_Matchmaking::RemoveFavoriteGame( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint32 unFlags )
{
PRINT_DEBUG("old");
return RemoveFavoriteGame( (AppId_t)nAppID, nIP, nConnPort, 0, unFlags );
}
bool Steam_Matchmaking::GetFavoriteGame2( int iGame, uint32 *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer )
{
PRINT_DEBUG("old");
return GetFavoriteGame(iGame, reinterpret_cast<AppId_t *>(pnAppID), pnIP, pnConnPort, pnQueryPort, punFlags, pRTime32LastPlayedOnServer );
}
int Steam_Matchmaking::AddFavoriteGame2( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer )
{
PRINT_DEBUG("old");
return AddFavoriteGame( (AppId_t)nAppID, nIP, nConnPort, nQueryPort, unFlags, rTime32LastPlayedOnServer );
}
bool Steam_Matchmaking::RemoveFavoriteGame2( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags )
{
PRINT_DEBUG("old");
return RemoveFavoriteGame( (AppId_t)nAppID, nIP, nConnPort, nQueryPort, unFlags );
}
void Steam_Matchmaking::RequestLobbyList( uint64 ulGameID, MatchMakingKeyValuePair_t *pFilters, uint32 nFilters )
{
PRINT_DEBUG("old");
if (pFilters && nFilters > 0) {
for (size_t fidx = 0; fidx < nFilters; ++fidx) {
auto &kv = pFilters[fidx];
AddRequestLobbyListFilter(kv.m_szKey, kv.m_szValue);
}
}
RequestLobbyList();
}
void Steam_Matchmaking::CreateLobby( uint64 ulGameID, bool bPrivate )
{
PRINT_DEBUG("old");
CreateLobby(bPrivate);
}
bool Steam_Matchmaking::SetLobbyMemberData_OLD( CSteamID steamIDLobby, const char *pchKey, const char *pchValue )
{
PRINT_DEBUG("old");
SetLobbyMemberData(steamIDLobby, pchKey, pchValue);
return true;
}
// older sdk -------------------------------------------------------------------
void Steam_Matchmaking::remove_lobbies()
{
uint64 current_time = std::chrono::duration_cast<std::chrono::duration<uint64>>(std::chrono::system_clock::now().time_since_epoch()).count();

View File

@ -152,6 +152,288 @@ SteamAPICall_t Steam_User_Stats::GetNumberOfCurrentPlayers()
// --- old interface version
uint32 Steam_User_Stats::GetNumStats( CGameID nGameID )
{
PRINT_DEBUG("old %llu", nGameID.ToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return 0;
}
return (uint32)settings->getStats().size();
}
const char *Steam_User_Stats::GetStatName( CGameID nGameID, uint32 iStat )
{
PRINT_DEBUG("old %llu [%u]", nGameID.ToUint64(), iStat);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto &stats = settings->getStats();
if (settings->get_local_game_id() != nGameID || iStat >= stats.size()) {
return "";
}
return std::next(stats.begin(), iStat)->first.c_str();
}
ESteamUserStatType Steam_User_Stats::GetStatType( CGameID nGameID, const char *pchName )
{
PRINT_DEBUG("old %llu '%s'", nGameID.ToUint64(), pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID || !pchName) {
return ESteamUserStatType::k_ESteamUserStatTypeINVALID;
}
std::string stat_name(common_helpers::to_lower(pchName));
const auto &stats = settings->getStats();
auto stat_info = stats.find(stat_name);
if (stats.end() == stat_info) {
return ESteamUserStatType::k_ESteamUserStatTypeINVALID;
}
switch (stat_info->second.type)
{
case GameServerStats_Messages::StatInfo::STAT_TYPE_INT: return ESteamUserStatType::k_ESteamUserStatTypeINT;
case GameServerStats_Messages::StatInfo::STAT_TYPE_FLOAT: return ESteamUserStatType::k_ESteamUserStatTypeFLOAT;
case GameServerStats_Messages::StatInfo::STAT_TYPE_AVGRATE: return ESteamUserStatType::k_ESteamUserStatTypeAVGRATE;
default: PRINT_DEBUG("[X] unhandled type %i", (int)stat_info->second.type); break;
}
return ESteamUserStatType::k_ESteamUserStatTypeINVALID;
}
uint32 Steam_User_Stats::GetNumAchievements( CGameID nGameID )
{
PRINT_DEBUG("old %llu", nGameID.ToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return 0;
}
return GetNumAchievements();
}
const char *Steam_User_Stats::GetAchievementName( CGameID nGameID, uint32 iAchievement )
{
PRINT_DEBUG("old %llu [%u]", nGameID.ToUint64(), iAchievement);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return "";
}
return GetAchievementName(iAchievement);
}
uint32 Steam_User_Stats::GetNumGroupAchievements( CGameID nGameID )
{
PRINT_DEBUG("old %llu // TODO", nGameID.ToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return 0;
}
return 0;
}
const char *Steam_User_Stats::GetGroupAchievementName( CGameID nGameID, uint32 iAchievement )
{
PRINT_DEBUG("old %llu [%u] // TODO", nGameID.ToUint64(), iAchievement);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return "";
}
return "";
}
bool Steam_User_Stats::RequestCurrentStats( CGameID nGameID )
{
PRINT_DEBUG("old %llu", nGameID.ToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return RequestCurrentStats();
}
bool Steam_User_Stats::GetStat( CGameID nGameID, const char *pchName, int32 *pData )
{
PRINT_DEBUG("old %llu '%s' %p", nGameID.ToUint64(), pchName, pData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (pData) *pData = 0;
if (settings->get_local_game_id() != nGameID) {
return false;
}
return GetStat(pchName, pData);
}
bool Steam_User_Stats::GetStat( CGameID nGameID, const char *pchName, float *pData )
{
PRINT_DEBUG("old %llu '%s' %p", nGameID.ToUint64(), pchName, pData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (pData) *pData = 0;
if (settings->get_local_game_id() != nGameID) {
return false;
}
return GetStat(pchName, pData);
}
bool Steam_User_Stats::SetStat( CGameID nGameID, const char *pchName, int32 nData )
{
PRINT_DEBUG("old %llu '%s' %i", nGameID.ToUint64(), pchName, nData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return SetStat(pchName, nData);
}
bool Steam_User_Stats::SetStat( CGameID nGameID, const char *pchName, float fData )
{
PRINT_DEBUG("old %llu '%s' %f", nGameID.ToUint64(), pchName, fData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return SetStat(pchName, fData);
}
bool Steam_User_Stats::UpdateAvgRateStat( CGameID nGameID, const char *pchName, float flCountThisSession, double dSessionLength )
{
PRINT_DEBUG("old %llu '%s' %f %f", nGameID.ToUint64(), pchName, flCountThisSession, dSessionLength);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return UpdateAvgRateStat(pchName, flCountThisSession, dSessionLength);
}
bool Steam_User_Stats::GetAchievement( CGameID nGameID, const char *pchName, bool *pbAchieved )
{
PRINT_DEBUG("old %llu '%s' %p", nGameID.ToUint64(), pchName, pbAchieved);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (pbAchieved) *pbAchieved = false;
if (settings->get_local_game_id() != nGameID) {
return false;
}
return GetAchievement(pchName, pbAchieved);
}
bool Steam_User_Stats::GetGroupAchievement( CGameID nGameID, const char *pchName, bool *pbAchieved )
{
PRINT_DEBUG("old %llu '%s' %p // TODO", nGameID.ToUint64(), pchName, pbAchieved);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (pbAchieved) *pbAchieved = false;
if (settings->get_local_game_id() != nGameID) {
return false;
}
return false;
}
bool Steam_User_Stats::SetAchievement( CGameID nGameID, const char *pchName )
{
PRINT_DEBUG("old %llu '%s'", nGameID.ToUint64(), pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID && settings->achievement_bypass) {
return false;
}
return SetAchievement(pchName);
}
bool Steam_User_Stats::SetGroupAchievement( CGameID nGameID, const char *pchName )
{
PRINT_DEBUG("old %llu '%s' // TODO", nGameID.ToUint64(), pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return false;
}
bool Steam_User_Stats::StoreStats( CGameID nGameID )
{
PRINT_DEBUG("old %llu", nGameID.ToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return StoreStats();
}
bool Steam_User_Stats::ClearAchievement( CGameID nGameID, const char *pchName )
{
PRINT_DEBUG("old %llu '%s'", nGameID.ToUint64(), pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return ClearAchievement(pchName);
}
bool Steam_User_Stats::ClearGroupAchievement( CGameID nGameID, const char *pchName )
{
PRINT_DEBUG("old %llu '%s' // TODO", nGameID.ToUint64(), pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return 0;
}
return false;
}
int Steam_User_Stats::GetAchievementIcon( CGameID nGameID, const char *pchName )
{
PRINT_DEBUG("old %llu '%s'", nGameID.ToUint64(), pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return Settings::INVALID_IMAGE_HANDLE;
}
return GetAchievementIcon(pchName);
}
const char *Steam_User_Stats::GetAchievementDisplayAttribute( CGameID nGameID, const char *pchName, const char *pchKey )
{
PRINT_DEBUG("old %llu '%s' ['%s']", nGameID.ToUint64(), pchName, pchKey);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return "";
}
return GetAchievementDisplayAttribute(pchName, pchKey);
}
bool Steam_User_Stats::IndicateAchievementProgress( CGameID nGameID, const char *pchName, uint32 nCurProgress, uint32 nMaxProgress )
{
PRINT_DEBUG("old %llu '%s' %u %u", nGameID.ToUint64(), pchName, nCurProgress, nMaxProgress);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return IndicateAchievementProgress(pchName, nCurProgress, nMaxProgress);
}
// --- steam callbacks
void Steam_User_Stats::steam_run_callback()

65
sdk/steam/isteambilling.h Normal file
View File

@ -0,0 +1,65 @@
#ifndef ISTEAMBILLING_H
#define ISTEAMBILLING_H
// this interface is not found in public SDK archives, it is based on reversing the returned vftable from steamclient64.dll
class ISteamBilling
{
public:
virtual bool _unknown_fn_1( ) = 0;
virtual bool _unknown_fn_2( ) = 0;
virtual bool _unknown_fn_3( ) = 0;
virtual bool _unknown_fn_4( ) = 0;
virtual bool _unknown_fn_5( ) = 0;
virtual bool _unknown_fn_6( ) = 0;
virtual bool _unknown_fn_7( ) = 0;
virtual bool _unknown_fn_8( ) = 0;
virtual bool _unknown_fn_9( ) = 0;
virtual bool _unknown_fn_10( ) = 0;
virtual bool _unknown_fn_11( ) = 0;
virtual bool _unknown_fn_12( ) = 0;
virtual bool _unknown_fn_13( ) = 0;
virtual bool _unknown_fn_14( ) = 0;
virtual bool _unknown_fn_15( ) = 0;
virtual bool _unknown_fn_16( ) = 0;
virtual bool _unknown_fn_17( ) = 0;
virtual bool _unknown_fn_18( ) = 0;
virtual bool _unknown_fn_19( ) = 0;
virtual int _unknown_fn_20( ) = 0;
virtual int _unknown_fn_21( ) = 0;
virtual int _unknown_fn_22( ) = 0;
virtual int _unknown_fn_23( ) = 0;
virtual int _unknown_fn_24( ) = 0;
virtual int _unknown_fn_25( ) = 0;
virtual int _unknown_fn_26( ) = 0;
virtual const char* _unknown_fn_27( ) = 0; // returns null string (str address is inside .rdata so it can't change at runtime)
virtual int _unknown_fn_28( ) = 0;
virtual int _unknown_fn_29( ) = 0; // mov eax, 2
virtual int _unknown_fn_30( ) = 0;
virtual int _unknown_fn_31( ) = 0;
virtual int _unknown_fn_32( ) = 0;
virtual int _unknown_fn_33( ) = 0;
virtual int _unknown_fn_34( ) = 0;
virtual int _unknown_fn_35( ) = 0;
virtual int _unknown_fn_36( ) = 0;
virtual int _unknown_fn_37( ) = 0;
virtual const char* _unknown_fn_38( ) = 0; // returns null string (str address is inside .rdata so it can't change at runtime)
virtual int _unknown_fn_39( ) = 0;
virtual int _unknown_fn_40( ) = 0;
virtual bool _unknown_fn_41( ) = 0;
virtual bool _unknown_fn_42( ) = 0;
virtual bool _unknown_fn_43( ) = 0;
};
#define STEAMBILLING_INTERFACE_VERSION "SteamBilling002"
#endif // ISTEAMBILLING_H

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@ -0,0 +1,87 @@
#ifndef ISTEAMCLIENT006_H
#define ISTEAMCLIENT006_H
#ifdef STEAM_WIN32
#pragma once
#endif
// this interface version is not found in public SDK archives, it is based on proton src: https://github.com/ValveSoftware/Proton/tree/proton_9.0/lsteamclient
#include "isteammasterserverupdater.h"
class ISteamClient006
{
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;
// creates a global instance of a steam user, so that other processes can share it
// used by the steam UI, to share it's account info/connection with any games it launches
// fails (returns NULL) if an existing instance already exists
virtual HSteamUser CreateGlobalUser( HSteamPipe *phSteamPipe ) = 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 IVac interface associated with the handle
// there is normally only one instance of VAC running, but using this connects it to the right user/account
virtual void *GetIVAC( HSteamUser hSteamUser ) = 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 name of a universe
virtual const char *GetUniverseName( EUniverse eUniverse ) = 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;
virtual void *GetISteamBilling_old( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
// returns the ISteamMatchmaking interface
virtual ISteamMatchmaking *GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
virtual ISteamApps *GetISteamApps( 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;
// 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;
};
#endif // ISTEAMCLIENT006_H

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@ -0,0 +1,36 @@
#ifndef ISTEAMGAMESERVER002_H
#define ISTEAMGAMESERVER002_H
#ifdef STEAM_WIN32
#pragma once
#endif
// this interface version is not found in public SDK archives, it is based on proton src: https://github.com/ValveSoftware/Proton/tree/proton_9.0/lsteamclient
class ISteamGameServer002
{
public:
virtual void LogOn() = 0;
virtual void LogOff() = 0;
virtual bool BLoggedOn() = 0;
virtual void GSSetSpawnCount( uint32 ucSpawn ) = 0;
virtual bool GSGetSteam2GetEncryptionKeyToSendToNewClient( void *pvEncryptionKey, uint32 *pcbEncryptionKey, uint32 cbMaxEncryptionKey ) = 0;
virtual bool GSSendSteam2UserConnect( uint32 unUserID, const void *pvRawKey, uint32 unKeyLen, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie ) = 0;
virtual bool GSSendSteam3UserConnect( CSteamID steamID, uint32 unIPPublic, const void *pvCookie, uint32 cubCookie ) = 0;
virtual bool GSRemoveUserConnect( uint32 unUserID ) = 0;
virtual bool GSSendUserDisconnect( CSteamID steamID, uint32 unUserID ) = 0;
virtual bool GSSendUserStatusResponse( CSteamID steamID, int nSecondsConnected, int nSecondsSinceLast ) = 0;
virtual bool Obsolete_GSSetStatus( int32 nAppIdServed, uint32 unServerFlags, int cPlayers, int cPlayersMax, int cBotPlayers, int unGamePort, const char *pchServerName, const char *pchGameDir, const char *pchMapName, const char *pchVersion ) = 0;
virtual bool GSUpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pchMapName ) = 0;
virtual bool BSecure() = 0;
virtual CSteamID GetSteamID() = 0;
virtual bool GSSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint32 unGamePort, const char *pchGameDir, const char *pchVersion ) = 0;
virtual bool GSSetServerType2( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
virtual bool GSUpdateStatus2( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName ) = 0;
virtual bool GSCreateUnauthenticatedUser( CSteamID *pSteamID ) = 0;
virtual bool GSSetUserData( CSteamID steamID, const char *pPlayerName, uint32 nFrags ) = 0;
virtual void GSUpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
virtual void GSSetGameType( const char *pchType ) = 0;
};
#endif // ISTEAMGAMESERVER002_H

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@ -0,0 +1,36 @@
#ifndef ISTEAMGAMESERVER003_H
#define ISTEAMGAMESERVER003_H
#ifdef STEAM_WIN32
#pragma once
#endif
// this interface version is not found in public SDK archives, it is based on proton src: https://github.com/ValveSoftware/Proton/tree/proton_9.0/lsteamclient
class ISteamGameServer003
{
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;
virtual bool GSGetSteam2GetEncryptionKeyToSendToNewClient( void *pvEncryptionKey, uint32 *pcbEncryptionKey, uint32 cbMaxEncryptionKey ) = 0;
virtual bool GSSendUserConnect( uint32 unUserID, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie ) = 0;
virtual bool GSRemoveUserConnect( uint32 unUserID ) = 0;
virtual bool GSSendUserDisconnect( CSteamID steamID, uint32 unUserID ) = 0;
virtual void GSSetSpawnCount( uint32 ucSpawn ) = 0;
virtual bool GSSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
virtual bool GSUpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName ) = 0;
virtual bool GSCreateUnauthenticatedUser( CSteamID *pSteamID ) = 0;
virtual bool GSSetUserData( CSteamID steamID, const char *pPlayerName, uint32 nFrags ) = 0;
virtual void GSUpdateSpectatorPort( uint16 unSpectatorPort ) = 0;
virtual void GSSetGameType( const char *pchType ) = 0;
virtual bool GSGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
};
#endif // ISTEAMGAMESERVER003_H

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@ -0,0 +1,83 @@
#ifndef ISTEAMMATCHMAKING001_H
#define ISTEAMMATCHMAKING001_H
#ifdef STEAM_WIN32
#pragma once
#endif
// this interface version is not found in public SDK archives, it is based on proton src: https://github.com/ValveSoftware/Proton/tree/proton_9.0/lsteamclient
//-----------------------------------------------------------------------------
// Purpose: Functions for match making services for clients to get to favorites
// and to operate on game lobbies.
//-----------------------------------------------------------------------------
class ISteamMatchmaking001
{
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, uint32 *pnAppID, uint32 *pnIP, uint16 *pnConnPort, 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( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) = 0;
// removes the game server from the local storage; returns true if one was removed
virtual bool RemoveFavoriteGame( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint32 unFlags ) = 0;
virtual bool GetFavoriteGame2( int iGame, uint32 *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0;
virtual int AddFavoriteGame2( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) = 0;
virtual bool RemoveFavoriteGame2( uint32 nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0;
///////
// Game lobby functions
virtual void RequestLobbyList( uint64 ulGameID, MatchMakingKeyValuePair_t *pFilters, uint32 nFilters ) = 0;
virtual CSteamID GetLobbyByIndex( int iLobby ) = 0;
virtual void CreateLobby( uint64 ulGameID, bool bPrivate ) = 0;
virtual void JoinLobby_OLD( CSteamID steamIDLobby ) = 0;
virtual void LeaveLobby( CSteamID steamIDLobby ) = 0;
virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0;
virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0;
virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0;
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 bool SetLobbyMemberData_OLD( 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;
};
#endif // ISTEAMMATCHMAKING001_H

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