gbe_fork/dll/steam_apps.cpp
2024-06-04 21:58:04 +03:00

493 lines
18 KiB
C++

/* 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/>. */
#include "dll/steam_apps.h"
#include "sha/sha1.hpp"
Steam_Apps::Steam_Apps(Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks)
{
this->settings = settings;
this->callback_results = callback_results;
this->callbacks = callbacks;
}
// returns 0 if the key does not exist
// this may be true on first call, since the app data may not be cached locally yet
// If you expect it to exists wait for the AppDataChanged_t after the first failure and ask again
int Steam_Apps::GetAppData( AppId_t nAppID, const char *pchKey, char *pchValue, int cchValueMax )
{
//TODO
PRINT_DEBUG_TODO();
return 0;
}
bool Steam_Apps::BIsSubscribed()
{
PRINT_DEBUG_ENTRY();
return true;
}
bool Steam_Apps::BIsLowViolence()
{
PRINT_DEBUG_ENTRY();
return false;
}
bool Steam_Apps::BIsCybercafe()
{
PRINT_DEBUG_ENTRY();
return false;
}
bool Steam_Apps::BIsVACBanned()
{
PRINT_DEBUG_ENTRY();
return false;
}
// valid list: https://partner.steamgames.com/doc/store/localization/languages
const char *Steam_Apps::GetCurrentGameLanguage()
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return settings->get_language();
}
// Gets a comma separated list of the languages the current app supports.
// valid list: https://partner.steamgames.com/doc/store/localization/languages
const char *Steam_Apps::GetAvailableGameLanguages()
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return settings->get_supported_languages().c_str();
}
// only use this member if you need to check ownership of another game related to yours, a demo for example
bool Steam_Apps::BIsSubscribedApp( AppId_t appID )
{
PRINT_DEBUG("%u", appID);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (appID == 0) return true; //I think appid 0 is always owned
if (appID == UINT32_MAX) return false; // check Steam_Apps::BIsAppInstalled()
if (appID == settings->get_local_game_id().AppID()) return true;
return settings->hasDLC(appID);
}
// Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
bool Steam_Apps::BIsDlcInstalled( AppId_t appID )
{
PRINT_DEBUG("%u", appID);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (appID == 0) return true;
if (appID == UINT32_MAX) return false; // check Steam_Apps::BIsAppInstalled()
// Age of Empires 2: Definitive Edition expects the app itself to be an owned DLC.
// otherwise it will only load the "Return of Rome" game mode, also most options are disabled
if (appID == settings->get_local_game_id().AppID()) return true;
return settings->hasDLC(appID);
}
// returns the Unix time of the purchase of the app
uint32 Steam_Apps::GetEarliestPurchaseUnixTime( AppId_t nAppID )
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (nAppID == 0) return 0; //TODO is this correct?
if (nAppID == UINT32_MAX) return 0; // check Steam_Apps::BIsAppInstalled() TODO is this correct?
if (nAppID == settings->get_local_game_id().AppID() || settings->hasDLC(nAppID)) {
auto t =
// 4 days ago
startup_time
- std::chrono::hours(24 * 4);
auto duration = std::chrono::duration_cast<std::chrono::seconds>(t.time_since_epoch());
return (uint32)duration.count();
}
//TODO ?
return 0;
}
// Checks if the user is subscribed to the current app through a free weekend
// This function will return false for users who have a retail or other type of license
// Before using, please ask your Valve technical contact how to package and secure your free weekened
bool Steam_Apps::BIsSubscribedFromFreeWeekend()
{
PRINT_DEBUG_ENTRY();
return false;
}
// Returns the number of DLC pieces for the running app
int Steam_Apps::GetDLCCount()
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return settings->DLCCount();
}
// Returns metadata for DLC by index, of range [0, GetDLCCount()]
bool Steam_Apps::BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize )
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
AppId_t appid = k_uAppIdInvalid;
bool available = false;
std::string name{};
if (!settings->getDLC(iDLC, appid, available, name)) return false;
if (pAppID) *pAppID = appid;
if (pbAvailable) *pbAvailable = available;
if (pchName && cchNameBufferSize > 0) {
memset(pchName, 0, cchNameBufferSize);
name.copy(pchName, cchNameBufferSize - 1);
}
return true;
}
// Install/Uninstall control for optional DLC
void Steam_Apps::InstallDLC( AppId_t nAppID )
{
PRINT_DEBUG_TODO();
// we lock here because the API is supposed to modify the DLC list
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->hasDLC(nAppID)) {
DlcInstalled_t data{};
data.m_nAppID = nAppID;
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.01);
}
}
void Steam_Apps::UninstallDLC( AppId_t nAppID )
{
PRINT_DEBUG_ENTRY();
// we lock here because the API is supposed to modify the DLC list
std::lock_guard<std::recursive_mutex> lock(global_mutex);
}
static void FillProofOfPurchaseKey( AppProofOfPurchaseKeyResponse_t& data, AppId_t nAppID, bool ok_result, std::string key = "cdcdcdcdcdcdcdcdcdcdcdcdcdcdcdcd" )
{
data.m_nAppID = nAppID;
if (ok_result) {
// TODO maybe read this from a config file "purchased_keys.txt":
// 480=AAAAA-BBBBB-CCCCC-DDDDD
// 218620=XYZFJ-13370-98765
size_t min_len = key.size() < k_cubAppProofOfPurchaseKeyMax
? key.size() < k_cubAppProofOfPurchaseKeyMax
: k_cubAppProofOfPurchaseKeyMax - 1; // -1 because we need space for null
data.m_eResult = EResult::k_EResultOK;
data.m_cchKeyLength = static_cast<uint32>(min_len);
memcpy(data.m_rgchKey, key.c_str(), min_len);
data.m_rgchKey[min_len] = 0;
} else {
data.m_eResult = EResult::k_EResultFail;
data.m_cchKeyLength = 0;
data.m_rgchKey[0] = 0;
data.m_rgchKey[1] = 0;
}
}
// Request legacy cd-key for yourself or owned DLC. If you are interested in this
// data then make sure you provide us with a list of valid keys to be distributed
// to users when they purchase the game, before the game ships.
// You'll receive an AppProofOfPurchaseKeyResponse_t callback when
// the key is available (which may be immediately).
void Steam_Apps::RequestAppProofOfPurchaseKey( AppId_t nAppID )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
AppProofOfPurchaseKeyResponse_t data{};
data.m_nAppID = nAppID;
// check Steam_Apps::BIsAppInstalled()
if (nAppID == 0 || nAppID == UINT32_MAX) {
FillProofOfPurchaseKey(data, nAppID, false);
} else if (nAppID == settings->get_local_game_id().AppID() || settings->hasDLC(nAppID)) {
FillProofOfPurchaseKey(data, nAppID, true);
} else {
//TODO what to do here?
FillProofOfPurchaseKey(data, nAppID, false);
}
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}
// returns current beta branch name, 'public' is the default branch
// "true if the user is on a beta branch; otherwise, false"
// https://partner.steamgames.com/doc/api/ISteamApps
bool Steam_Apps::GetCurrentBetaName( char *pchName, int cchNameBufferSize )
{
PRINT_DEBUG("%p [%i]", pchName, cchNameBufferSize);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (pchName && cchNameBufferSize > 0 && static_cast<size_t>(cchNameBufferSize) > settings->current_branch_name.size()) {
memset(pchName, 0, cchNameBufferSize);
memcpy(pchName, settings->current_branch_name.c_str(), settings->current_branch_name.size());
}
PRINT_DEBUG("returned '%s'", pchName);
return settings->is_beta_branch;
}
// signal Steam that game files seems corrupt or missing
bool Steam_Apps::MarkContentCorrupt( bool bMissingFilesOnly )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
//TODO: warn user
return true;
}
// return installed depots in mount order
uint32 Steam_Apps::GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots )
{
PRINT_DEBUG("%u, %u", appID, cMaxDepots);
//TODO not sure about the behavior of this function, I didn't actually test this.
std::lock_guard<std::recursive_mutex> lock(global_mutex);
unsigned int count = (unsigned int)settings->depots.size();
if (!pvecDepots || !cMaxDepots || !count) return 0;
if (cMaxDepots < count) count = cMaxDepots;
std::copy(settings->depots.begin(), settings->depots.begin() + count, pvecDepots);
return count;
}
uint32 Steam_Apps::GetInstalledDepots( DepotId_t *pvecDepots, uint32 cMaxDepots )
{
PRINT_DEBUG("old");
return GetInstalledDepots( settings->get_local_game_id().AppID(), pvecDepots, cMaxDepots );
}
// returns current app install folder for AppID, returns folder name length
uint32 Steam_Apps::GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize )
{
PRINT_DEBUG("%u %p %u", appID, pchFolder, cchFolderBufferSize);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
//TODO return real path instead of dll path
std::string installed_path = settings->getAppInstallPath(appID);
if (installed_path.empty()) {
std::string dll_path = get_full_program_path();
std::string current_path = get_current_path();
PRINT_DEBUG(" dll: '%s', current: '%s'", dll_path.c_str(), current_path.c_str());
//Just pick the smallest path, it has the most chances of being the good one
if (dll_path.size() > current_path.size() && current_path.size()) {
installed_path = current_path;
} else {
installed_path = dll_path;
}
}
PRINT_DEBUG(" final path '%s'", installed_path.c_str());
if (pchFolder && cchFolderBufferSize) {
memset(pchFolder, 0, cchFolderBufferSize);
installed_path.copy(pchFolder, cchFolderBufferSize - 1);
}
return static_cast<uint32>(installed_path.length()); //Real steam always returns the actual path length, not the copied one.
}
// returns true if that app is installed (not necessarily owned)
// "This only works for base applications, not Downloadable Content (DLC). Use BIsDlcInstalled for DLC instead"
// https://partner.steamgames.com/doc/api/ISteamApps
bool Steam_Apps::BIsAppInstalled( AppId_t appID )
{
PRINT_DEBUG("%u", appID);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
// "0 Base Goldsource Shared Binaries"
// https://developer.valvesoftware.com/wiki/Steam_Application_IDs
if (appID == 0) return true;
// game LEGO 2K Drive (app id 1451810) checks for a proper steam behavior by sending uint32_max and expects false in return
if (appID == UINT32_MAX) return false;
if (appID == settings->get_local_game_id().AppID()) return true;
// TODO is this correct?
// the docs say that this function won't work on DLCs, but HITMAN 3 uses it on every DLC
if (settings->hasDLC(appID)) return true;
return settings->isAppInstalled(appID);
}
// returns the SteamID of the original owner. If different from current user, it's borrowed
CSteamID Steam_Apps::GetAppOwner()
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return settings->get_local_steam_id();
}
// Returns the associated launch param if the game is run via steam://run/<appid>//?param1=value1;param2=value2;param3=value3 etc.
// Parameter names starting with the character '@' are reserved for internal use and will always return and empty string.
// Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game,
// but it is advised that you not param names beginning with an underscore for your own features.
const char *Steam_Apps::GetLaunchQueryParam( const char *pchKey )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return "";
}
// get download progress for optional DLC
bool Steam_Apps::GetDlcDownloadProgress( AppId_t nAppID, uint64 *punBytesDownloaded, uint64 *punBytesTotal )
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
// return the buildid of this app, may change at any time based on backend updates to the game
int Steam_Apps::GetAppBuildId()
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return this->settings->build_id;
}
// Request all proof of purchase keys for the calling appid and asociated DLC.
// A series of AppProofOfPurchaseKeyResponse_t callbacks will be sent with
// appropriate appid values, ending with a final callback where the m_nAppId
// member is k_uAppIdInvalid (zero).
void Steam_Apps::RequestAllProofOfPurchaseKeys()
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
// current app
{
AppProofOfPurchaseKeyResponse_t data{};
FillProofOfPurchaseKey(data, settings->get_local_game_id().AppID(), true);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}
// DLCs
const auto count = settings->DLCCount();
for (unsigned int i = 0; i < settings->DLCCount(); i++) {
AppId_t app_id;
bool available;
std::string name;
settings->getDLC(i, app_id, available, name);
AppProofOfPurchaseKeyResponse_t data{};
FillProofOfPurchaseKey(data, app_id, true);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}
// termination entry
{
AppProofOfPurchaseKeyResponse_t data{};
FillProofOfPurchaseKey(data, k_uAppIdInvalid, true, "");
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}
}
STEAM_CALL_RESULT( FileDetailsResult_t )
SteamAPICall_t Steam_Apps::GetFileDetails( const char* pszFileName )
{
PRINT_DEBUG("%s", pszFileName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
FileDetailsResult_t data = {};
//TODO? this function should only return found if file is actually part of the steam depots
if (file_exists_(pszFileName)) {
data.m_eResult = k_EResultOK; //
std::ifstream stream(std::filesystem::u8path(pszFileName), std::ios::binary);
SHA1 checksum;
checksum.update(stream);
checksum.final().copy((char *)data.m_FileSHA, sizeof(data.m_FileSHA));
data.m_ulFileSize = file_size_(pszFileName);
//TODO data.m_unFlags; 0 is file //TODO: check if 64 is folder
} else {
data.m_eResult = k_EResultFileNotFound;
}
auto ret = callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
return ret;
}
// Get command line if game was launched via Steam URL, e.g. steam://run/<appid>//<command line>/.
// This method of passing a connect string (used when joining via rich presence, accepting an
// invite, etc) is preferable to passing the connect string on the operating system command
// line, which is a security risk. In order for rich presence joins to go through this
// path and not be placed on the OS command line, you must set a value in your app's
// configuration on Steam. Ask Valve for help with this.
//
// If game was already running and launched again, the NewUrlLaunchParameters_t will be fired.
int Steam_Apps::GetLaunchCommandLine( char *pszCommandLine, int cubCommandLine )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return 0;
}
// Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID
bool Steam_Apps::BIsSubscribedFromFamilySharing()
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
// check if game is a timed trial with limited playtime
bool Steam_Apps::BIsTimedTrial( uint32* punSecondsAllowed, uint32* punSecondsPlayed )
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
// set current DLC AppID being played (or 0 if none). Allows Steam to track usage of major DLC extensions
bool Steam_Apps::SetDlcContext( AppId_t nAppID )
{
PRINT_DEBUG("%u", nAppID);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return true;
}
#ifdef _PS3
// Result returned in a RegisterActivationCodeResponse_t callresult
SteamAPICall_t Steam_Apps::RegisterActivationCode( const char *pchActivationCode )
{
PRINT_DEBUG("%s", pchActivationCode);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (!pchActivationCode) return
RegisterActivationCodeResponse_t data{};
data.m_eResult = ERegisterActivationCodeResult::k_ERegisterActivationCodeResultOK;
// data.m_unPackageRegistered = 0; // TODO set this
auto ret = callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
return ret;
}
#endif