mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-05 08:45:37 +08:00
181 lines
11 KiB
C
181 lines
11 KiB
C
|
|
||
|
#ifndef ISTEAMUSER019_H
|
||
|
#define ISTEAMUSER019_H
|
||
|
#ifdef STEAM_WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
|
||
|
class ISteamUser019
|
||
|
{
|
||
|
public:
|
||
|
// returns the HSteamUser this interface represents
|
||
|
// this is only used internally by the API, and by a few select interfaces that support multi-user
|
||
|
virtual HSteamUser GetHSteamUser() = 0;
|
||
|
|
||
|
// returns true if the Steam client current has a live connection to the Steam servers.
|
||
|
// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
|
||
|
// The Steam client will automatically be trying to recreate the connection as often as possible.
|
||
|
virtual bool BLoggedOn() = 0;
|
||
|
|
||
|
// returns the CSteamID of the account currently logged into the Steam client
|
||
|
// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API
|
||
|
virtual CSteamID GetSteamID() = 0;
|
||
|
|
||
|
// Multiplayer Authentication functions
|
||
|
|
||
|
// InitiateGameConnection() starts the state machine for authenticating the game client with the game server
|
||
|
// It is the client portion of a three-way handshake between the client, the game server, and the steam servers
|
||
|
//
|
||
|
// Parameters:
|
||
|
// void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token.
|
||
|
// int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes.
|
||
|
// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
|
||
|
// CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( <appID> )
|
||
|
// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
|
||
|
// bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running)
|
||
|
//
|
||
|
// return value - returns the number of bytes written to pBlob. If the return is 0, then the buffer passed in was too small, and the call has failed
|
||
|
// The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process.
|
||
|
virtual int InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ) = 0;
|
||
|
|
||
|
// notify of disconnect
|
||
|
// needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call
|
||
|
virtual void TerminateGameConnection( uint32 unIPServer, uint16 usPortServer ) = 0;
|
||
|
|
||
|
// Legacy functions
|
||
|
|
||
|
// used by only a few games to track usage events
|
||
|
virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;
|
||
|
|
||
|
// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
|
||
|
// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
|
||
|
virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;
|
||
|
|
||
|
// Starts voice recording. Once started, use GetVoice() to get the data
|
||
|
virtual void StartVoiceRecording( ) = 0;
|
||
|
|
||
|
// Stops voice recording. Because people often release push-to-talk keys early, the system will keep recording for
|
||
|
// a little bit after this function is called. GetVoice() should continue to be called until it returns
|
||
|
// k_eVoiceResultNotRecording
|
||
|
virtual void StopVoiceRecording( ) = 0;
|
||
|
|
||
|
// Determine the size of captured audio data that is available from GetVoice.
|
||
|
// Most applications will only use compressed data and should ignore the other
|
||
|
// parameters, which exist primarily for backwards compatibility. See comments
|
||
|
// below for further explanation of "uncompressed" data.
|
||
|
virtual EVoiceResult GetAvailableVoice( uint32 *pcbCompressed, uint32 *pcbUncompressed_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0;
|
||
|
|
||
|
// ---------------------------------------------------------------------------
|
||
|
// NOTE: "uncompressed" audio is a deprecated feature and should not be used
|
||
|
// by most applications. It is raw single-channel 16-bit PCM wave data which
|
||
|
// may have been run through preprocessing filters and/or had silence removed,
|
||
|
// so the uncompressed audio could have a shorter duration than you expect.
|
||
|
// There may be no data at all during long periods of silence. Also, fetching
|
||
|
// uncompressed audio will cause GetVoice to discard any leftover compressed
|
||
|
// audio, so you must fetch both types at once. Finally, GetAvailableVoice is
|
||
|
// not precisely accurate when the uncompressed size is requested. So if you
|
||
|
// really need to use uncompressed audio, you should call GetVoice frequently
|
||
|
// with two very large (20kb+) output buffers instead of trying to allocate
|
||
|
// perfectly-sized buffers. But most applications should ignore all of these
|
||
|
// details and simply leave the "uncompressed" parameters as NULL/zero.
|
||
|
// ---------------------------------------------------------------------------
|
||
|
|
||
|
// Read captured audio data from the microphone buffer. This should be called
|
||
|
// at least once per frame, and preferably every few milliseconds, to keep the
|
||
|
// microphone input delay as low as possible. Most applications will only use
|
||
|
// compressed data and should pass NULL/zero for the "uncompressed" parameters.
|
||
|
// Compressed data can be transmitted by your application and decoded into raw
|
||
|
// using the DecompressVoice function below.
|
||
|
virtual EVoiceResult GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed_Deprecated = false, void *pUncompressedDestBuffer_Deprecated = 0, uint32 cbUncompressedDestBufferSize_Deprecated = 0, uint32 *nUncompressBytesWritten_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0;
|
||
|
|
||
|
// Decodes the compressed voice data returned by GetVoice. The output data is
|
||
|
// raw single-channel 16-bit PCM audio. The decoder supports any sample rate
|
||
|
// from 11025 to 48000; see GetVoiceOptimalSampleRate() below for details.
|
||
|
// If the output buffer is not large enough, then *nBytesWritten will be set
|
||
|
// to the required buffer size, and k_EVoiceResultBufferTooSmall is returned.
|
||
|
// It is suggested to start with a 20kb buffer and reallocate as necessary.
|
||
|
virtual EVoiceResult DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, uint32 nDesiredSampleRate ) = 0;
|
||
|
|
||
|
// This returns the native sample rate of the Steam voice decompressor; using
|
||
|
// this sample rate for DecompressVoice will perform the least CPU processing.
|
||
|
// However, the final audio quality will depend on how well the audio device
|
||
|
// (and/or your application's audio output SDK) deals with lower sample rates.
|
||
|
// You may find that you get the best audio output quality when you ignore
|
||
|
// this function and use the native sample rate of your audio output device,
|
||
|
// which is usually 48000 or 44100.
|
||
|
virtual uint32 GetVoiceOptimalSampleRate() = 0;
|
||
|
|
||
|
// Retrieve ticket to be sent to the entity who wishes to authenticate you.
|
||
|
// pcbTicket retrieves the length of the actual ticket.
|
||
|
virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
|
||
|
|
||
|
// Authenticate ticket from entity steamID to be sure it is valid and isnt reused
|
||
|
// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
|
||
|
virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0;
|
||
|
|
||
|
// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
|
||
|
virtual void EndAuthSession( CSteamID steamID ) = 0;
|
||
|
|
||
|
// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
|
||
|
virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0;
|
||
|
|
||
|
// After receiving a user's authentication data, and passing it to BeginAuthSession, use this function
|
||
|
// to determine if the user owns downloadable content specified by the provided AppID.
|
||
|
virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
|
||
|
|
||
|
// returns true if this users looks like they are behind a NAT device. Only valid once the user has connected to steam
|
||
|
// (i.e a SteamServersConnected_t has been issued) and may not catch all forms of NAT.
|
||
|
virtual bool BIsBehindNAT() = 0;
|
||
|
|
||
|
// set data to be replicated to friends so that they can join your game
|
||
|
// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
|
||
|
// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
|
||
|
virtual void AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer ) = 0;
|
||
|
|
||
|
// Requests a ticket encrypted with an app specific shared key
|
||
|
// pDataToInclude, cbDataToInclude will be encrypted into the ticket
|
||
|
// ( This is asynchronous, you must wait for the ticket to be completed by the server )
|
||
|
STEAM_CALL_RESULT( EncryptedAppTicketResponse_t )
|
||
|
virtual SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude ) = 0;
|
||
|
|
||
|
// retrieve a finished ticket
|
||
|
virtual bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
|
||
|
|
||
|
// Trading Card badges data access
|
||
|
// if you only have one set of cards, the series will be 1
|
||
|
// the user has can have two different badges for a series; the regular (max level 5) and the foil (max level 1)
|
||
|
virtual int GetGameBadgeLevel( int nSeries, bool bFoil ) = 0;
|
||
|
|
||
|
// gets the Steam Level of the user, as shown on their profile
|
||
|
virtual int GetPlayerSteamLevel() = 0;
|
||
|
|
||
|
// Requests a URL which authenticates an in-game browser for store check-out,
|
||
|
// and then redirects to the specified URL. As long as the in-game browser
|
||
|
// accepts and handles session cookies, Steam microtransaction checkout pages
|
||
|
// will automatically recognize the user instead of presenting a login page.
|
||
|
// The result of this API call will be a StoreAuthURLResponse_t callback.
|
||
|
// NOTE: The URL has a very short lifetime to prevent history-snooping attacks,
|
||
|
// so you should only call this API when you are about to launch the browser,
|
||
|
// or else immediately navigate to the result URL using a hidden browser window.
|
||
|
// NOTE 2: The resulting authorization cookie has an expiration time of one day,
|
||
|
// so it would be a good idea to request and visit a new auth URL every 12 hours.
|
||
|
STEAM_CALL_RESULT( StoreAuthURLResponse_t )
|
||
|
virtual SteamAPICall_t RequestStoreAuthURL( const char *pchRedirectURL ) = 0;
|
||
|
|
||
|
// gets whether the users phone number is verified
|
||
|
virtual bool BIsPhoneVerified() = 0;
|
||
|
|
||
|
// gets whether the user has two factor enabled on their account
|
||
|
virtual bool BIsTwoFactorEnabled() = 0;
|
||
|
|
||
|
// gets whether the users phone number is identifying
|
||
|
virtual bool BIsPhoneIdentifying() = 0;
|
||
|
|
||
|
// gets whether the users phone number is awaiting (re)verification
|
||
|
virtual bool BIsPhoneRequiringVerification() = 0;
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif // ISTEAMUSER019_H
|