2019-04-13 12:21:56 -04:00
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/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "steam_apps.h"
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Steam_Apps::Steam_Apps(Settings *settings, class SteamCallResults *callback_results)
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{
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this->settings = settings;
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this->callback_results = callback_results;
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}
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bool Steam_Apps::BIsSubscribed()
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{
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PRINT_DEBUG("BIsSubscribed\n");
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return true;
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}
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bool Steam_Apps::BIsLowViolence()
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{
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PRINT_DEBUG("BIsLowViolence\n");
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return false;
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}
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bool Steam_Apps::BIsCybercafe()
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{
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PRINT_DEBUG("BIsCybercafe\n");
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return false;
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}
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bool Steam_Apps::BIsVACBanned()
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{
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PRINT_DEBUG("BIsVACBanned\n");
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return false;
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}
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const char *Steam_Apps::GetCurrentGameLanguage()
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{
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PRINT_DEBUG("GetCurrentGameLanguage\n");
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return settings->get_language();
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}
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const char *Steam_Apps::GetAvailableGameLanguages()
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{
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PRINT_DEBUG("GetAvailableGameLanguages\n");
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//TODO?
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return "";
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}
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// only use this member if you need to check ownership of another game related to yours, a demo for example
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bool Steam_Apps::BIsSubscribedApp( AppId_t appID )
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{
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PRINT_DEBUG("BIsSubscribedApp %u\n", appID);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (appID == 0) return true; //I think appid 0 is always owned
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if (appID == settings->get_local_game_id().AppID()) return true;
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return settings->hasDLC(appID);
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}
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// Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
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bool Steam_Apps::BIsDlcInstalled( AppId_t appID )
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{
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PRINT_DEBUG("BIsDlcInstalled %u\n", appID);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (appID == 0) return true;
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return settings->hasDLC(appID);
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}
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// returns the Unix time of the purchase of the app
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uint32 Steam_Apps::GetEarliestPurchaseUnixTime( AppId_t nAppID )
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{
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PRINT_DEBUG("GetEarliestPurchaseUnixTime\n");
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//TODO ?
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return 1;
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}
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// Checks if the user is subscribed to the current app through a free weekend
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// This function will return false for users who have a retail or other type of license
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// Before using, please ask your Valve technical contact how to package and secure your free weekened
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bool Steam_Apps::BIsSubscribedFromFreeWeekend()
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{
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PRINT_DEBUG("BIsSubscribedFromFreeWeekend\n");
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return false;
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}
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// Returns the number of DLC pieces for the running app
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int Steam_Apps::GetDLCCount()
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{
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PRINT_DEBUG("GetDLCCount\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return settings->DLCCount();
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}
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// Returns metadata for DLC by index, of range [0, GetDLCCount()]
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bool Steam_Apps::BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize )
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{
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PRINT_DEBUG("BGetDLCDataByIndex\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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AppId_t appid;
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bool available;
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std::string name;
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if (!settings->getDLC(iDLC, appid, available, name)) return false;
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if (pAppID) *pAppID = appid;
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if (pbAvailable) *pbAvailable = available;
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if (pchName && cchNameBufferSize > 0) {
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if (cchNameBufferSize > name.size()) {
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cchNameBufferSize = name.size();
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pchName[cchNameBufferSize] = 0;
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}
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//TODO: should pchName be null terminated if the size is smaller or equal to the name size?
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memcpy(pchName, name.data(), cchNameBufferSize);
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}
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return true;
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}
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// Install/Uninstall control for optional DLC
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void Steam_Apps::InstallDLC( AppId_t nAppID )
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{
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PRINT_DEBUG("InstallDLC\n");
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}
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void Steam_Apps::UninstallDLC( AppId_t nAppID )
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{
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PRINT_DEBUG("UninstallDLC\n");
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}
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// Request legacy cd-key for yourself or owned DLC. If you are interested in this
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// data then make sure you provide us with a list of valid keys to be distributed
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// to users when they purchase the game, before the game ships.
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// You'll receive an AppProofOfPurchaseKeyResponse_t callback when
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// the key is available (which may be immediately).
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void Steam_Apps::RequestAppProofOfPurchaseKey( AppId_t nAppID )
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{
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PRINT_DEBUG("RequestAppProofOfPurchaseKey\n");
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}
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// returns current beta branch name, 'public' is the default branch
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bool Steam_Apps::GetCurrentBetaName( char *pchName, int cchNameBufferSize )
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{
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PRINT_DEBUG("GetCurrentBetaName %i\n", cchNameBufferSize);
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if (sizeof("public") > cchNameBufferSize) {
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return false;
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}
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memcpy(pchName, "public", sizeof("public"));
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return true;
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}
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// signal Steam that game files seems corrupt or missing
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bool Steam_Apps::MarkContentCorrupt( bool bMissingFilesOnly )
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{
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PRINT_DEBUG("MarkContentCorrupt\n");
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//TODO: warn user
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return true;
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}
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// return installed depots in mount order
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uint32 Steam_Apps::GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots )
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{
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2019-07-20 14:45:37 -04:00
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PRINT_DEBUG("GetInstalledDepots %u\n", appID);
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//TODO not sure about the behavior of this function, I didn't actually test this.
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if (!pvecDepots) return 0;
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (appID == settings->get_local_game_id().AppID()) {
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unsigned int count = settings->DLCCount();
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if (cMaxDepots < count) count = cMaxDepots;
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for (int i = 0; i < count; ++i) {
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AppId_t appid;
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bool available;
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std::string name;
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if (settings->getDLC(i, appid, available, name)) {
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pvecDepots[i] = appid;
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}
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}
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return count;
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} else {
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if (cMaxDepots) {
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*pvecDepots = appID;
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return 1;
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}
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}
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2019-04-13 12:21:56 -04:00
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return 0;
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}
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// returns current app install folder for AppID, returns folder name length
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uint32 Steam_Apps::GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize )
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{
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2019-05-09 08:10:03 -04:00
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PRINT_DEBUG("GetAppInstallDir %u %u\n", appID, cchFolderBufferSize);
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//TODO return real path instead of dll path
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if (!pchFolder || !cchFolderBufferSize) return 0;
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2019-05-09 08:10:03 -04:00
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std::string installed_path = settings->getAppInstallPath(appID);
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if (installed_path.size() == 0) {
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std::string dll_path = get_full_program_path();
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std::string current_path = get_current_path();
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PRINT_DEBUG("paths %s %s\n", dll_path.c_str(), current_path.c_str());
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//Just pick the smallest path, it has the most chances of being the good one
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if (dll_path.size() > current_path.size() && current_path.size()) {
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installed_path = current_path;
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} else {
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installed_path = dll_path;
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}
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}
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PRINT_DEBUG("path %s\n", installed_path.c_str());
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snprintf(pchFolder, cchFolderBufferSize, "%s", installed_path.c_str());
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return strlen(pchFolder);
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}
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// returns true if that app is installed (not necessarily owned)
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bool Steam_Apps::BIsAppInstalled( AppId_t appID )
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{
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PRINT_DEBUG("BIsAppInstalled %u\n", appID);
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return true;
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}
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// returns the SteamID of the original owner. If different from current user, it's borrowed
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CSteamID Steam_Apps::GetAppOwner()
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{
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PRINT_DEBUG("GetAppOwner\n");
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return settings->get_local_steam_id();
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}
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// Returns the associated launch param if the game is run via steam://run/<appid>//?param1=value1;param2=value2;param3=value3 etc.
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// Parameter names starting with the character '@' are reserved for internal use and will always return and empty string.
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// Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game,
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// but it is advised that you not param names beginning with an underscore for your own features.
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const char *Steam_Apps::GetLaunchQueryParam( const char *pchKey )
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{
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PRINT_DEBUG("GetLaunchQueryParam\n");
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return "";
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}
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// get download progress for optional DLC
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bool Steam_Apps::GetDlcDownloadProgress( AppId_t nAppID, uint64 *punBytesDownloaded, uint64 *punBytesTotal )
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{
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PRINT_DEBUG("GetDlcDownloadProgress\n");
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return false;
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}
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// return the buildid of this app, may change at any time based on backend updates to the game
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int Steam_Apps::GetAppBuildId()
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{
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PRINT_DEBUG("GetAppBuildId\n");
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2019-08-12 10:40:16 -04:00
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return 10;
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2019-04-13 12:21:56 -04:00
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}
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// Request all proof of purchase keys for the calling appid and asociated DLC.
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// A series of AppProofOfPurchaseKeyResponse_t callbacks will be sent with
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// appropriate appid values, ending with a final callback where the m_nAppId
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// member is k_uAppIdInvalid (zero).
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void Steam_Apps::RequestAllProofOfPurchaseKeys()
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{
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PRINT_DEBUG("RequestAllProofOfPurchaseKeys\n");
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}
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STEAM_CALL_RESULT( FileDetailsResult_t )
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SteamAPICall_t Steam_Apps::GetFileDetails( const char* pszFileName )
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{
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PRINT_DEBUG("GetFileDetails\n");
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return 0;
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}
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// Get command line if game was launched via Steam URL, e.g. steam://run/<appid>//<command line>/.
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// This method of passing a connect string (used when joining via rich presence, accepting an
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// invite, etc) is preferable to passing the connect string on the operating system command
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// line, which is a security risk. In order for rich presence joins to go through this
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// path and not be placed on the OS command line, you must set a value in your app's
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// configuration on Steam. Ask Valve for help with this.
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//
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// If game was already running and launched again, the NewUrlLaunchParameters_t will be fired.
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int Steam_Apps::GetLaunchCommandLine( char *pszCommandLine, int cubCommandLine )
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{
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PRINT_DEBUG("GetLaunchCommandLine\n");
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return 0;
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}
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// Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID
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bool Steam_Apps::BIsSubscribedFromFamilySharing()
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{
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PRINT_DEBUG("BIsSubscribedFromFamilySharing\n");
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return false;
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}
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