mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-26 02:14:15 +08:00
54 lines
2.6 KiB
C
54 lines
2.6 KiB
C
|
|
||
|
#ifndef ISTEAMUSER010_H
|
||
|
#define ISTEAMUSER010_H
|
||
|
#ifdef STEAM_WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
|
||
|
class ISteamUser010
|
||
|
{
|
||
|
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;
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif // ISTEAMUSER010_H
|