#ifndef ISTEAMUSER008_H #define ISTEAMUSER008_H #ifdef STEAM_WIN32 #pragma once #endif //----------------------------------------------------------------------------- // Purpose: Functions for accessing and manipulating a steam account // associated with one client instance //----------------------------------------------------------------------------- class ISteamUser008 { 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( ) // 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 *pBlob, int cbMaxBlob, CSteamID steamID, CGameID gameID, uint32 unIPServer, uint16 usPortServer, bool bSecure, void *pvSteam2GetEncryptionKey, int cbSteam2GetEncryptionKey ) = 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; // legacy authentication support - need to be called if the game server rejects the user with a 'bad ticket' error // this is only needed under very specific circumstances virtual void RefreshSteam2Login() = 0; }; #endif // ISTEAMUSER008_H