/* 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 . */ #include "dll/steam_user.h" #include "dll/auth.h" #include "dll/appticket.h" Steam_User::Steam_User(Settings *settings, Local_Storage *local_storage, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks) { this->settings = settings; this->local_storage = local_storage; this->network = network; this->callbacks = callbacks; this->callback_results = callback_results; recording = false; auth_manager = new Auth_Manager(settings, network, callbacks); } Steam_User::~Steam_User() { delete auth_manager; } // returns the HSteamUser this interface represents // this is only used internally by the API, and by a few select interfaces that support multi-user HSteamUser Steam_User::GetHSteamUser() { PRINT_DEBUG_ENTRY(); return CLIENT_HSTEAMUSER; } // 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. bool Steam_User::BLoggedOn() { PRINT_DEBUG_ENTRY(); return !settings->is_offline(); } // 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 CSteamID Steam_User::GetSteamID() { PRINT_DEBUG_ENTRY(); CSteamID id = settings->get_local_steam_id(); return id; } // 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. //steam returns 206 bytes #define INITIATE_GAME_CONNECTION_TICKET_SIZE 206 int Steam_User::InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ) { PRINT_DEBUG("%i %llu %u %u %u %p", cbMaxAuthBlob, steamIDGameServer.ConvertToUint64(), unIPServer, usPortServer, bSecure, pAuthBlob); std::lock_guard lock(global_mutex); if (cbMaxAuthBlob < INITIATE_GAME_CONNECTION_TICKET_SIZE) return 0; if (!pAuthBlob) return 0; uint32 out_size = INITIATE_GAME_CONNECTION_TICKET_SIZE; auth_manager->getTicketData(pAuthBlob, INITIATE_GAME_CONNECTION_TICKET_SIZE, &out_size); if (out_size > INITIATE_GAME_CONNECTION_TICKET_SIZE) return 0; return out_size; } int Steam_User::InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, CGameID gameID, uint32 unIPServer, uint16 usPortServer, bool bSecure ) { PRINT_DEBUG_ENTRY(); return InitiateGameConnection(pAuthBlob, cbMaxAuthBlob, steamIDGameServer, unIPServer, usPortServer, bSecure); } // notify of disconnect // needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call void Steam_User::TerminateGameConnection( uint32 unIPServer, uint16 usPortServer ) { PRINT_DEBUG_TODO(); } // Legacy functions // used by only a few games to track usage events void Steam_User::TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo) { PRINT_DEBUG_TODO(); } void Steam_User::RefreshSteam2Login() { PRINT_DEBUG_TODO(); } // 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\\\local" bool Steam_User::GetUserDataFolder( char *pchBuffer, int cubBuffer ) { PRINT_DEBUG_ENTRY(); if (!cubBuffer) return false; std::string user_data = local_storage->get_path(Local_Storage::user_data_storage); strncpy(pchBuffer, user_data.c_str(), cubBuffer - 1); pchBuffer[cubBuffer - 1] = 0; return true; } // Starts voice recording. Once started, use GetVoice() to get the data void Steam_User::StartVoiceRecording( ) { PRINT_DEBUG_ENTRY(); last_get_voice = std::chrono::high_resolution_clock::now(); recording = true; //TODO:fix recording = false; } // 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 void Steam_User::StopVoiceRecording( ) { PRINT_DEBUG_ENTRY(); recording = false; } // 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. EVoiceResult Steam_User::GetAvailableVoice( uint32 *pcbCompressed, uint32 *pcbUncompressed_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated ) { PRINT_DEBUG_ENTRY(); if (pcbCompressed) *pcbCompressed = 0; if (pcbUncompressed_Deprecated) *pcbUncompressed_Deprecated = 0; if (!recording) return k_EVoiceResultNotRecording; double seconds = std::chrono::duration_cast>(std::chrono::high_resolution_clock::now() - last_get_voice).count(); if (pcbCompressed) *pcbCompressed = static_cast(seconds * 1024.0 * 64.0 / 8.0); if (pcbUncompressed_Deprecated) *pcbUncompressed_Deprecated = static_cast(seconds * (double)nUncompressedVoiceDesiredSampleRate_Deprecated * 2.0); return k_EVoiceResultOK; } EVoiceResult Steam_User::GetAvailableVoice(uint32 *pcbCompressed, uint32 *pcbUncompressed) { PRINT_DEBUG("old"); return GetAvailableVoice(pcbCompressed, pcbUncompressed, 11025); } // --------------------------------------------------------------------------- // 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. EVoiceResult Steam_User::GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed_Deprecated, void *pUncompressedDestBuffer_Deprecated , uint32 cbUncompressedDestBufferSize_Deprecated , uint32 *nUncompressBytesWritten_Deprecated , uint32 nUncompressedVoiceDesiredSampleRate_Deprecated ) { PRINT_DEBUG_ENTRY(); if (!recording) return k_EVoiceResultNotRecording; double seconds = std::chrono::duration_cast>(std::chrono::high_resolution_clock::now() - last_get_voice).count(); if (bWantCompressed) { uint32 towrite = static_cast(seconds * 1024.0 * 64.0 / 8.0); if (cbDestBufferSize < towrite) towrite = cbDestBufferSize; if (pDestBuffer) memset(pDestBuffer, 0, towrite); if (nBytesWritten) *nBytesWritten = towrite; } if (bWantUncompressed_Deprecated) { PRINT_DEBUG("Wanted Uncompressed"); } last_get_voice = std::chrono::high_resolution_clock::now(); return k_EVoiceResultOK; } EVoiceResult Steam_User::GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed, void *pUncompressedDestBuffer, uint32 cbUncompressedDestBufferSize, uint32 *nUncompressBytesWritten ) { PRINT_DEBUG("old"); return GetVoice(bWantCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, bWantUncompressed, pUncompressedDestBuffer, cbUncompressedDestBufferSize, nUncompressBytesWritten, 11025); } EVoiceResult Steam_User::GetCompressedVoice( void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten ) { PRINT_DEBUG_ENTRY(); return GetVoice(true, pDestBuffer, cbDestBufferSize, nBytesWritten, false, NULL, 0, NULL); } // 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. EVoiceResult Steam_User::DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, uint32 nDesiredSampleRate ) { PRINT_DEBUG_ENTRY(); if (!recording) return k_EVoiceResultNotRecording; uint32 uncompressed = static_cast((double)cbCompressed * ((double)nDesiredSampleRate / 8192.0)); if(nBytesWritten) *nBytesWritten = uncompressed; if (uncompressed > cbDestBufferSize) uncompressed = cbDestBufferSize; if (pDestBuffer) memset(pDestBuffer, 0, uncompressed); return k_EVoiceResultOK; } EVoiceResult Steam_User::DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten ) { PRINT_DEBUG("old"); return DecompressVoice(pCompressed, cbCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, 11025); } EVoiceResult Steam_User::DecompressVoice( void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten ) { PRINT_DEBUG("older"); return DecompressVoice(pCompressed, cbCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, 11025); } // This returns the native sample rate of the Steam voice decompressor // 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. uint32 Steam_User::GetVoiceOptimalSampleRate() { PRINT_DEBUG_ENTRY(); return 48000; } // Retrieve ticket to be sent to the entity who wishes to authenticate you. // pcbTicket retrieves the length of the actual ticket. HAuthTicket Steam_User::GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) { return GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket, NULL); } // SteamNetworkingIdentity is an optional input parameter to hold the public IP address or SteamID of the entity you are connecting to // if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address // if a Steam ID is passed Steam will only allow the ticket to be used by that Steam ID HAuthTicket Steam_User::GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSteamNetworkingIdentity ) { PRINT_DEBUG("%p [%i] %p", pTicket, cbMaxTicket, pcbTicket); std::lock_guard lock(global_mutex); if (!pTicket) return k_HAuthTicketInvalid; return auth_manager->getTicket(pTicket, cbMaxTicket, pcbTicket); } // Request a ticket which will be used for webapi "ISteamUserAuth\AuthenticateUserTicket" // pchIdentity is an optional input parameter to identify the service the ticket will be sent to // the ticket will be returned in callback GetTicketForWebApiResponse_t HAuthTicket Steam_User::GetAuthTicketForWebApi( const char *pchIdentity ) { PRINT_DEBUG("%s", pchIdentity); std::lock_guard lock(global_mutex); return auth_manager->getWebApiTicket(pchIdentity); } // 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 ) EBeginAuthSessionResult Steam_User::BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) { PRINT_DEBUG("%i %llu", cbAuthTicket, steamID.ConvertToUint64()); std::lock_guard lock(global_mutex); return auth_manager->beginAuth(pAuthTicket, cbAuthTicket, steamID); } // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity void Steam_User::EndAuthSession( CSteamID steamID ) { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); auth_manager->endAuth(steamID); } // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to void Steam_User::CancelAuthTicket( HAuthTicket hAuthTicket ) { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); auth_manager->cancelTicket(hAuthTicket); } // 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. EUserHasLicenseForAppResult Steam_User::UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) { PRINT_DEBUG_ENTRY(); return k_EUserHasLicenseResultHasLicense; } // 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. bool Steam_User::BIsBehindNAT() { PRINT_DEBUG_ENTRY(); return false; } // 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 void Steam_User::AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer ) { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); Gameserver *server = new Gameserver(); server->set_id(steamIDGameServer.ConvertToUint64()); server->set_ip(unIPServer); server->set_port(usPortServer); server->set_query_port(usPortServer); server->set_appid(settings->get_local_game_id().AppID()); if (settings->matchmaking_server_list_always_lan_type) server->set_type(eLANServer); else server->set_type(eFriendsServer); Common_Message msg; msg.set_allocated_gameserver(server); msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); network->sendToAllIndividuals(&msg, true); } // 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 ) SteamAPICall_t Steam_User::RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude ) { PRINT_DEBUG("%i", cbDataToInclude); std::lock_guard lock(global_mutex); EncryptedAppTicketResponse_t data; data.m_eResult = k_EResultOK; DecryptedAppTicket ticket; ticket.TicketV1.Reset(); ticket.TicketV2.Reset(); ticket.TicketV4.Reset(); ticket.TicketV1.TicketVersion = 1; if (pDataToInclude) { ticket.TicketV1.UserData.assign((uint8_t*)pDataToInclude, (uint8_t*)pDataToInclude + cbDataToInclude); } ticket.TicketV2.TicketVersion = 4; ticket.TicketV2.SteamID = settings->get_local_steam_id().ConvertToUint64(); ticket.TicketV2.TicketIssueTime = static_cast(std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()).count()); ticket.TicketV2.TicketValidityEnd = ticket.TicketV2.TicketIssueTime + (21 * 24 * 60 * 60); for (int i = 0; i < 140; ++i) { AppId_t appid{}; bool available{}; std::string name{}; if (!settings->getDLC(appid, appid, available, name)) break; ticket.TicketV4.AppIDs.emplace_back(appid); } ticket.TicketV4.HasVACStatus = true; ticket.TicketV4.VACStatus = 0; auto serialized = ticket.SerializeTicket(); SteamAppTicket_pb pb; pb.set_ticket_version_no(1); pb.set_crc_encryptedticket(0); // TODO: Find out how to compute the CRC pb.set_cb_encrypteduserdata(cbDataToInclude); pb.set_cb_encrypted_appownershipticket(static_cast(serialized.size()) - 16); pb.mutable_encrypted_ticket()->assign(serialized.begin(), serialized.end()); // TODO: Find how to encrypt datas encrypted_app_ticket = pb.SerializeAsString(); return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } // retrieve a finished ticket bool Steam_User::GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) { PRINT_DEBUG("%i", cbMaxTicket); unsigned int ticket_size = static_cast(encrypted_app_ticket.size()); if (!cbMaxTicket) { if (!pcbTicket) return false; *pcbTicket = ticket_size; return true; } if (!pTicket) return false; if (ticket_size > cbMaxTicket) return false; encrypted_app_ticket.copy((char *)pTicket, cbMaxTicket); if (pcbTicket) *pcbTicket = ticket_size; return true; } // 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) int Steam_User::GetGameBadgeLevel( int nSeries, bool bFoil ) { PRINT_DEBUG_ENTRY(); return 0; } // gets the Steam Level of the user, as shown on their profile int Steam_User::GetPlayerSteamLevel() { PRINT_DEBUG_ENTRY(); return 100; } // 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 ) SteamAPICall_t Steam_User::RequestStoreAuthURL( const char *pchRedirectURL ) { PRINT_DEBUG_ENTRY(); return 0; } // gets whether the users phone number is verified bool Steam_User::BIsPhoneVerified() { PRINT_DEBUG_ENTRY(); return true; } // gets whether the user has two factor enabled on their account bool Steam_User::BIsTwoFactorEnabled() { PRINT_DEBUG_ENTRY(); return true; } // gets whether the users phone number is identifying bool Steam_User::BIsPhoneIdentifying() { PRINT_DEBUG_ENTRY(); return false; } // gets whether the users phone number is awaiting (re)verification bool Steam_User::BIsPhoneRequiringVerification() { PRINT_DEBUG_ENTRY(); return false; } STEAM_CALL_RESULT( MarketEligibilityResponse_t ) SteamAPICall_t Steam_User::GetMarketEligibility() { PRINT_DEBUG_ENTRY(); return 0; } // Retrieves anti indulgence / duration control for current user STEAM_CALL_RESULT( DurationControl_t ) SteamAPICall_t Steam_User::GetDurationControl() { PRINT_DEBUG_ENTRY(); return 0; } // Advise steam china duration control system about the online state of the game. // This will prevent offline gameplay time from counting against a user's // playtime limits. bool Steam_User::BSetDurationControlOnlineState( EDurationControlOnlineState eNewState ) { PRINT_DEBUG_ENTRY(); return false; }