mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-05 08:45:37 +08:00
141 lines
8.9 KiB
C++
141 lines
8.9 KiB
C++
|
|
#ifndef ISTEAMUSER017_H
|
|
#define ISTEAMUSER017_H
|
|
#ifdef STEAM_WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
|
|
class ISteamUser017
|
|
{
|
|
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 amount of captured audio data that is available in bytes.
|
|
// This provides both the compressed and uncompressed data. Please note that the uncompressed
|
|
// data is not the raw feed from the microphone: data may only be available if audible
|
|
// levels of speech are detected.
|
|
// nUncompressedVoiceDesiredSampleRate is necessary to know the number of bytes to return in pcbUncompressed - can be set to 0 if you don't need uncompressed (the usual case)
|
|
// If you're upgrading from an older Steamworks API, you'll want to pass in 11025 to nUncompressedVoiceDesiredSampleRate
|
|
virtual EVoiceResult GetAvailableVoice( uint32 *pcbCompressed, uint32 *pcbUncompressed, uint32 nUncompressedVoiceDesiredSampleRate ) = 0;
|
|
|
|
// Gets the latest voice data from the microphone. Compressed data is an arbitrary format, and is meant to be handed back to
|
|
// DecompressVoice() for playback later as a binary blob. Uncompressed data is 16-bit, signed integer, 11025Hz PCM format.
|
|
// Please note that the uncompressed data is not the raw feed from the microphone: data may only be available if audible
|
|
// levels of speech are detected, and may have passed through denoising filters, etc.
|
|
// This function should be called as often as possible once recording has started; once per frame at least.
|
|
// nBytesWritten is set to the number of bytes written to pDestBuffer.
|
|
// nUncompressedBytesWritten is set to the number of bytes written to pUncompressedDestBuffer.
|
|
// You must grab both compressed and uncompressed here at the same time, if you want both.
|
|
// Matching data that is not read during this call will be thrown away.
|
|
// GetAvailableVoice() can be used to determine how much data is actually available.
|
|
// If you're upgrading from an older Steamworks API, you'll want to pass in 11025 to nUncompressedVoiceDesiredSampleRate
|
|
virtual EVoiceResult GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed, void *pUncompressedDestBuffer, uint32 cbUncompressedDestBufferSize, uint32 *nUncompressBytesWritten, uint32 nUncompressedVoiceDesiredSampleRate ) = 0;
|
|
|
|
// Decompresses a chunk of compressed data produced by GetVoice().
|
|
// nBytesWritten is set to the number of bytes written to pDestBuffer unless the return value is k_EVoiceResultBufferTooSmall.
|
|
// In that case, nBytesWritten is set to the size of the buffer required to decompress the given
|
|
// data. The suggested buffer size for the destination buffer is 22 kilobytes.
|
|
// The output format of the data is 16-bit signed at the requested samples per second.
|
|
// If you're upgrading from an older Steamworks API, you'll want to pass in 11025 to nDesiredSampleRate
|
|
virtual EVoiceResult DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, uint32 nDesiredSampleRate ) = 0;
|
|
|
|
// This returns the frequency of the voice data as it's stored internally; calling DecompressVoice() with this size will yield the best results
|
|
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 )
|
|
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;
|
|
};
|
|
|
|
|
|
#endif // ISTEAMUSER017_H
|