mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-27 05:04:01 +08:00
603 lines
22 KiB
C++
603 lines
22 KiB
C++
/* 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 "dll/steam_apps.h"
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#include "sha/sha1.hpp"
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Steam_Apps::Steam_Apps(Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks)
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{
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this->settings = settings;
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this->callback_results = callback_results;
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this->callbacks = callbacks;
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}
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// returns 0 if the key does not exist
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// this may be true on first call, since the app data may not be cached locally yet
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// If you expect it to exists wait for the AppDataChanged_t after the first failure and ask again
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int Steam_Apps::GetAppData( AppId_t nAppID, const char *pchKey, char *pchValue, int cchValueMax )
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{
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//TODO
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PRINT_DEBUG_TODO();
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return 0;
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}
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bool Steam_Apps::BIsSubscribed()
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{
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PRINT_DEBUG_ENTRY();
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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_ENTRY();
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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_ENTRY();
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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_ENTRY();
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return false;
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}
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// valid list: https://partner.steamgames.com/doc/store/localization/languages
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const char *Steam_Apps::GetCurrentGameLanguage()
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{
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PRINT_DEBUG_ENTRY();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return settings->get_language();
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}
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// Gets a comma separated list of the languages the current app supports.
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// valid list: https://partner.steamgames.com/doc/store/localization/languages
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const char *Steam_Apps::GetAvailableGameLanguages()
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{
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PRINT_DEBUG_ENTRY();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return settings->get_supported_languages().c_str();
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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("%u", appID);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (appID == 0) return false; // steam returns false
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if (appID == UINT32_MAX) return true; // steam returns true
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if (appID == settings->get_local_game_id().AppID() || settings->hasDLC(appID)) return true; // steam returns true
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for (auto &d : settings->depots) {
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if (d == appID)
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return true;
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}
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return false;
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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("%u", appID);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (appID == 0) return false; // steam returns false (also appid 1958220 expects false otherwise it hangs in loading screen)
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if (appID == UINT32_MAX) return false; // steam returns false
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// Age of Empires 2: Definitive Edition expects the app itself to be an owned DLC.
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// otherwise it will only load the "Return of Rome" game mode, also most options are disabled
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if (appID == settings->get_local_game_id().AppID()) return true; // steam returns 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_ENTRY();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (nAppID == 0) return 0; // steam returns 0
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if (nAppID == UINT32_MAX) return 0; // steam returns 0
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auto t =
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// 4 days ago
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startup_time
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- std::chrono::hours(24 * 4);
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auto duration = std::chrono::duration_cast<std::chrono::seconds>(t.time_since_epoch());
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if (nAppID == settings->get_local_game_id().AppID() || settings->hasDLC(nAppID)) {
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return (uint32)duration.count();
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}
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for (auto &d : settings->depots) {
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if (d == nAppID)
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return (uint32)duration.count();
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}
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//TODO ?
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return 0;
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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_ENTRY();
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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_ENTRY();
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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_ENTRY();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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AppId_t appid = k_uAppIdInvalid;
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bool available = false;
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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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memset(pchName, 0, cchNameBufferSize);
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name.copy(pchName, cchNameBufferSize - 1);
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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_TODO();
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// we lock here because the API is supposed to modify the DLC list
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->hasDLC(nAppID)) {
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DlcInstalled_t data{};
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data.m_nAppID = nAppID;
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.01);
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}
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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_ENTRY();
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// we lock here because the API is supposed to modify the DLC list
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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}
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static void FillProofOfPurchaseKey( AppProofOfPurchaseKeyResponse_t& data, AppId_t nAppID, bool ok_result, std::string key = "cdcdcdcdcdcdcdcdcdcdcdcdcdcdcdcd" )
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{
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data.m_nAppID = nAppID;
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if (ok_result) {
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// TODO maybe read this from a config file "purchased_keys.txt":
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// 480=AAAAA-BBBBB-CCCCC-DDDDD
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// 218620=XYZFJ-13370-98765
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size_t min_len = key.size() < k_cubAppProofOfPurchaseKeyMax
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? key.size() < k_cubAppProofOfPurchaseKeyMax
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: k_cubAppProofOfPurchaseKeyMax - 1; // -1 because we need space for null
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data.m_eResult = EResult::k_EResultOK;
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data.m_cchKeyLength = static_cast<uint32>(min_len);
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memcpy(data.m_rgchKey, key.c_str(), min_len);
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data.m_rgchKey[min_len] = 0;
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} else {
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data.m_eResult = EResult::k_EResultFail;
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data.m_cchKeyLength = 0;
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data.m_rgchKey[0] = 0;
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data.m_rgchKey[1] = 0;
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}
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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_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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AppProofOfPurchaseKeyResponse_t data{};
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data.m_nAppID = nAppID;
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// check Steam_Apps::BIsAppInstalled()
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if (nAppID == 0 || nAppID == UINT32_MAX) {
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FillProofOfPurchaseKey(data, nAppID, false);
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} else if (nAppID == settings->get_local_game_id().AppID() || settings->hasDLC(nAppID)) {
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FillProofOfPurchaseKey(data, nAppID, true);
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} else {
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//TODO what to do here?
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FillProofOfPurchaseKey(data, nAppID, false);
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}
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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// returns current beta branch name, 'public' is the default branch
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// "true if the user is on a beta branch; otherwise, false"
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// https://partner.steamgames.com/doc/api/ISteamApps
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bool Steam_Apps::GetCurrentBetaName( char *pchName, int cchNameBufferSize )
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{
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PRINT_DEBUG("%p [%i]", pchName, cchNameBufferSize);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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const auto ¤t_branch_name = settings->branches[settings->selected_branch_idx].name;
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if (pchName && cchNameBufferSize > 0 && static_cast<size_t>(cchNameBufferSize) > current_branch_name.size()) {
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memset(pchName, 0, cchNameBufferSize);
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memcpy(pchName, current_branch_name.c_str(), current_branch_name.size());
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}
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PRINT_DEBUG("returned '%s'", pchName);
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return settings->is_beta_branch;
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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_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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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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PRINT_DEBUG("%u, %u", appID, cMaxDepots);
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//TODO not sure about the behavior of this function, I didn't actually test this.
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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unsigned int count = (unsigned int)settings->depots.size();
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if (!pvecDepots || !cMaxDepots || !count) return 0;
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if (cMaxDepots < count) count = cMaxDepots;
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std::copy(settings->depots.begin(), settings->depots.begin() + count, pvecDepots);
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return count;
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}
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uint32 Steam_Apps::GetInstalledDepots( DepotId_t *pvecDepots, uint32 cMaxDepots )
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{
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PRINT_DEBUG("old");
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return GetInstalledDepots( settings->get_local_game_id().AppID(), pvecDepots, cMaxDepots );
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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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PRINT_DEBUG("%u %p %u", appID, pchFolder, cchFolderBufferSize);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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//TODO return real path instead of dll path
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std::string installed_path = settings->getAppInstallPath(appID);
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if (installed_path.empty()) {
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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(" dll: '%s', current: '%s'", 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(" final path '%s'", installed_path.c_str());
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if (pchFolder && cchFolderBufferSize) {
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memset(pchFolder, 0, cchFolderBufferSize);
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installed_path.copy(pchFolder, cchFolderBufferSize - 1);
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}
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return static_cast<uint32>(installed_path.length()); //Real steam always returns the actual path length, not the copied one.
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}
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// returns true if that app is installed (not necessarily owned)
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// "This only works for base applications, not Downloadable Content (DLC). Use BIsDlcInstalled for DLC instead"
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// https://partner.steamgames.com/doc/api/ISteamApps
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bool Steam_Apps::BIsAppInstalled( AppId_t appID )
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{
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PRINT_DEBUG("%u", appID);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (appID == 0) return false; // steam returns false
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// game LEGO 2K Drive (app id 1451810) checks for a proper steam behavior by sending uint32_max and expects false in return
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if (appID == UINT32_MAX) return false; // steam returns false
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if (appID == settings->get_local_game_id().AppID()) return true; // steam returns true
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// TODO is this correct?
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// the docs say that this function won't work on DLCs, but HITMAN 3 uses it on every DLC
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if (settings->hasDLC(appID)) return true;
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return settings->isAppInstalled(appID);
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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_ENTRY();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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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_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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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_ENTRY();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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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_ENTRY();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return static_cast<int>(this->settings->branches[settings->selected_branch_idx].build_id);
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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_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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// current app
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{
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AppProofOfPurchaseKeyResponse_t data{};
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FillProofOfPurchaseKey(data, settings->get_local_game_id().AppID(), true);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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// DLCs
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const auto count = settings->DLCCount();
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for (unsigned int i = 0; i < settings->DLCCount(); i++) {
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AppId_t app_id;
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bool available;
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std::string name;
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settings->getDLC(i, app_id, available, name);
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AppProofOfPurchaseKeyResponse_t data{};
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FillProofOfPurchaseKey(data, app_id, true);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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// termination entry
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{
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AppProofOfPurchaseKeyResponse_t data{};
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FillProofOfPurchaseKey(data, k_uAppIdInvalid, true, "");
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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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("%s", pszFileName);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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FileDetailsResult_t data = {};
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//TODO? this function should only return found if file is actually part of the steam depots
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if (file_exists_(pszFileName)) {
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data.m_eResult = k_EResultOK; //
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std::ifstream stream(std::filesystem::u8path(pszFileName), std::ios::binary);
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SHA1 checksum;
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checksum.update(stream);
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checksum.final().copy((char *)data.m_FileSHA, sizeof(data.m_FileSHA));
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data.m_ulFileSize = file_size_(pszFileName);
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//TODO data.m_unFlags; 0 is file //TODO: check if 64 is folder
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} else {
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data.m_eResult = k_EResultFileNotFound;
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}
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auto ret = callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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return ret;
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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 )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return 0;
|
|
}
|
|
|
|
// Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID
|
|
bool Steam_Apps::BIsSubscribedFromFamilySharing()
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return false;
|
|
}
|
|
|
|
// check if game is a timed trial with limited playtime
|
|
bool Steam_Apps::BIsTimedTrial( uint32* punSecondsAllowed, uint32* punSecondsPlayed )
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return false;
|
|
}
|
|
|
|
// TODO no public docs
|
|
// set current DLC AppID being played (or 0 if none). Allows Steam to track usage of major DLC extensions
|
|
bool Steam_Apps::SetDlcContext( AppId_t nAppID )
|
|
{
|
|
PRINT_DEBUG("%u // TODO", nAppID);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
// TODO this one is very odd, in all other functions of this interface they were returning false
|
|
// tested by `universal963` on real steam
|
|
if (nAppID == 0) return true;
|
|
|
|
if (nAppID == UINT32_MAX) return false; // TODO is this correct? (see Steam_Apps::BIsDlcInstalled)
|
|
|
|
if (nAppID == settings->get_local_game_id().AppID()) return true; // TODO is this correct?
|
|
|
|
return settings->hasDLC(nAppID);
|
|
}
|
|
|
|
// TODO no public docs
|
|
// returns total number of known app beta branches (including default "public" branch )
|
|
int Steam_Apps::GetNumBetas( int *pnAvailable, int *pnPrivate )
|
|
{
|
|
PRINT_DEBUG("%p, %p", pnAvailable, pnPrivate);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
// I assume 'available' means installed on the user's disk and could be used
|
|
// in that case only 1 should be *available* since the user can only have 1 active and usable branch with the emu, unlike real steam
|
|
// the user can switch the active (available) branch from configs.app.ini
|
|
// right??
|
|
if (pnAvailable) { // TODO what is this?
|
|
*pnAvailable = 0;
|
|
for (const auto &item : settings->branches) {
|
|
if (item.flags & EBetaBranchFlags::k_EBetaBranch_Available) {
|
|
*pnAvailable += 1;
|
|
}
|
|
}
|
|
PRINT_DEBUG("available branches = %i", *pnAvailable);
|
|
}
|
|
|
|
if (pnPrivate) {
|
|
*pnPrivate = 0;
|
|
for (const auto &item : settings->branches) {
|
|
if (item.flags & EBetaBranchFlags::k_EBetaBranch_Private) {
|
|
*pnPrivate += 1;
|
|
}
|
|
}
|
|
PRINT_DEBUG("private branches = %i", *pnPrivate);
|
|
}
|
|
|
|
return static_cast<int>(settings->branches.size()); // we always return at least 1 since "public" branch
|
|
}
|
|
|
|
// TODO no public docs
|
|
// return beta branch details, name, description, current BuildID and state flags (EBetaBranchFlags)
|
|
bool Steam_Apps::GetBetaInfo( int iBetaIndex, uint32 *punFlags, uint32 *punBuildID, char *pchBetaName, int cchBetaName, char *pchDescription, int cchDescription ) // iterate through
|
|
{
|
|
// I assume this API is like "Steam_User_Stats::GetNextMostAchievedAchievementInfo()", it returns 'ok' until index is out of range
|
|
PRINT_DEBUG("[%i] %p %p --- %p %i --- %p %i", iBetaIndex, punFlags, punBuildID, pchBetaName, cchBetaName, pchDescription, cchDescription);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
if (iBetaIndex < 0) return false;
|
|
if (static_cast<size_t>(iBetaIndex) >= settings->branches.size()) return false;
|
|
|
|
const auto &branch = settings->branches[iBetaIndex];
|
|
|
|
if (punFlags) *punFlags = branch.flags;
|
|
if (punBuildID) *punBuildID = branch.build_id;
|
|
|
|
if (pchBetaName && cchBetaName > 0 && static_cast<size_t>(cchBetaName) > branch.name.size()) {
|
|
memset(pchBetaName, 0, cchBetaName);
|
|
memcpy(pchBetaName, branch.name.c_str(), branch.name.size());
|
|
}
|
|
|
|
if (pchDescription && cchDescription > 0 && static_cast<size_t>(cchDescription) > branch.description.size()) {
|
|
memset(pchDescription, 0, cchDescription);
|
|
memcpy(pchDescription, branch.description.c_str(), branch.description.size());
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// TODO no public docs
|
|
// select this beta branch for this app as active, might need the game to restart so Steam can update to that branch
|
|
bool Steam_Apps::SetActiveBeta( const char *pchBetaName )
|
|
{
|
|
PRINT_DEBUG("'%s'", pchBetaName);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
// (sdk 1.60) apparently steam always returns true if the string is null or empty, tested by 'universal963' on appid 480
|
|
if (!pchBetaName || !pchBetaName[0]) return true;
|
|
|
|
std::string beta_name = pchBetaName;
|
|
auto branch_it = std::find_if(settings->branches.begin(), settings->branches.end(), [&beta_name](const Branch_Info &item){
|
|
return common_helpers::str_cmp_insensitive(beta_name, item.name);
|
|
});
|
|
|
|
if (settings->branches.end() != branch_it) {
|
|
// reset the 'active' flag for all branches
|
|
for (auto &item : settings->branches) {
|
|
item.active = false;
|
|
}
|
|
// then set the flag for this branch
|
|
branch_it->active = true;
|
|
PRINT_DEBUG("game changed active beta branch!");
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
#ifdef _PS3
|
|
// Result returned in a RegisterActivationCodeResponse_t callresult
|
|
SteamAPICall_t Steam_Apps::RegisterActivationCode( const char *pchActivationCode )
|
|
{
|
|
PRINT_DEBUG("%s", pchActivationCode);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
if (!pchActivationCode) return
|
|
RegisterActivationCodeResponse_t data{};
|
|
data.m_eResult = ERegisterActivationCodeResult::k_ERegisterActivationCodeResultOK;
|
|
// data.m_unPackageRegistered = 0; // TODO set this
|
|
|
|
auto ret = callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
return ret;
|
|
}
|
|
#endif
|