mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-30 14:25:36 +08:00
529 lines
22 KiB
C++
529 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_user.h"
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#include "dll/auth.h"
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#include "dll/appticket.h"
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Steam_User::Steam_User(Settings *settings, Local_Storage *local_storage, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks)
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{
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this->settings = settings;
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this->local_storage = local_storage;
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this->network = network;
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this->callbacks = callbacks;
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this->callback_results = callback_results;
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recording = false;
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auth_manager = new Auth_Manager(settings, network, callbacks);
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}
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Steam_User::~Steam_User()
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{
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delete auth_manager;
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}
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// returns the HSteamUser this interface represents
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// this is only used internally by the API, and by a few select interfaces that support multi-user
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HSteamUser Steam_User::GetHSteamUser()
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{
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PRINT_DEBUG_ENTRY();
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return CLIENT_HSTEAMUSER;
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}
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// returns true if the Steam client current has a live connection to the Steam servers.
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// 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.
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// The Steam client will automatically be trying to recreate the connection as often as possible.
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bool Steam_User::BLoggedOn()
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{
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PRINT_DEBUG_ENTRY();
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return !settings->is_offline();
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}
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// returns the CSteamID of the account currently logged into the Steam client
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// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API
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CSteamID Steam_User::GetSteamID()
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{
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PRINT_DEBUG_ENTRY();
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CSteamID id = settings->get_local_steam_id();
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return id;
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}
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// Multiplayer Authentication functions
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// InitiateGameConnection() starts the state machine for authenticating the game client with the game server
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// It is the client portion of a three-way handshake between the client, the game server, and the steam servers
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//
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// Parameters:
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// void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token.
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// int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes.
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// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
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// CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( <appID> )
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// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
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// bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running)
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//
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// 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
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// The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process.
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//steam returns 206 bytes
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#define INITIATE_GAME_CONNECTION_TICKET_SIZE 206
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int Steam_User::InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure )
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{
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PRINT_DEBUG("%i %llu %u %u %u %p", cbMaxAuthBlob, steamIDGameServer.ConvertToUint64(), unIPServer, usPortServer, bSecure, pAuthBlob);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (cbMaxAuthBlob < INITIATE_GAME_CONNECTION_TICKET_SIZE) return 0;
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if (!pAuthBlob) return 0;
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uint32 out_size = INITIATE_GAME_CONNECTION_TICKET_SIZE;
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auth_manager->getTicketData(pAuthBlob, INITIATE_GAME_CONNECTION_TICKET_SIZE, &out_size);
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if (out_size > INITIATE_GAME_CONNECTION_TICKET_SIZE)
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return 0;
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return out_size;
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}
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int Steam_User::InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, CGameID gameID, uint32 unIPServer, uint16 usPortServer, bool bSecure )
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{
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PRINT_DEBUG_ENTRY();
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return InitiateGameConnection(pAuthBlob, cbMaxAuthBlob, steamIDGameServer, unIPServer, usPortServer, bSecure);
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}
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// notify of disconnect
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// needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call
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void Steam_User::TerminateGameConnection( uint32 unIPServer, uint16 usPortServer )
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{
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PRINT_DEBUG_TODO();
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}
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// Legacy functions
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// used by only a few games to track usage events
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void Steam_User::TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo)
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{
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PRINT_DEBUG_TODO();
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}
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void Steam_User::RefreshSteam2Login()
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{
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PRINT_DEBUG_TODO();
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}
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// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
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// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
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bool Steam_User::GetUserDataFolder( char *pchBuffer, int cubBuffer )
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{
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PRINT_DEBUG_ENTRY();
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if (!cubBuffer) return false;
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std::string user_data = local_storage->get_path(Local_Storage::user_data_storage);
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strncpy(pchBuffer, user_data.c_str(), cubBuffer - 1);
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pchBuffer[cubBuffer - 1] = 0;
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return true;
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}
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// Starts voice recording. Once started, use GetVoice() to get the data
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void Steam_User::StartVoiceRecording( )
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{
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PRINT_DEBUG_ENTRY();
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last_get_voice = std::chrono::high_resolution_clock::now();
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recording = true;
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//TODO:fix
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recording = false;
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}
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// Stops voice recording. Because people often release push-to-talk keys early, the system will keep recording for
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// a little bit after this function is called. GetVoice() should continue to be called until it returns
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// k_eVoiceResultNotRecording
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void Steam_User::StopVoiceRecording( )
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{
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PRINT_DEBUG_ENTRY();
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recording = false;
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}
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// Determine the size of captured audio data that is available from GetVoice.
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// Most applications will only use compressed data and should ignore the other
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// parameters, which exist primarily for backwards compatibility. See comments
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// below for further explanation of "uncompressed" data.
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EVoiceResult Steam_User::GetAvailableVoice( uint32 *pcbCompressed, uint32 *pcbUncompressed_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated )
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{
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PRINT_DEBUG_ENTRY();
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if (pcbCompressed) *pcbCompressed = 0;
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if (pcbUncompressed_Deprecated) *pcbUncompressed_Deprecated = 0;
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if (!recording) return k_EVoiceResultNotRecording;
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double seconds = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::high_resolution_clock::now() - last_get_voice).count();
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if (pcbCompressed) *pcbCompressed = seconds * 1024.0 * 64.0 / 8.0;
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if (pcbUncompressed_Deprecated) *pcbUncompressed_Deprecated = seconds * (double)nUncompressedVoiceDesiredSampleRate_Deprecated * 2.0;
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return k_EVoiceResultOK;
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}
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EVoiceResult Steam_User::GetAvailableVoice(uint32 *pcbCompressed, uint32 *pcbUncompressed)
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{
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PRINT_DEBUG("old");
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return GetAvailableVoice(pcbCompressed, pcbUncompressed, 11025);
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}
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// ---------------------------------------------------------------------------
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// NOTE: "uncompressed" audio is a deprecated feature and should not be used
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// by most applications. It is raw single-channel 16-bit PCM wave data which
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// may have been run through preprocessing filters and/or had silence removed,
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// so the uncompressed audio could have a shorter duration than you expect.
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// There may be no data at all during long periods of silence. Also, fetching
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// uncompressed audio will cause GetVoice to discard any leftover compressed
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// audio, so you must fetch both types at once. Finally, GetAvailableVoice is
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// not precisely accurate when the uncompressed size is requested. So if you
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// really need to use uncompressed audio, you should call GetVoice frequently
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// with two very large (20kb+) output buffers instead of trying to allocate
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// perfectly-sized buffers. But most applications should ignore all of these
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// details and simply leave the "uncompressed" parameters as NULL/zero.
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// ---------------------------------------------------------------------------
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// Read captured audio data from the microphone buffer. This should be called
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// at least once per frame, and preferably every few milliseconds, to keep the
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// microphone input delay as low as possible. Most applications will only use
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// compressed data and should pass NULL/zero for the "uncompressed" parameters.
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// Compressed data can be transmitted by your application and decoded into raw
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// using the DecompressVoice function below.
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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 )
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{
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PRINT_DEBUG_ENTRY();
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if (!recording) return k_EVoiceResultNotRecording;
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double seconds = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::high_resolution_clock::now() - last_get_voice).count();
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if (bWantCompressed) {
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uint32 towrite = seconds * 1024.0 * 64.0 / 8.0;
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if (cbDestBufferSize < towrite) towrite = cbDestBufferSize;
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if (pDestBuffer) memset(pDestBuffer, 0, towrite);
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if (nBytesWritten) *nBytesWritten = towrite;
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}
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if (bWantUncompressed_Deprecated) {
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PRINT_DEBUG("Wanted Uncompressed");
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}
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last_get_voice = std::chrono::high_resolution_clock::now();
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return k_EVoiceResultOK;
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}
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EVoiceResult Steam_User::GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed, void *pUncompressedDestBuffer, uint32 cbUncompressedDestBufferSize, uint32 *nUncompressBytesWritten )
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{
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PRINT_DEBUG("old");
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return GetVoice(bWantCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, bWantUncompressed, pUncompressedDestBuffer, cbUncompressedDestBufferSize, nUncompressBytesWritten, 11025);
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}
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EVoiceResult Steam_User::GetCompressedVoice( void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten )
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{
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PRINT_DEBUG_ENTRY();
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return GetVoice(true, pDestBuffer, cbDestBufferSize, nBytesWritten, false, NULL, 0, NULL);
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}
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// Decodes the compressed voice data returned by GetVoice. The output data is
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// raw single-channel 16-bit PCM audio. The decoder supports any sample rate
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// from 11025 to 48000; see GetVoiceOptimalSampleRate() below for details.
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// If the output buffer is not large enough, then *nBytesWritten will be set
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// to the required buffer size, and k_EVoiceResultBufferTooSmall is returned.
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// It is suggested to start with a 20kb buffer and reallocate as necessary.
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EVoiceResult Steam_User::DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, uint32 nDesiredSampleRate )
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{
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PRINT_DEBUG_ENTRY();
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if (!recording) return k_EVoiceResultNotRecording;
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uint32 uncompressed = (double)cbCompressed * ((double)nDesiredSampleRate / 8192.0);
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if(nBytesWritten) *nBytesWritten = uncompressed;
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if (uncompressed > cbDestBufferSize) uncompressed = cbDestBufferSize;
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if (pDestBuffer) memset(pDestBuffer, 0, uncompressed);
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return k_EVoiceResultOK;
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}
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EVoiceResult Steam_User::DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten )
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{
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PRINT_DEBUG("old");
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return DecompressVoice(pCompressed, cbCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, 11025);
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}
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EVoiceResult Steam_User::DecompressVoice( void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten )
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{
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PRINT_DEBUG("older");
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return DecompressVoice(pCompressed, cbCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, 11025);
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}
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// This returns the native sample rate of the Steam voice decompressor
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// this sample rate for DecompressVoice will perform the least CPU processing.
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// However, the final audio quality will depend on how well the audio device
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// (and/or your application's audio output SDK) deals with lower sample rates.
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// You may find that you get the best audio output quality when you ignore
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// this function and use the native sample rate of your audio output device,
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// which is usually 48000 or 44100.
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uint32 Steam_User::GetVoiceOptimalSampleRate()
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{
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PRINT_DEBUG_ENTRY();
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return 48000;
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}
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// Retrieve ticket to be sent to the entity who wishes to authenticate you.
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// pcbTicket retrieves the length of the actual ticket.
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HAuthTicket Steam_User::GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket )
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{
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return GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket, NULL);
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}
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// SteamNetworkingIdentity is an optional input parameter to hold the public IP address or SteamID of the entity you are connecting to
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// if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address
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// if a Steam ID is passed Steam will only allow the ticket to be used by that Steam ID
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HAuthTicket Steam_User::GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSteamNetworkingIdentity )
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{
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PRINT_DEBUG("%p [%i] %p", pTicket, cbMaxTicket, pcbTicket);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (!pTicket) return k_HAuthTicketInvalid;
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return auth_manager->getTicket(pTicket, cbMaxTicket, pcbTicket);
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}
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// Request a ticket which will be used for webapi "ISteamUserAuth\AuthenticateUserTicket"
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// pchIdentity is an optional input parameter to identify the service the ticket will be sent to
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// the ticket will be returned in callback GetTicketForWebApiResponse_t
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HAuthTicket Steam_User::GetAuthTicketForWebApi( const char *pchIdentity )
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{
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PRINT_DEBUG("%s", pchIdentity);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return auth_manager->getWebApiTicket(pchIdentity);
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}
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// Authenticate ticket from entity steamID to be sure it is valid and isnt reused
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// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
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EBeginAuthSessionResult Steam_User::BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID )
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{
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PRINT_DEBUG("%i %llu", cbAuthTicket, steamID.ConvertToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return auth_manager->beginAuth(pAuthTicket, cbAuthTicket, steamID);
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}
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// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
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void Steam_User::EndAuthSession( CSteamID steamID )
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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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auth_manager->endAuth(steamID);
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}
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// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
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void Steam_User::CancelAuthTicket( HAuthTicket hAuthTicket )
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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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auth_manager->cancelTicket(hAuthTicket);
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}
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// After receiving a user's authentication data, and passing it to BeginAuthSession, use this function
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// to determine if the user owns downloadable content specified by the provided AppID.
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EUserHasLicenseForAppResult Steam_User::UserHasLicenseForApp( CSteamID steamID, AppId_t appID )
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{
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PRINT_DEBUG_ENTRY();
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return k_EUserHasLicenseResultHasLicense;
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}
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// returns true if this users looks like they are behind a NAT device. Only valid once the user has connected to steam
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// (i.e a SteamServersConnected_t has been issued) and may not catch all forms of NAT.
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bool Steam_User::BIsBehindNAT()
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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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// set data to be replicated to friends so that they can join your game
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// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
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// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
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void Steam_User::AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer )
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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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Gameserver *server = new Gameserver();
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server->set_id(steamIDGameServer.ConvertToUint64());
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server->set_ip(unIPServer);
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server->set_port(usPortServer);
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server->set_query_port(usPortServer);
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server->set_appid(settings->get_local_game_id().ToUint64());
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if (settings->matchmaking_server_list_always_lan_type)
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server->set_type(eLANServer);
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else
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server->set_type(eFriendsServer);
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Common_Message msg;
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msg.set_allocated_gameserver(server);
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msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
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network->sendToAllIndividuals(&msg, true);
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}
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// Requests a ticket encrypted with an app specific shared key
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// pDataToInclude, cbDataToInclude will be encrypted into the ticket
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// ( This is asynchronous, you must wait for the ticket to be completed by the server )
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STEAM_CALL_RESULT( EncryptedAppTicketResponse_t )
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SteamAPICall_t Steam_User::RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude )
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{
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PRINT_DEBUG("%i", cbDataToInclude);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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EncryptedAppTicketResponse_t data;
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data.m_eResult = k_EResultOK;
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DecryptedAppTicket ticket;
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ticket.TicketV1.Reset();
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ticket.TicketV2.Reset();
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ticket.TicketV4.Reset();
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ticket.TicketV1.TicketVersion = 1;
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if (pDataToInclude) {
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ticket.TicketV1.UserData.assign((uint8_t*)pDataToInclude, (uint8_t*)pDataToInclude + cbDataToInclude);
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}
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ticket.TicketV2.TicketVersion = 4;
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ticket.TicketV2.SteamID = settings->get_local_steam_id().ConvertToUint64();
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ticket.TicketV2.TicketIssueTime = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch()).count();
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ticket.TicketV2.TicketValidityEnd = ticket.TicketV2.TicketIssueTime + (21 * 24 * 60 * 60);
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for (int i = 0; i < 140; ++i)
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{
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AppId_t appid{};
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bool available{};
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std::string name{};
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if (!settings->getDLC(appid, appid, available, name)) break;
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ticket.TicketV4.AppIDs.emplace_back(appid);
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}
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ticket.TicketV4.HasVACStatus = true;
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ticket.TicketV4.VACStatus = 0;
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auto serialized = ticket.SerializeTicket();
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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(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 = 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;
|
|
}
|