mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-05 08:45:37 +08:00
75 lines
4.0 KiB
C++
75 lines
4.0 KiB
C++
|
|
#ifndef ISTEAMUSER011_H
|
|
#define ISTEAMUSER011_H
|
|
#ifdef STEAM_WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
|
|
class ISteamUser011
|
|
{
|
|
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 GetCompressedVoice() 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. GetCompressedVoice() should continue to be called until it returns
|
|
// k_eVoiceResultNotRecording
|
|
virtual void StopVoiceRecording( ) = 0;
|
|
|
|
// Gets the latest voice data. It should be called as often as possible once recording has started.
|
|
// nBytesWritten is set to the number of bytes written to pDestBuffer.
|
|
virtual EVoiceResult GetCompressedVoice( void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten ) = 0;
|
|
|
|
// Decompresses a chunk of data produced by GetCompressedVoice(). nBytesWritten is set to the
|
|
// number of bytes written to pDestBuffer. The output format of the data is 16-bit signed at
|
|
// 11025 samples per second.
|
|
virtual EVoiceResult DecompressVoice( void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten ) = 0;
|
|
};
|
|
|
|
|
|
#endif // ISTEAMUSER011_H
|