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119 lines
6.6 KiB
C
119 lines
6.6 KiB
C
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//====== Copyright <20> 1996-2009, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to http client
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//
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//=============================================================================
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#ifndef ISTEAMHTTP_H
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#define ISTEAMHTTP_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "isteamclient.h"
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#include "steamhttpenums.h"
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// Handle to a depot build
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typedef uint32 HTTPRequestHandle;
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#define INVALID_HTTPREQUEST_HANDLE 0
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//-----------------------------------------------------------------------------
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// Purpose: interface to building depots
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//-----------------------------------------------------------------------------
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class ISteamHTTP
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{
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public:
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// Initializes a new HTTP request, returning a handle to use in further operations on it. Requires
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// the method (GET or POST) and the absolute URL for the request. Only http requests (ie, not https) are
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// currently supported, so this string must start with http:// or https:// and should look like http://store.steampowered.com/app/250/
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// or such.
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virtual HTTPRequestHandle CreateHTTPRequest( EHTTPMethod eHTTPRequestMethod, const char *pchAbsoluteURL ) = 0;
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// Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after
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// sending the request. This is just so the caller can easily keep track of which callbacks go with which request data.
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virtual bool SetHTTPRequestContextValue( HTTPRequestHandle hRequest, uint64 ulContextValue ) = 0;
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// Set a timeout in seconds for the HTTP request, must be called prior to sending the request. Default
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// timeout is 60 seconds if you don't call this. Returns false if the handle is invalid, or the request
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// has already been sent.
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virtual bool SetHTTPRequestNetworkActivityTimeout( HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ) = 0;
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// Set a request header value for the request, must be called prior to sending the request. Will
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// return false if the handle is invalid or the request is already sent.
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virtual bool SetHTTPRequestHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, const char *pchHeaderValue ) = 0;
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// Set a GET or POST parameter value on the request, which is set will depend on the EHTTPMethod specified
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// when creating the request. Must be called prior to sending the request. Will return false if the
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// handle is invalid or the request is already sent.
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virtual bool SetHTTPRequestGetOrPostParameter( HTTPRequestHandle hRequest, const char *pchParamName, const char *pchParamValue ) = 0;
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// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
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// asyncronous response via callback.
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//
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// Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control
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// header and only do a local cache lookup rather than sending any actual remote request.
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virtual bool SendHTTPRequest( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0;
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// Defers a request you have sent, the actual HTTP client code may have many requests queued, and this will move
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// the specified request to the tail of the queue. Returns false on invalid handle, or if the request is not yet sent.
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virtual bool DeferHTTPRequest( HTTPRequestHandle hRequest ) = 0;
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// Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move
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// the specified request to the head of the queue. Returns false on invalid handle, or if the request is not yet sent.
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virtual bool PrioritizeHTTPRequest( HTTPRequestHandle hRequest ) = 0;
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// Checks if a response header is present in a HTTP response given a handle from HTTPRequestCompleted_t, also
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// returns the size of the header value if present so the caller and allocate a correctly sized buffer for
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// GetHTTPResponseHeaderValue.
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virtual bool GetHTTPResponseHeaderSize( HTTPRequestHandle hRequest, const char *pchHeaderName, uint32 *unResponseHeaderSize ) = 0;
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// Gets header values from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
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// header is not present or if your buffer is too small to contain it's value. You should first call
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// BGetHTTPResponseHeaderSize to check for the presence of the header and to find out the size buffer needed.
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virtual bool GetHTTPResponseHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, uint8 *pHeaderValueBuffer, uint32 unBufferSize ) = 0;
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// Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
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// handle is invalid.
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virtual bool GetHTTPResponseBodySize( HTTPRequestHandle hRequest, uint32 *unBodySize ) = 0;
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// Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
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// handle is invalid or if the provided buffer is not the correct size. Use BGetHTTPResponseBodySize first to find out
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// the correct buffer size to use.
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virtual bool GetHTTPResponseBodyData( HTTPRequestHandle hRequest, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0;
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// Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t
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// callback and finishing using the response.
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virtual bool ReleaseHTTPRequest( HTTPRequestHandle hRequest ) = 0;
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// Gets progress on downloading the body for the request. This will be zero unless a response header has already been
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// received which included a content-length field. For responses that contain no content-length it will report
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// zero for the duration of the request as the size is unknown until the connection closes.
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virtual bool GetHTTPDownloadProgressPct( HTTPRequestHandle hRequest, float *pflPercentOut ) = 0;
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};
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#define STEAMHTTP_INTERFACE_VERSION "STEAMHTTP_INTERFACE_VERSION001"
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struct HTTPRequestCompleted_t
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{
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enum { k_iCallback = k_iClientHTTPCallbacks + 1 };
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// Handle value for the request that has completed.
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HTTPRequestHandle m_hRequest;
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// Context value that the user defined on the request that this callback is associated with, 0 if
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// no context value was set.
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uint64 m_ulContextValue;
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// This will be true if we actually got any sort of response from the server (even an error).
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// It will be false if we failed due to an internal error or client side network failure.
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bool m_bRequestSuccessful;
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// Will be the HTTP status code value returned by the server, k_EHTTPStatusCode200OK is the normal
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// OK response, if you get something else you probably need to treat it as a failure.
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EHTTPStatusCode m_eStatusCode;
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};
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#endif // ISTEAMHTTP_H
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