//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. ======= // // Purpose: interface to user account information in Steam // //============================================================================= #ifndef ISTEAMUSER_H #define ISTEAMUSER_H #ifdef _WIN32 #pragma once #endif #include "isteamclient.h" // structure that contains client callback data // see callbacks documentation for more details struct CallbackMsg_t { HSteamUser m_hSteamUser; int m_iCallback; uint8 *m_pubParam; int m_cubParam; }; // reference to a steam call, to filter results by typedef int32 HSteamCall; //----------------------------------------------------------------------------- // Purpose: Functions for accessing and manipulating a steam account // associated with one client instance //----------------------------------------------------------------------------- class ISteamUser { 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( ) // 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\\\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; }; #define STEAMUSER_INTERFACE_VERSION "SteamUser011" // callbacks //----------------------------------------------------------------------------- // Purpose: called when a connections to the Steam back-end has been established // this means the Steam client now has a working connection to the Steam servers // usually this will have occurred before the game has launched, and should // only be seen if the user has dropped connection due to a networking issue // or a Steam server update //----------------------------------------------------------------------------- struct SteamServersConnected_t { enum { k_iCallback = k_iSteamUserCallbacks + 1 }; }; //----------------------------------------------------------------------------- // Purpose: called when a connection attempt has failed // this will occur periodically if the Steam client is not connected, // and has failed in it's retry to establish a connection //----------------------------------------------------------------------------- struct SteamServerConnectFailure_t { enum { k_iCallback = k_iSteamUserCallbacks + 2 }; EResult m_eResult; }; //----------------------------------------------------------------------------- // Purpose: called if the client has lost connection to the Steam servers // real-time services will be disabled until a matching SteamServersConnected_t has been posted //----------------------------------------------------------------------------- struct SteamServersDisconnected_t { enum { k_iCallback = k_iSteamUserCallbacks + 3 }; EResult m_eResult; }; //----------------------------------------------------------------------------- // Purpose: Sent by the Steam server to the client telling it to disconnect from the specified game server, // which it may be in the process of or already connected to. // The game client should immediately disconnect upon receiving this message. // This can usually occur if the user doesn't have rights to play on the game server. //----------------------------------------------------------------------------- struct ClientGameServerDeny_t { enum { k_iCallback = k_iSteamUserCallbacks + 13 }; uint32 m_uAppID; uint32 m_unGameServerIP; uint16 m_usGameServerPort; uint16 m_bSecure; uint32 m_uReason; }; //----------------------------------------------------------------------------- // Purpose: called when the callback system for this client is in an error state (and has flushed pending callbacks) // When getting this message the client should disconnect from Steam, reset any stored Steam state and reconnect. // This usually occurs in the rare event the Steam client has some kind of fatal error. //----------------------------------------------------------------------------- struct CallbackPipeFailure_t { enum { k_iCallback = k_iSteamUserCallbacks + 17 }; }; #endif // ISTEAMUSER_H