#include "steamclient_private.h" #include "steam_defs.h" #pragma push_macro("__cdecl") #undef __cdecl #pragma push_macro("strncpy") #undef strncpy #include "steamworks_sdk_099y/steam_api.h" #pragma pop_macro("__cdecl") #pragma pop_macro("strncpy") #define SDK_VERSION 992 #include "steamclient_manual_common.h" extern "C" { #include "cppISteamUser_SteamUser008.h" } WINE_DEFAULT_DEBUG_CHANNEL(steamclient); class ISteamUser_linux { public: virtual HSteamUser GetHSteamUser() = 0; virtual bool BLoggedOn() = 0; virtual CSteamID GetSteamID() = 0; /* CGameID -> CGameID &. * Windows side follows the prototype in the header while Linux * steamclient treats gameID parameter as pointer. */ virtual int InitiateGameConnection( void *pBlob, int cbMaxBlob, CSteamID steamID, CGameID &gameID, uint32 unIPServer, uint16 usPortServer, bool bSecure, void *pvSteam2GetEncryptionKey, int cbSteam2GetEncryptionKey ) = 0; virtual void TerminateGameConnection( uint32 unIPServer, uint16 usPortServer ) = 0; virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0; virtual void RefreshSteam2Login() = 0; }; void cppISteamUser_SteamUser008_InitiateGameConnection( struct cppISteamUser_SteamUser008_InitiateGameConnection_params *params ) { ISteamUser_linux *iface = (ISteamUser_linux *)params->linux_side; WARN( "Manual call fixup.\n" ); params->_ret = iface->InitiateGameConnection( params->pBlob, params->cbMaxBlob, params->steamID, params->gameID, params->unIPServer, params->usPortServer, params->bSecure, params->pvSteam2GetEncryptionKey, params->cbSteam2GetEncryptionKey ); }