mirror of
https://github.com/ValveSoftware/Proton.git
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348 lines
18 KiB
C++
348 lines
18 KiB
C++
//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to user account information in Steam
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//
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//=============================================================================
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#ifndef ISTEAMUSER_H
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#define ISTEAMUSER_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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// structure that contains client callback data
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// see callbacks documentation for more details
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#if defined( VALVE_CALLBACK_PACK_SMALL )
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#pragma pack( push, 4 )
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#elif defined( VALVE_CALLBACK_PACK_LARGE )
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#pragma pack( push, 8 )
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#else
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#error isteamclient.h must be included
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#endif
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struct CallbackMsg_t
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{
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HSteamUser m_hSteamUser;
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int m_iCallback;
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uint8 *m_pubParam;
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int m_cubParam;
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};
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#pragma pack( pop )
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// reference to a steam call, to filter results by
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typedef int32 HSteamCall;
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//-----------------------------------------------------------------------------
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// Purpose: Functions for accessing and manipulating a steam account
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// associated with one client instance
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//-----------------------------------------------------------------------------
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class ISteamUser
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{
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public:
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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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virtual HSteamUser GetHSteamUser() = 0;
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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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virtual bool BLoggedOn() = 0;
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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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virtual CSteamID GetSteamID() = 0;
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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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virtual int InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ) = 0;
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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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virtual void TerminateGameConnection( uint32 unIPServer, uint16 usPortServer ) = 0;
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// Legacy functions
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// used by only a few games to track usage events
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virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;
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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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virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;
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// Starts voice recording. Once started, use GetVoice() to get the data
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virtual void StartVoiceRecording( ) = 0;
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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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virtual void StopVoiceRecording( ) = 0;
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// Determine the amount of captured audio data that is available in bytes.
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// This provides both the compressed and uncompressed data. Please note that the uncompressed
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// data is not the raw feed from the microphone: data may only be available if audible
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// levels of speech are detected.
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// nUncompressedVoiceDesiredSampleRate is necessary to know the number of bytes to return in pcbUncompressed - can be set to 0 if you don't need uncompressed (the usual case)
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// If you're upgrading from an older Steamworks API, you'll want to pass in 11025 to nUncompressedVoiceDesiredSampleRate
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virtual EVoiceResult GetAvailableVoice(uint32 *pcbCompressed, uint32 *pcbUncompressed, uint32 nUncompressedVoiceDesiredSampleRate) = 0;
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// Gets the latest voice data from the microphone. Compressed data is an arbitrary format, and is meant to be handed back to
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// DecompressVoice() for playback later as a binary blob. Uncompressed data is 16-bit, signed integer, 11025Hz PCM format.
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// Please note that the uncompressed data is not the raw feed from the microphone: data may only be available if audible
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// levels of speech are detected, and may have passed through denoising filters, etc.
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// This function should be called as often as possible once recording has started; once per frame at least.
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// nBytesWritten is set to the number of bytes written to pDestBuffer.
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// nUncompressedBytesWritten is set to the number of bytes written to pUncompressedDestBuffer.
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// You must grab both compressed and uncompressed here at the same time, if you want both.
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// Matching data that is not read during this call will be thrown away.
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// GetAvailableVoice() can be used to determine how much data is actually available.
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// If you're upgrading from an older Steamworks API, you'll want to pass in 11025 to nUncompressedVoiceDesiredSampleRate
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virtual EVoiceResult GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed, void *pUncompressedDestBuffer, uint32 cbUncompressedDestBufferSize, uint32 *nUncompressBytesWritten, uint32 nUncompressedVoiceDesiredSampleRate ) = 0;
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// Decompresses a chunk of compressed data produced by GetVoice().
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// nBytesWritten is set to the number of bytes written to pDestBuffer unless the return value is k_EVoiceResultBufferTooSmall.
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// In that case, nBytesWritten is set to the size of the buffer required to decompress the given
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// data. The suggested buffer size for the destination buffer is 22 kilobytes.
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// The output format of the data is 16-bit signed at the requested samples per second.
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// If you're upgrading from an older Steamworks API, you'll want to pass in 11025 to nDesiredSampleRate
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virtual EVoiceResult DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, uint32 nDesiredSampleRate ) = 0;
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// This returns the frequency of the voice data as it's stored internally; calling DecompressVoice() with this size will yield the best results
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virtual uint32 GetVoiceOptimalSampleRate() = 0;
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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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virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
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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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virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0;
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// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
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virtual void EndAuthSession( CSteamID steamID ) = 0;
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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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virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0;
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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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virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
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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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virtual bool BIsBehindNAT() = 0;
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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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virtual void AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer ) = 0;
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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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virtual SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude ) = 0;
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// retrieve a finished ticket
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virtual bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
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// Trading Card badges data access
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// if you only have one set of cards, the series will be 1
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// the user has can have two different badges for a series; the regular (max level 5) and the foil (max level 1)
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virtual int GetGameBadgeLevel( int nSeries, bool bFoil ) = 0;
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// gets the Steam Level of the user, as shown on their profile
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virtual int GetPlayerSteamLevel() = 0;
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#ifdef _PS3
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// Initiates PS3 Logon request using just PSN ticket.
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//
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// PARAMS: bInteractive - If set tells Steam to go ahead and show the PS3 NetStart dialog if needed to
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// prompt the user for network setup/PSN logon before initiating the Steam side of the logon.
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//
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// Listen for SteamServersConnected_t or SteamServerConnectFailure_t for status. SteamServerConnectFailure_t
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// may return with EResult k_EResultExternalAccountUnlinked if the PSN account is unknown to Steam. You should
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// then call LogOnAndLinkSteamAccountToPSN() after prompting the user for credentials to establish a link.
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// Future calls to LogOn() after the one time link call should succeed as long as the user is connected to PSN.
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virtual void LogOn( bool bInteractive ) = 0;
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// Initiates a request to logon with a specific steam username/password and create a PSN account link at
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// the same time. Should call this only if LogOn() has failed and indicated the PSN account is unlinked.
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//
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// PARAMS: bInteractive - If set tells Steam to go ahead and show the PS3 NetStart dialog if needed to
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// prompt the user for network setup/PSN logon before initiating the Steam side of the logon. pchUserName
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// should be the users Steam username, and pchPassword should be the users Steam password.
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//
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// Listen for SteamServersConnected_t or SteamServerConnectFailure_t for status. SteamServerConnectFailure_t
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// may return with EResult k_EResultOtherAccountAlreadyLinked if already linked to another account.
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virtual void LogOnAndLinkSteamAccountToPSN( bool bInteractive, const char *pchUserName, const char *pchPassword ) = 0;
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// Final logon option for PS3, this logs into an existing account if already linked, but if not already linked
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// creates a new account using the info in the PSN ticket to generate a unique account name. The new account is
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// then linked to the PSN ticket. This is the faster option for new users who don't have an existing Steam account
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// to get into multiplayer.
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//
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// PARAMS: bInteractive - If set tells Steam to go ahead and show the PS3 NetStart dialog if needed to
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// prompt the user for network setup/PSN logon before initiating the Steam side of the logon.
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virtual void LogOnAndCreateNewSteamAccountIfNeeded( bool bInteractive ) = 0;
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// Returns a special SteamID that represents the user's PSN information. Can be used to query the user's PSN avatar,
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// online name, etc. through the standard Steamworks interfaces.
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virtual CSteamID GetConsoleSteamID() = 0;
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#endif
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};
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#define STEAMUSER_INTERFACE_VERSION "SteamUser017"
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// callbacks
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#if defined( VALVE_CALLBACK_PACK_SMALL )
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#pragma pack( push, 4 )
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#elif defined( VALVE_CALLBACK_PACK_LARGE )
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#pragma pack( push, 8 )
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#else
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#error isteamclient.h must be included
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: called when a connections to the Steam back-end has been established
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// this means the Steam client now has a working connection to the Steam servers
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// usually this will have occurred before the game has launched, and should
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// only be seen if the user has dropped connection due to a networking issue
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// or a Steam server update
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//-----------------------------------------------------------------------------
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struct SteamServersConnected_t
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{
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enum { k_iCallback = k_iSteamUserCallbacks + 1 };
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};
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//-----------------------------------------------------------------------------
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// Purpose: called when a connection attempt has failed
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// this will occur periodically if the Steam client is not connected,
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// and has failed in it's retry to establish a connection
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//-----------------------------------------------------------------------------
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struct SteamServerConnectFailure_t
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{
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enum { k_iCallback = k_iSteamUserCallbacks + 2 };
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EResult m_eResult;
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};
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//-----------------------------------------------------------------------------
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// Purpose: called if the client has lost connection to the Steam servers
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// real-time services will be disabled until a matching SteamServersConnected_t has been posted
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//-----------------------------------------------------------------------------
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struct SteamServersDisconnected_t
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{
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enum { k_iCallback = k_iSteamUserCallbacks + 3 };
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EResult m_eResult;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Sent by the Steam server to the client telling it to disconnect from the specified game server,
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// which it may be in the process of or already connected to.
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// The game client should immediately disconnect upon receiving this message.
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// This can usually occur if the user doesn't have rights to play on the game server.
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//-----------------------------------------------------------------------------
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struct ClientGameServerDeny_t
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{
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enum { k_iCallback = k_iSteamUserCallbacks + 13 };
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uint32 m_uAppID;
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uint32 m_unGameServerIP;
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uint16 m_usGameServerPort;
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uint16 m_bSecure;
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uint32 m_uReason;
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};
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//-----------------------------------------------------------------------------
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// Purpose: called when the callback system for this client is in an error state (and has flushed pending callbacks)
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// When getting this message the client should disconnect from Steam, reset any stored Steam state and reconnect.
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// This usually occurs in the rare event the Steam client has some kind of fatal error.
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//-----------------------------------------------------------------------------
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struct IPCFailure_t
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{
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enum { k_iCallback = k_iSteamUserCallbacks + 17 };
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enum EFailureType
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{
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k_EFailureFlushedCallbackQueue,
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k_EFailurePipeFail,
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};
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uint8 m_eFailureType;
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};
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//-----------------------------------------------------------------------------
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// callback for BeginAuthSession
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//-----------------------------------------------------------------------------
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struct ValidateAuthTicketResponse_t
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{
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enum { k_iCallback = k_iSteamUserCallbacks + 43 };
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CSteamID m_SteamID;
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EAuthSessionResponse m_eAuthSessionResponse;
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};
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//-----------------------------------------------------------------------------
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// Purpose: called when a user has responded to a microtransaction authorization request
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//-----------------------------------------------------------------------------
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struct MicroTxnAuthorizationResponse_t
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{
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enum { k_iCallback = k_iSteamUserCallbacks + 52 };
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uint32 m_unAppID; // AppID for this microtransaction
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uint64 m_ulOrderID; // OrderID provided for the microtransaction
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uint8 m_bAuthorized; // if user authorized transaction
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};
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//-----------------------------------------------------------------------------
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// Purpose: Result from RequestEncryptedAppTicket
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//-----------------------------------------------------------------------------
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struct EncryptedAppTicketResponse_t
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{
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enum { k_iCallback = k_iSteamUserCallbacks + 54 };
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EResult m_eResult;
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};
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//-----------------------------------------------------------------------------
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// callback for GetAuthSessionTicket
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//-----------------------------------------------------------------------------
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struct GetAuthSessionTicketResponse_t
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{
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enum { k_iCallback = k_iSteamUserCallbacks + 63 };
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HAuthTicket m_hAuthTicket;
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EResult m_eResult;
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};
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//-----------------------------------------------------------------------------
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// Purpose: sent to your game in response to a steam://gamewebcallback/ command
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//-----------------------------------------------------------------------------
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struct GameWebCallback_t
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{
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enum { k_iCallback = k_iSteamUserCallbacks + 64 };
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char m_szURL[256];
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};
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#pragma pack( pop )
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#endif // ISTEAMUSER_H
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