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Diffstat (limited to 'lsteamclient/steamworks_sdk_100/isteamuser.h')
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+//====== 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( <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, CGameID gameID, 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;
+
+ // legacy authentication support - need to be called if the game server rejects the user with a 'bad ticket' error
+ // this is only needed under very specific circumstances
+ virtual void RefreshSteam2Login() = 0;
+};
+
+#define STEAMUSER_INTERFACE_VERSION "SteamUser009"
+
+
+// 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