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//====== Copyright © 1996-2009, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to http client 
//
//=============================================================================

#ifndef ISTEAMHTTP_H
#define ISTEAMHTTP_H
#ifdef _WIN32
#pragma once
#endif

#include "isteamclient.h"
#include "steamhttpenums.h"

// Handle to a depot build
typedef uint32 HTTPRequestHandle;
#define INVALID_HTTPREQUEST_HANDLE		0

//-----------------------------------------------------------------------------
// Purpose: interface to building depots
//-----------------------------------------------------------------------------
class ISteamHTTP
{
public:

	// Initializes a new HTTP request, returning a handle to use in further operations on it.  Requires
	// the method (GET or POST) and the absolute URL for the request.  Only http requests (ie, not https) are
	// currently supported, so this string must start with http:// or https:// and should look like http://store.steampowered.com/app/250/ 
	// or such.
	virtual HTTPRequestHandle CreateHTTPRequest( EHTTPMethod eHTTPRequestMethod, const char *pchAbsoluteURL ) = 0;

	// Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after
	// sending the request.  This is just so the caller can easily keep track of which callbacks go with which request data.
	virtual bool SetHTTPRequestContextValue( HTTPRequestHandle hRequest, uint64 ulContextValue ) = 0;

	// Set a timeout in seconds for the HTTP request, must be called prior to sending the request.  Default
	// timeout is 60 seconds if you don't call this.  Returns false if the handle is invalid, or the request
	// has already been sent.
	virtual bool SetHTTPRequestNetworkActivityTimeout( HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ) = 0;

	// Set a request header value for the request, must be called prior to sending the request.  Will 
	// return false if the handle is invalid or the request is already sent.
	virtual bool SetHTTPRequestHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, const char *pchHeaderValue ) = 0;

	// Set a GET or POST parameter value on the request, which is set will depend on the EHTTPMethod specified
	// when creating the request.  Must be called prior to sending the request.  Will return false if the 
	// handle is invalid or the request is already sent.
	virtual bool SetHTTPRequestGetOrPostParameter( HTTPRequestHandle hRequest, const char *pchParamName, const char *pchParamValue ) = 0;

	// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
	// asyncronous response via callback.
	//
	// Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control 
	// header and only do a local cache lookup rather than sending any actual remote request.
	virtual bool SendHTTPRequest( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0;

	// Defers a request you have sent, the actual HTTP client code may have many requests queued, and this will move
	// the specified request to the tail of the queue.  Returns false on invalid handle, or if the request is not yet sent.
	virtual bool DeferHTTPRequest( HTTPRequestHandle hRequest ) = 0;

	// Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move
	// the specified request to the head of the queue.  Returns false on invalid handle, or if the request is not yet sent.
	virtual bool PrioritizeHTTPRequest( HTTPRequestHandle hRequest ) = 0;

	// Checks if a response header is present in a HTTP response given a handle from HTTPRequestCompleted_t, also 
	// returns the size of the header value if present so the caller and allocate a correctly sized buffer for
	// GetHTTPResponseHeaderValue.
	virtual bool GetHTTPResponseHeaderSize( HTTPRequestHandle hRequest, const char *pchHeaderName, uint32 *unResponseHeaderSize ) = 0;

	// Gets header values from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
	// header is not present or if your buffer is too small to contain it's value.  You should first call 
	// BGetHTTPResponseHeaderSize to check for the presence of the header and to find out the size buffer needed.
	virtual bool GetHTTPResponseHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, uint8 *pHeaderValueBuffer, uint32 unBufferSize ) = 0;

	// Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the 
	// handle is invalid.
	virtual bool GetHTTPResponseBodySize( HTTPRequestHandle hRequest, uint32 *unBodySize ) = 0;

	// Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the 
	// handle is invalid or if the provided buffer is not the correct size.  Use BGetHTTPResponseBodySize first to find out
	// the correct buffer size to use.
	virtual bool GetHTTPResponseBodyData( HTTPRequestHandle hRequest, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0;

	// Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t
	// callback and finishing using the response.
	virtual bool ReleaseHTTPRequest( HTTPRequestHandle hRequest ) = 0;

	// Gets progress on downloading the body for the request.  This will be zero unless a response header has already been
	// received which included a content-length field.  For responses that contain no content-length it will report
	// zero for the duration of the request as the size is unknown until the connection closes.
	virtual bool GetHTTPDownloadProgressPct( HTTPRequestHandle hRequest, float *pflPercentOut ) = 0;
};

#define STEAMHTTP_INTERFACE_VERSION "STEAMHTTP_INTERFACE_VERSION001"


struct HTTPRequestCompleted_t
{
	enum { k_iCallback = k_iClientHTTPCallbacks + 1 };

	// Handle value for the request that has completed.
	HTTPRequestHandle m_hRequest;

	// Context value that the user defined on the request that this callback is associated with, 0 if
	// no context value was set.
	uint64 m_ulContextValue;

	// This will be true if we actually got any sort of response from the server (even an error).  
	// It will be false if we failed due to an internal error or client side network failure.
	bool m_bRequestSuccessful;

	// Will be the HTTP status code value returned by the server, k_EHTTPStatusCode200OK is the normal
	// OK response, if you get something else you probably need to treat it as a failure.
	EHTTPStatusCode m_eStatusCode;
};


#endif // ISTEAMHTTP_H