/* Copyright (C) 2019 Mr Goldberg This file is part of the Goldberg Emulator The Goldberg Emulator is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. The Goldberg Emulator is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with the Goldberg Emulator; if not, see . */ #include "steam_apps.h" Steam_Apps::Steam_Apps(Settings *settings, class SteamCallResults *callback_results) { this->settings = settings; this->callback_results = callback_results; } bool Steam_Apps::BIsSubscribed() { PRINT_DEBUG("BIsSubscribed\n"); return true; } bool Steam_Apps::BIsLowViolence() { PRINT_DEBUG("BIsLowViolence\n"); return false; } bool Steam_Apps::BIsCybercafe() { PRINT_DEBUG("BIsCybercafe\n"); return false; } bool Steam_Apps::BIsVACBanned() { PRINT_DEBUG("BIsVACBanned\n"); return false; } const char *Steam_Apps::GetCurrentGameLanguage() { PRINT_DEBUG("GetCurrentGameLanguage\n"); return settings->get_language(); } const char *Steam_Apps::GetAvailableGameLanguages() { PRINT_DEBUG("GetAvailableGameLanguages\n"); //TODO? return ""; } // only use this member if you need to check ownership of another game related to yours, a demo for example bool Steam_Apps::BIsSubscribedApp( AppId_t appID ) { PRINT_DEBUG("BIsSubscribedApp %u\n", appID); std::lock_guard lock(global_mutex); if (appID == 0) return true; //I think appid 0 is always owned if (appID == settings->get_local_game_id().AppID()) return true; return settings->hasDLC(appID); } // Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed bool Steam_Apps::BIsDlcInstalled( AppId_t appID ) { PRINT_DEBUG("BIsDlcInstalled %u\n", appID); std::lock_guard lock(global_mutex); if (appID == 0) return true; return settings->hasDLC(appID); } // returns the Unix time of the purchase of the app uint32 Steam_Apps::GetEarliestPurchaseUnixTime( AppId_t nAppID ) { PRINT_DEBUG("GetEarliestPurchaseUnixTime\n"); //TODO ? return 1; } // Checks if the user is subscribed to the current app through a free weekend // This function will return false for users who have a retail or other type of license // Before using, please ask your Valve technical contact how to package and secure your free weekened bool Steam_Apps::BIsSubscribedFromFreeWeekend() { PRINT_DEBUG("BIsSubscribedFromFreeWeekend\n"); return false; } // Returns the number of DLC pieces for the running app int Steam_Apps::GetDLCCount() { PRINT_DEBUG("GetDLCCount\n"); std::lock_guard lock(global_mutex); return settings->DLCCount(); } // Returns metadata for DLC by index, of range [0, GetDLCCount()] bool Steam_Apps::BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize ) { PRINT_DEBUG("BGetDLCDataByIndex\n"); std::lock_guard lock(global_mutex); AppId_t appid; bool available; std::string name; if (!settings->getDLC(iDLC, appid, available, name)) return false; if (pAppID) *pAppID = appid; if (pbAvailable) *pbAvailable = available; if (pchName && cchNameBufferSize > 0) { if (cchNameBufferSize > name.size()) { cchNameBufferSize = name.size(); pchName[cchNameBufferSize] = 0; } //TODO: should pchName be null terminated if the size is smaller or equal to the name size? memcpy(pchName, name.data(), cchNameBufferSize); } return true; } // Install/Uninstall control for optional DLC void Steam_Apps::InstallDLC( AppId_t nAppID ) { PRINT_DEBUG("InstallDLC\n"); } void Steam_Apps::UninstallDLC( AppId_t nAppID ) { PRINT_DEBUG("UninstallDLC\n"); } // Request legacy cd-key for yourself or owned DLC. If you are interested in this // data then make sure you provide us with a list of valid keys to be distributed // to users when they purchase the game, before the game ships. // You'll receive an AppProofOfPurchaseKeyResponse_t callback when // the key is available (which may be immediately). void Steam_Apps::RequestAppProofOfPurchaseKey( AppId_t nAppID ) { PRINT_DEBUG("RequestAppProofOfPurchaseKey\n"); } // returns current beta branch name, 'public' is the default branch bool Steam_Apps::GetCurrentBetaName( char *pchName, int cchNameBufferSize ) { PRINT_DEBUG("GetCurrentBetaName %i\n", cchNameBufferSize); if (sizeof("public") > cchNameBufferSize) { return false; } memcpy(pchName, "public", sizeof("public")); return true; } // signal Steam that game files seems corrupt or missing bool Steam_Apps::MarkContentCorrupt( bool bMissingFilesOnly ) { PRINT_DEBUG("MarkContentCorrupt\n"); //TODO: warn user return true; } // return installed depots in mount order uint32 Steam_Apps::GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots ) { PRINT_DEBUG("GetInstalledDepots\n"); return 0; } // returns current app install folder for AppID, returns folder name length uint32 Steam_Apps::GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ) { PRINT_DEBUG("GetAppInstallDir %u %u\n", appID, cchFolderBufferSize); //TODO return real path instead of dll path if (!pchFolder || !cchFolderBufferSize) return 0; std::string installed_path = settings->getAppInstallPath(appID); if (installed_path.size() == 0) { std::string dll_path = get_full_program_path(); std::string current_path = get_current_path(); PRINT_DEBUG("paths %s %s\n", dll_path.c_str(), current_path.c_str()); //Just pick the smallest path, it has the most chances of being the good one if (dll_path.size() > current_path.size() && current_path.size()) { installed_path = current_path; } else { installed_path = dll_path; } } PRINT_DEBUG("path %s\n", installed_path.c_str()); snprintf(pchFolder, cchFolderBufferSize, "%s", installed_path.c_str()); return strlen(pchFolder); } // returns true if that app is installed (not necessarily owned) bool Steam_Apps::BIsAppInstalled( AppId_t appID ) { PRINT_DEBUG("BIsAppInstalled %u\n", appID); return true; } // returns the SteamID of the original owner. If different from current user, it's borrowed CSteamID Steam_Apps::GetAppOwner() { PRINT_DEBUG("GetAppOwner\n"); return settings->get_local_steam_id(); } // Returns the associated launch param if the game is run via steam://run///?param1=value1;param2=value2;param3=value3 etc. // Parameter names starting with the character '@' are reserved for internal use and will always return and empty string. // Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game, // but it is advised that you not param names beginning with an underscore for your own features. const char *Steam_Apps::GetLaunchQueryParam( const char *pchKey ) { PRINT_DEBUG("GetLaunchQueryParam\n"); return ""; } // get download progress for optional DLC bool Steam_Apps::GetDlcDownloadProgress( AppId_t nAppID, uint64 *punBytesDownloaded, uint64 *punBytesTotal ) { PRINT_DEBUG("GetDlcDownloadProgress\n"); return false; } // return the buildid of this app, may change at any time based on backend updates to the game int Steam_Apps::GetAppBuildId() { PRINT_DEBUG("GetAppBuildId\n"); return 1; } // Request all proof of purchase keys for the calling appid and asociated DLC. // A series of AppProofOfPurchaseKeyResponse_t callbacks will be sent with // appropriate appid values, ending with a final callback where the m_nAppId // member is k_uAppIdInvalid (zero). void Steam_Apps::RequestAllProofOfPurchaseKeys() { PRINT_DEBUG("RequestAllProofOfPurchaseKeys\n"); } STEAM_CALL_RESULT( FileDetailsResult_t ) SteamAPICall_t Steam_Apps::GetFileDetails( const char* pszFileName ) { PRINT_DEBUG("GetFileDetails\n"); return 0; } // Get command line if game was launched via Steam URL, e.g. steam://run////. // This method of passing a connect string (used when joining via rich presence, accepting an // invite, etc) is preferable to passing the connect string on the operating system command // line, which is a security risk. In order for rich presence joins to go through this // path and not be placed on the OS command line, you must set a value in your app's // configuration on Steam. Ask Valve for help with this. // // If game was already running and launched again, the NewUrlLaunchParameters_t will be fired. int Steam_Apps::GetLaunchCommandLine( char *pszCommandLine, int cubCommandLine ) { PRINT_DEBUG("GetLaunchCommandLine\n"); return 0; } // Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID bool Steam_Apps::BIsSubscribedFromFamilySharing() { PRINT_DEBUG("BIsSubscribedFromFamilySharing\n"); return false; }