//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. ======= // // Purpose: interface to user account information in Steam // //============================================================================= #ifndef ISTEAMUSER_H #define ISTEAMUSER_H #ifdef STEAM_WIN32 #pragma once #endif #include "steam_api_common.h" //----------------------------------------------------------------------------- // 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( ) // 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, 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; // get the local storage folder for current Steam account to write application data, e.g. save games, configs etc. // this will usually be something like "C:\Progam Files\Steam\userdata\\\local" virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0; // Starts voice recording. Once started, use GetVoice() to get the data virtual void StartVoiceRecording( ) = 0; // Stops voice recording. Because people often release push-to-talk keys early, the system will keep recording for // a little bit after this function is called. GetVoice() should continue to be called until it returns // k_eVoiceResultNotRecording virtual void StopVoiceRecording( ) = 0; // Determine the size of captured audio data that is available from GetVoice. // Most applications will only use compressed data and should ignore the other // parameters, which exist primarily for backwards compatibility. See comments // below for further explanation of "uncompressed" data. virtual EVoiceResult GetAvailableVoice( uint32 *pcbCompressed, uint32 *pcbUncompressed_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0; // --------------------------------------------------------------------------- // NOTE: "uncompressed" audio is a deprecated feature and should not be used // by most applications. It is raw single-channel 16-bit PCM wave data which // may have been run through preprocessing filters and/or had silence removed, // so the uncompressed audio could have a shorter duration than you expect. // There may be no data at all during long periods of silence. Also, fetching // uncompressed audio will cause GetVoice to discard any leftover compressed // audio, so you must fetch both types at once. Finally, GetAvailableVoice is // not precisely accurate when the uncompressed size is requested. So if you // really need to use uncompressed audio, you should call GetVoice frequently // with two very large (20kb+) output buffers instead of trying to allocate // perfectly-sized buffers. But most applications should ignore all of these // details and simply leave the "uncompressed" parameters as NULL/zero. // --------------------------------------------------------------------------- // Read captured audio data from the microphone buffer. This should be called // at least once per frame, and preferably every few milliseconds, to keep the // microphone input delay as low as possible. Most applications will only use // compressed data and should pass NULL/zero for the "uncompressed" parameters. // Compressed data can be transmitted by your application and decoded into raw // using the DecompressVoice function below. virtual EVoiceResult GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed_Deprecated = false, void *pUncompressedDestBuffer_Deprecated = 0, uint32 cbUncompressedDestBufferSize_Deprecated = 0, uint32 *nUncompressBytesWritten_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0; // Decodes the compressed voice data returned by GetVoice. The output data is // raw single-channel 16-bit PCM audio. The decoder supports any sample rate // from 11025 to 48000; see GetVoiceOptimalSampleRate() below for details. // If the output buffer is not large enough, then *nBytesWritten will be set // to the required buffer size, and k_EVoiceResultBufferTooSmall is returned. // It is suggested to start with a 20kb buffer and reallocate as necessary. virtual EVoiceResult DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, uint32 nDesiredSampleRate ) = 0; // This returns the native sample rate of the Steam voice decompressor; using // this sample rate for DecompressVoice will perform the least CPU processing. // However, the final audio quality will depend on how well the audio device // (and/or your application's audio output SDK) deals with lower sample rates. // You may find that you get the best audio output quality when you ignore // this function and use the native sample rate of your audio output device, // which is usually 48000 or 44100. virtual uint32 GetVoiceOptimalSampleRate() = 0; // Retrieve ticket to be sent to the entity who wishes to authenticate you. // pcbTicket retrieves the length of the actual ticket. // SteamNetworkingIdentity is an optional input parameter to hold the public IP address or SteamID of the entity you are connecting to // if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address // if a Steam ID is passed Steam will only allow the ticket to be used by that Steam ID // not to be used for "ISteamUserAuth\AuthenticateUserTicket" - it will fail virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSteamNetworkingIdentity ) = 0; // Request a ticket which will be used for webapi "ISteamUserAuth\AuthenticateUserTicket" // pchIdentity is an optional input parameter to identify the service the ticket will be sent to // the ticket will be returned in callback GetTicketForWebApiResponse_t virtual HAuthTicket GetAuthTicketForWebApi( const char *pchIdentity ) = 0; // Authenticate ticket from entity steamID to be sure it is valid and isnt reused // Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse ) virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0; // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity virtual void EndAuthSession( CSteamID steamID ) = 0; // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0; // After receiving a user's authentication data, and passing it to BeginAuthSession, use this function // to determine if the user owns downloadable content specified by the provided AppID. virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0; // returns true if this users looks like they are behind a NAT device. Only valid once the user has connected to steam // (i.e a SteamServersConnected_t has been issued) and may not catch all forms of NAT. virtual bool BIsBehindNAT() = 0; // set data to be replicated to friends so that they can join your game // CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client // uint32 unIPServer, uint16 usPortServer - the IP address of the game server virtual void AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer ) = 0; // Requests a ticket encrypted with an app specific shared key // pDataToInclude, cbDataToInclude will be encrypted into the ticket // ( This is asynchronous, you must wait for the ticket to be completed by the server ) STEAM_CALL_RESULT( EncryptedAppTicketResponse_t ) virtual SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude ) = 0; // Retrieves a finished ticket. // If no ticket is available, or your buffer is too small, returns false. // Upon exit, *pcbTicket will be either the size of the ticket copied into your buffer // (if true was returned), or the size needed (if false was returned). To determine the // proper size of the ticket, you can pass pTicket=NULL and cbMaxTicket=0; if a ticket // is available, *pcbTicket will contain the size needed, otherwise it will be zero. virtual bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; // Trading Card badges data access // if you only have one set of cards, the series will be 1 // the user has can have two different badges for a series; the regular (max level 5) and the foil (max level 1) virtual int GetGameBadgeLevel( int nSeries, bool bFoil ) = 0; // gets the Steam Level of the user, as shown on their profile virtual int GetPlayerSteamLevel() = 0; // Requests a URL which authenticates an in-game browser for store check-out, // and then redirects to the specified URL. As long as the in-game browser // accepts and handles session cookies, Steam microtransaction checkout pages // will automatically recognize the user instead of presenting a login page. // The result of this API call will be a StoreAuthURLResponse_t callback. // NOTE: The URL has a very short lifetime to prevent history-snooping attacks, // so you should only call this API when you are about to launch the browser, // or else immediately navigate to the result URL using a hidden browser window. // NOTE 2: The resulting authorization cookie has an expiration time of one day, // so it would be a good idea to request and visit a new auth URL every 12 hours. STEAM_CALL_RESULT( StoreAuthURLResponse_t ) virtual SteamAPICall_t RequestStoreAuthURL( const char *pchRedirectURL ) = 0; // gets whether the users phone number is verified virtual bool BIsPhoneVerified() = 0; // gets whether the user has two factor enabled on their account virtual bool BIsTwoFactorEnabled() = 0; // gets whether the users phone number is identifying virtual bool BIsPhoneIdentifying() = 0; // gets whether the users phone number is awaiting (re)verification virtual bool BIsPhoneRequiringVerification() = 0; STEAM_CALL_RESULT( MarketEligibilityResponse_t ) virtual SteamAPICall_t GetMarketEligibility() = 0; // Retrieves anti indulgence / duration control for current user STEAM_CALL_RESULT( DurationControl_t ) virtual SteamAPICall_t GetDurationControl() = 0; // Advise steam china duration control system about the online state of the game. // This will prevent offline gameplay time from counting against a user's // playtime limits. virtual bool BSetDurationControlOnlineState( EDurationControlOnlineState eNewState ) = 0; }; #define STEAMUSER_INTERFACE_VERSION "SteamUser023" #ifndef STEAM_API_EXPORTS // Global interface accessor inline ISteamUser *SteamUser(); STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamUser *, SteamUser, STEAMUSER_INTERFACE_VERSION ); #endif // callbacks #if defined( VALVE_CALLBACK_PACK_SMALL ) #pragma pack( push, 4 ) #elif defined( VALVE_CALLBACK_PACK_LARGE ) #pragma pack( push, 8 ) #else #error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx #endif //----------------------------------------------------------------------------- // Purpose: Called when an authenticated connection 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; bool m_bStillRetrying; }; //----------------------------------------------------------------------------- // 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 IPCFailure_t { enum { k_iCallback = k_iSteamUserCallbacks + 17 }; enum EFailureType { k_EFailureFlushedCallbackQueue, k_EFailurePipeFail, }; uint8 m_eFailureType; }; //----------------------------------------------------------------------------- // Purpose: Signaled whenever licenses change //----------------------------------------------------------------------------- struct LicensesUpdated_t { enum { k_iCallback = k_iSteamUserCallbacks + 25 }; }; //----------------------------------------------------------------------------- // callback for BeginAuthSession //----------------------------------------------------------------------------- struct ValidateAuthTicketResponse_t { enum { k_iCallback = k_iSteamUserCallbacks + 43 }; CSteamID m_SteamID; EAuthSessionResponse m_eAuthSessionResponse; CSteamID m_OwnerSteamID; // different from m_SteamID if borrowed }; //----------------------------------------------------------------------------- // Purpose: called when a user has responded to a microtransaction authorization request //----------------------------------------------------------------------------- struct MicroTxnAuthorizationResponse_t { enum { k_iCallback = k_iSteamUserCallbacks + 52 }; uint32 m_unAppID; // AppID for this microtransaction uint64 m_ulOrderID; // OrderID provided for the microtransaction uint8 m_bAuthorized; // if user authorized transaction }; //----------------------------------------------------------------------------- // Purpose: Result from RequestEncryptedAppTicket //----------------------------------------------------------------------------- struct EncryptedAppTicketResponse_t { enum { k_iCallback = k_iSteamUserCallbacks + 54 }; EResult m_eResult; }; //----------------------------------------------------------------------------- // callback for GetAuthSessionTicket //----------------------------------------------------------------------------- struct GetAuthSessionTicketResponse_t { enum { k_iCallback = k_iSteamUserCallbacks + 63 }; HAuthTicket m_hAuthTicket; EResult m_eResult; }; //----------------------------------------------------------------------------- // Purpose: sent to your game in response to a steam://gamewebcallback/ command //----------------------------------------------------------------------------- struct GameWebCallback_t { enum { k_iCallback = k_iSteamUserCallbacks + 64 }; char m_szURL[256]; }; //----------------------------------------------------------------------------- // Purpose: sent to your game in response to ISteamUser::RequestStoreAuthURL //----------------------------------------------------------------------------- struct StoreAuthURLResponse_t { enum { k_iCallback = k_iSteamUserCallbacks + 65 }; char m_szURL[512]; }; //----------------------------------------------------------------------------- // Purpose: sent in response to ISteamUser::GetMarketEligibility //----------------------------------------------------------------------------- struct MarketEligibilityResponse_t { enum { k_iCallback = k_iSteamUserCallbacks + 66 }; bool m_bAllowed; EMarketNotAllowedReasonFlags m_eNotAllowedReason; RTime32 m_rtAllowedAtTime; int m_cdaySteamGuardRequiredDays; // The number of days any user is required to have had Steam Guard before they can use the market int m_cdayNewDeviceCooldown; // The number of days after initial device authorization a user must wait before using the market on that device }; //----------------------------------------------------------------------------- // Purpose: sent for games with enabled anti indulgence / duration control, for // enabled users. Lets the game know whether the user can keep playing or // whether the game should exit, and returns info about remaining gameplay time. // // This callback is fired asynchronously in response to timers triggering. // It is also fired in response to calls to GetDurationControl(). //----------------------------------------------------------------------------- struct DurationControl_t { enum { k_iCallback = k_iSteamUserCallbacks + 67 }; EResult m_eResult; // result of call (always k_EResultOK for asynchronous timer-based notifications) AppId_t m_appid; // appid generating playtime bool m_bApplicable; // is duration control applicable to user + game combination int32 m_csecsLast5h; // playtime since most recent 5 hour gap in playtime, only counting up to regulatory limit of playtime, in seconds EDurationControlProgress m_progress; // recommended progress (either everything is fine, or please exit game) EDurationControlNotification m_notification; // notification to show, if any (always k_EDurationControlNotification_None for API calls) int32 m_csecsToday; // playtime on current calendar day int32 m_csecsRemaining; // playtime remaining until the user hits a regulatory limit }; //----------------------------------------------------------------------------- // callback for GetTicketForWebApi //----------------------------------------------------------------------------- struct GetTicketForWebApiResponse_t { enum { k_iCallback = k_iSteamUserCallbacks + 68 }; HAuthTicket m_hAuthTicket; EResult m_eResult; int m_cubTicket; static const int k_nCubTicketMaxLength = 2560; uint8 m_rgubTicket[k_nCubTicketMaxLength]; }; #pragma pack( pop ) #endif // ISTEAMUSER_H