#ifndef ISTEAMUSER019_H #define ISTEAMUSER019_H #ifdef STEAM_WIN32 #pragma once #endif class ISteamUser019 { 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. virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 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; // retrieve a finished ticket 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; }; #endif // ISTEAMUSER019_H