//========= Copyright � 1996-2008, Valve LLC, All rights reserved. ============ // // Purpose: // //============================================================================= #ifndef STEAMTYPES_H #define STEAMTYPES_H #ifdef STEAM_WIN32 #pragma once #endif /* for some dumb reason some games like carrion think a bool is an int and use the whole register as a return value instead of using just al like a normal program. */ typedef unsigned steam_bool; #define S_CALLTYPE __cdecl // Steam-specific types. Defined here so this header file can be included in other code bases. #ifndef WCHARTYPES_H typedef unsigned char uint8; #endif #if defined( __GNUC__ ) && !defined(POSIX) #if __GNUC__ < 4 #error "Steamworks requires GCC 4.X (4.2 or 4.4 have been tested)" #endif #define POSIX 1 #endif #if defined(__x86_64__) || defined(_WIN64) || defined(__aarch64__) #define X64BITS #endif // Make sure VALVE_BIG_ENDIAN gets set on PS3, may already be set previously in Valve internal code. #if !defined(VALVE_BIG_ENDIAN) && defined(_PS3) #define VALVE_BIG_ENDIAN #endif typedef unsigned char uint8; typedef signed char int8; #if defined( STEAM_WIN32 ) typedef __int16 int16; typedef unsigned __int16 uint16; typedef __int32 int32; typedef unsigned __int32 uint32; typedef __int64 int64; typedef unsigned __int64 uint64; typedef int64 lint64; typedef uint64 ulint64; #ifdef X64BITS typedef __int64 intp; // intp is an integer that can accomodate a pointer typedef unsigned __int64 uintp; // (ie, sizeof(intp) >= sizeof(int) && sizeof(intp) >= sizeof(void *) #else typedef __int32 intp; typedef unsigned __int32 uintp; #endif #else // STEAM_WIN32 typedef short int16; typedef unsigned short uint16; typedef int int32; typedef unsigned int uint32; typedef long long int64; typedef unsigned long long uint64; // [u]int64 are actually defined as 'long long' and gcc 64-bit // doesn't automatically consider them the same as 'long int'. // Changing the types for [u]int64 is complicated by // there being many definitions, so we just // define a 'long int' here and use it in places that would // otherwise confuse the compiler. typedef long int lint64; typedef unsigned long int ulint64; #ifdef X64BITS typedef long long intp; typedef unsigned long long uintp; #else typedef int intp; typedef unsigned int uintp; #endif #endif // else STEAM_WIN32 #ifdef API_GEN # define STEAM_CLANG_ATTR(ATTR) __attribute__((annotate( ATTR ))) #else # define STEAM_CLANG_ATTR(ATTR) #endif #define STEAM_METHOD_DESC(DESC) STEAM_CLANG_ATTR( "desc:" #DESC ";" ) #define STEAM_IGNOREATTR() STEAM_CLANG_ATTR( "ignore" ) #define STEAM_OUT_STRUCT() STEAM_CLANG_ATTR( "out_struct: ;" ) #define STEAM_OUT_STRING() STEAM_CLANG_ATTR( "out_string: ;" ) #define STEAM_OUT_ARRAY_CALL(COUNTER,FUNCTION,PARAMS) STEAM_CLANG_ATTR( "out_array_call:" #COUNTER "," #FUNCTION "," #PARAMS ";" ) #define STEAM_OUT_ARRAY_COUNT(COUNTER, DESC) STEAM_CLANG_ATTR( "out_array_count:" #COUNTER ";desc:" #DESC ) #define STEAM_ARRAY_COUNT(COUNTER) STEAM_CLANG_ATTR( "array_count:" #COUNTER ";" ) #define STEAM_ARRAY_COUNT_D(COUNTER, DESC) STEAM_CLANG_ATTR( "array_count:" #COUNTER ";desc:" #DESC ) #define STEAM_BUFFER_COUNT(COUNTER) STEAM_CLANG_ATTR( "buffer_count:" #COUNTER ";" ) #define STEAM_OUT_BUFFER_COUNT(COUNTER) STEAM_CLANG_ATTR( "out_buffer_count:" #COUNTER ";" ) #define STEAM_OUT_STRING_COUNT(COUNTER) STEAM_CLANG_ATTR( "out_string_count:" #COUNTER ";" ) #define STEAM_DESC(DESC) STEAM_CLANG_ATTR("desc:" #DESC ";") #define STEAM_CALL_RESULT(RESULT_TYPE) STEAM_CLANG_ATTR("callresult:" #RESULT_TYPE ";") #define STEAM_CALL_BACK(RESULT_TYPE) STEAM_CLANG_ATTR("callback:" #RESULT_TYPE ";") #define STEAM_FLAT_NAME(NAME) STEAM_CLANG_ATTR("flat_name:" #NAME ";") const int k_cubSaltSize = 8; typedef uint8 Salt_t[ k_cubSaltSize ]; //----------------------------------------------------------------------------- // GID (GlobalID) stuff // This is a globally unique identifier. It's guaranteed to be unique across all // racks and servers for as long as a given universe persists. //----------------------------------------------------------------------------- // NOTE: for GID parsing/rendering and other utils, see gid.h typedef uint64 GID_t; const GID_t k_GIDNil = 0xffffffffffffffffull; // For convenience, we define a number of types that are just new names for GIDs typedef uint64 JobID_t; // Each Job has a unique ID typedef GID_t TxnID_t; // Each financial transaction has a unique ID const GID_t k_TxnIDNil = k_GIDNil; const GID_t k_TxnIDUnknown = 0; const JobID_t k_JobIDNil = 0xffffffffffffffffull; // this is baked into client messages and interfaces as an int, // make sure we never break this. typedef uint32 PackageId_t; const PackageId_t k_uPackageIdFreeSub = 0x0; const PackageId_t k_uPackageIdInvalid = 0xFFFFFFFF; typedef uint32 BundleId_t; const BundleId_t k_uBundleIdInvalid = 0; // this is baked into client messages and interfaces as an int, // make sure we never break this. typedef uint32 AppId_t; const AppId_t k_uAppIdInvalid = 0x0; typedef uint64 AssetClassId_t; const AssetClassId_t k_ulAssetClassIdInvalid = 0x0; typedef uint32 PhysicalItemId_t; const PhysicalItemId_t k_uPhysicalItemIdInvalid = 0x0; // this is baked into client messages and interfaces as an int, // make sure we never break this. AppIds and DepotIDs also presently // share the same namespace, but since we'd like to change that in the future // I've defined it seperately here. typedef uint32 DepotId_t; const DepotId_t k_uDepotIdInvalid = 0x0; // RTime32 // We use this 32 bit time representing real world time. // It offers 1 second resolution beginning on January 1, 1970 (Unix time) typedef uint32 RTime32; typedef uint32 CellID_t; const CellID_t k_uCellIDInvalid = 0xFFFFFFFF; // handle to a Steam API call typedef uint64 SteamAPICall_t; const SteamAPICall_t k_uAPICallInvalid = 0x0; typedef uint32 AccountID_t; typedef uint32 PartnerId_t; const PartnerId_t k_uPartnerIdInvalid = 0; // ID for a depot content manifest typedef uint64 ManifestId_t; const ManifestId_t k_uManifestIdInvalid = 0; // ID for cafe sites typedef uint64 SiteId_t; const SiteId_t k_ulSiteIdInvalid = 0; #if defined(_WIN32) && defined(__GNUC__) && !defined(_S4N_) #define STEAMWORKS_STRUCT_RETURN_0(returnType, functionName) \ virtual void functionName( returnType& ret ) = 0; \ inline returnType functionName() \ { \ returnType ret; \ this->functionName(ret); \ return ret; \ } #define STEAMWORKS_STRUCT_RETURN_1(returnType, functionName, arg1Type, arg1Name) \ virtual void functionName( returnType& ret, arg1Type arg1Name ) = 0; \ inline returnType functionName( arg1Type arg1Name ) \ { \ returnType ret; \ this->functionName(ret, arg1Name); \ return ret; \ } #define STEAMWORKS_STRUCT_RETURN_2(returnType, functionName, arg1Type, arg1Name, arg2Type, arg2Name) \ virtual void functionName( returnType& ret, arg1Type arg1Name, arg2Type arg2Name ) = 0; \ inline returnType functionName( arg1Type arg1Name, arg2Type arg2Name ) \ { \ returnType ret; \ this->functionName(ret, arg1Name, arg2Name); \ return ret; \ } #define STEAMWORKS_STRUCT_RETURN_3(returnType, functionName, arg1Type, arg1Name, arg2Type, arg2Name, arg3Type, arg3Name) \ virtual void functionName( returnType& ret, arg1Type arg1Name, arg2Type arg2Name, arg3Type arg3Name ) = 0; \ inline returnType functionName( arg1Type arg1Name, arg2Type arg2Name, arg3Type arg3Name ) \ { \ returnType ret; \ this->functionName(ret, arg1Name, arg2Name, arg3Name); \ return ret; \ } #else #define STEAMWORKS_STRUCT_RETURN_0(returnType, functionName) virtual returnType functionName() = 0; #define STEAMWORKS_STRUCT_RETURN_1(returnType, functionName, arg1Type, arg1Name) virtual returnType functionName( arg1Type arg1Name ) = 0; #define STEAMWORKS_STRUCT_RETURN_2(returnType, functionName, arg1Type, arg1Name, arg2Type, arg2Name) virtual returnType functionName( arg1Type arg1Name, arg2Type arg2Name ) = 0; #define STEAMWORKS_STRUCT_RETURN_3(returnType, functionName, arg1Type, arg1Name, arg2Type, arg2Name, arg3Type, arg3Name) virtual returnType functionName( arg1Type arg1Name, arg2Type arg2Name, arg3Type arg3Name ) = 0; #endif // Party Beacon ID typedef uint64 PartyBeaconID_t; const PartyBeaconID_t k_ulPartyBeaconIdInvalid = 0; enum ESteamIPType { k_ESteamIPTypeIPv4 = 0, k_ESteamIPTypeIPv6 = 1, }; #pragma pack( push, 1 ) struct SteamIPAddress_t { union { uint32 m_unIPv4; // Host order uint8 m_rgubIPv6[16]; // Network order! Same as inaddr_in6. (0011:2233:4455:6677:8899:aabb:ccdd:eeff) // Internal use only uint64 m_ipv6Qword[2]; // big endian }; ESteamIPType m_eType; bool IsSet() const { if ( k_ESteamIPTypeIPv4 == m_eType ) { return m_unIPv4 != 0; } else { return m_ipv6Qword[0] !=0 || m_ipv6Qword[1] != 0; } } static SteamIPAddress_t IPv4Any() { SteamIPAddress_t ipOut; ipOut.m_eType = k_ESteamIPTypeIPv4; ipOut.m_unIPv4 = 0; return ipOut; } static SteamIPAddress_t IPv6Any() { SteamIPAddress_t ipOut; ipOut.m_eType = k_ESteamIPTypeIPv6; ipOut.m_ipv6Qword[0] = 0; ipOut.m_ipv6Qword[1] = 0; return ipOut; } static SteamIPAddress_t IPv4Loopback() { SteamIPAddress_t ipOut; ipOut.m_eType = k_ESteamIPTypeIPv4; ipOut.m_unIPv4 = 0x7f000001; return ipOut; } static SteamIPAddress_t IPv6Loopback() { SteamIPAddress_t ipOut; ipOut.m_eType = k_ESteamIPTypeIPv6; ipOut.m_ipv6Qword[0] = 0; ipOut.m_ipv6Qword[1] = 0; ipOut.m_rgubIPv6[15] = 1; return ipOut; } }; #pragma pack( pop ) #endif // STEAMTYPES_H