// BlitzSteam - Steam wrapper for Blitz // Copyright (C) 2015 Xaymar (Michael Fabian Dirks) // // This program 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. // // This program 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 General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see . #include "BlitzSteam.h" //----------------------------------------------------------------------------- // Purpose: Functions for accessing and manipulating a steam account // associated with one client instance //----------------------------------------------------------------------------- DLL(ISteamUser*) BS_SteamUser() { return SteamUser(); } // returns the HSteamUser this interface represents // this is only used internally by the API, and by a few select interfaces that support multi-user DLL(HSteamUser) BS_ISteamUser_GetHSteamUser( ISteamUser* lpSteamUser ) { return lpSteamUser->GetHSteamUser( ); } // 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. DLL(uint32_t) BS_ISteamUser_IsLoggedOn( ISteamUser* lpSteamUser ) { return lpSteamUser->BLoggedOn( ); } // 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 DLL(CSteamID*) BS_ISteamUser_GetSteamID( ISteamUser* lpSteamUser ) { return &(lpSteamUser->GetSteamID( )); } // 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. DLL(uint32_t) BS_ISteamUser_InitiateGameConnection( ISteamUser* lpSteamUser, void* pAuthBlob, uint32_t cbMaxAuthBlob, CSteamID* SteamIDGameServer, uint32_t unIPServer, uint16_t usPortServer, uint32_t bSecure ) { return lpSteamUser->InitiateGameConnection( pAuthBlob, cbMaxAuthBlob, *SteamIDGameServer, unIPServer, usPortServer, bSecure != 0 ); } // notify of disconnect // needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call DLL(void) BS_ISteamUser_TerminateGameConnection( ISteamUser* lpSteamUser, uint32_t unIPServer, uint16_t usPortServer ) { lpSteamUser->TerminateGameConnection( unIPServer, usPortServer ); } // Legacy functions // used by only a few games to track usage events DLL(void) BS_ISteamUser_TrackAppUsageEvent( ISteamUser* lpSteamUser, CGameID* gameId, uint32_t eAppUsageEvent, const char* pchExtraInfo ) { lpSteamUser->TrackAppUsageEvent( *gameId, eAppUsageEvent, pchExtraInfo ); } // 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" DLL(uint32_t) BS_ISteamUser_GetUserDataFolder( ISteamUser* lpSteamUser, char* pchBuffer, uint32_t cubBuffer ) { return lpSteamUser->GetUserDataFolder( pchBuffer, cubBuffer ); } // Starts voice recording. Once started, use GetVoice() to get the data DLL(void) BS_ISteamUser_StartVoiceRecording( ISteamUser* lpSteamUser ) { lpSteamUser->StartVoiceRecording( ); } // 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 DLL(void) BS_ISteamUser_StopVoiceRecording( ISteamUser* lpSteamUser ) { lpSteamUser->StopVoiceRecording( ); } // Determine the amount of captured audio data that is available in bytes. // This provides both the compressed and uncompressed data. Please note that the uncompressed // data is not the raw feed from the microphone: data may only be available if audible // levels of speech are detected. // nUncompressedVoiceDesiredSampleRate is necessary to know the number of bytes to return in pcbUncompressed - can be set to 0 if you don't need uncompressed (the usual case) // If you're upgrading from an older Steamworks API, you'll want to pass in 11025 to nUncompressedVoiceDesiredSampleRate DLL(EVoiceResult) BS_ISteamUser_GetAvailableVoice( ISteamUser* lpSteamUser, uint32_t* pcbCompressed, uint32_t* pcbUncompressed, uint32_t nUncompressedVoiceDesiredSampleRate ) { return lpSteamUser->GetAvailableVoice( pcbCompressed, pcbUncompressed, nUncompressedVoiceDesiredSampleRate ); } // Gets the latest voice data from the microphone. Compressed data is an arbitrary format, and is meant to be handed back to // DecompressVoice() for playback later as a binary blob. Uncompressed data is 16-bit, signed integer, 11025Hz PCM format. // Please note that the uncompressed data is not the raw feed from the microphone: data may only be available if audible // levels of speech are detected, and may have passed through denoising filters, etc. // This function should be called as often as possible once recording has started; once per frame at least. // nBytesWritten is set to the number of bytes written to pDestBuffer. // nUncompressedBytesWritten is set to the number of bytes written to pUncompressedDestBuffer. // You must grab both compressed and uncompressed here at the same time, if you want both. // Matching data that is not read during this call will be thrown away. // GetAvailableVoice() can be used to determine how much data is actually available. // If you're upgrading from an older Steamworks API, you'll want to pass in 11025 to nUncompressedVoiceDesiredSampleRate DLL(EVoiceResult) BS_ISteamUser_GetVoice( ISteamUser* lpSteamUser, uint32_t bWantCompressed, void *pDestBuffer, uint32_t cbDestBufferSize, uint32_t *nBytesWritten, uint32_t bWantUncompressed, void *pUncompressedDestBuffer, uint32_t cbUncompressedDestBufferSize, uint32_t *nUncompressBytesWritten, uint32_t nUncompressedVoiceDesiredSampleRate ) { return lpSteamUser->GetVoice( bWantCompressed != 0, pDestBuffer, cbDestBufferSize, nBytesWritten, bWantUncompressed != 0, pUncompressedDestBuffer, cbUncompressedDestBufferSize, nUncompressBytesWritten, nUncompressedVoiceDesiredSampleRate ); } // Decompresses a chunk of compressed data produced by GetVoice(). // nBytesWritten is set to the number of bytes written to pDestBuffer unless the return value is k_EVoiceResultBufferTooSmall. // In that case, nBytesWritten is set to the size of the buffer required to decompress the given // data. The suggested buffer size for the destination buffer is 22 kilobytes. // The output format of the data is 16-bit signed at the requested samples per second. // If you're upgrading from an older Steamworks API, you'll want to pass in 11025 to nDesiredSampleRate DLL(EVoiceResult) BS_ISteamUser_DecompressVoice( ISteamUser* lpSteamUser, const void *pCompressed, uint32_t cbCompressed, void *pDestBuffer, uint32_t cbDestBufferSize, uint32_t *nBytesWritten, uint32_t nDesiredSampleRate ) { return lpSteamUser->DecompressVoice( pCompressed, cbCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, nDesiredSampleRate ); } // This returns the frequency of the voice data as it's stored internally; calling DecompressVoice() with this size will yield the best results DLL(uint32_t) BS_ISteamUser_GetVoiceOptimalSampleRate( ISteamUser* lpSteamUser ) { return lpSteamUser->GetVoiceOptimalSampleRate( ); } // Retrieve ticket to be sent to the entity who wishes to authenticate you. // pcbTicket retrieves the length of the actual ticket. DLL(HAuthTicket) BS_ISteamUser_GetAuthSessionTicket( ISteamUser* lpSteamUser, void* pTicket, uint32_t cbMaxTicket, uint32_t* pcbTicket ) { return lpSteamUser->GetAuthSessionTicket( pTicket, cbMaxTicket, pcbTicket ); } // 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 ) DLL(EBeginAuthSessionResult) BS_ISteamUser_BeginAuthSession( ISteamUser* lpSteamUser, const void* pAuthTicket, uint32_t cbAuthTicket, CSteamID* steamID ) { return lpSteamUser->BeginAuthSession( pAuthTicket, cbAuthTicket, *steamID ); } // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity DLL(void) BS_ISteamUser_EndAuthSession( ISteamUser* lpSteamUser, CSteamID* steamID ) { lpSteamUser->EndAuthSession( *steamID ); } // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to DLL(void) BS_ISteamUser_CancelAuthTicket( ISteamUser* lpSteamUser, HAuthTicket hAuthTicket ) { lpSteamUser->CancelAuthTicket( hAuthTicket ); } // 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. DLL(EUserHasLicenseForAppResult) BS_ISteamUser_UserHasLicenseForApp( ISteamUser* lpSteamUser, CSteamID* steamID, AppId_t appID ) { return lpSteamUser->UserHasLicenseForApp( *steamID, appID ); } // 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. DLL(uint32_t) BS_ISteamUser_IsBehindNAT( ISteamUser* lpSteamUser ) { return lpSteamUser->BIsBehindNAT( ); } // 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 DLL(void) BS_ISteamUser_AdvertiseGame( ISteamUser* lpSteamUser, CSteamID* steamIDGameServer, uint32_t unIPServer, uint16_t usPortServer ) { lpSteamUser->AdvertiseGame( *steamIDGameServer, unIPServer, usPortServer ); } // 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 ) //CALL_RESULT( EncryptedAppTicketResponse_t ) DLL(SteamAPICall_t*) BS_ISteamUser_RequestEncryptedAppTicket( ISteamUser* lpSteamUser, void* pDataToInclude, uint32_t cbDataToInclude ) { return new uint64_t(lpSteamUser->RequestEncryptedAppTicket( pDataToInclude, cbDataToInclude )); } // retrieve a finished ticket DLL(uint32_t) BS_ISteamUser_GetEncryptedAppTicket( ISteamUser* lpSteamUser, void *pTicket, uint32_t cbMaxTicket, uint32_t* pcbTicket ) { return lpSteamUser->GetEncryptedAppTicket( pTicket, cbMaxTicket, pcbTicket ); } // 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) DLL(uint32_t) BS_ISteamUser_GetGameBadgeLevel( ISteamUser* lpSteamUser, uint32_t nSeries, uint32_t bFoil ) { return lpSteamUser->GetGameBadgeLevel( nSeries, bFoil != 0 ); } // gets the Steam Level of the user, as shown on their profile DLL(uint32_t) BS_ISteamUser_GetPlayerSteamLevel( ISteamUser* lpSteamUser ) { return lpSteamUser->GetPlayerSteamLevel( ); } // 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. DLL(SteamAPICall_t*) BS_ISteamUser_RequestStoreAuthURL( ISteamUser* lpSteamUser, const char* pchRedirectURL ) { return new uint64_t(lpSteamUser->RequestStoreAuthURL( pchRedirectURL )); }