holywyvern/carbuncle

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gems/carbuncle-steamworks/include/isteamuser.h

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//====== Copyright (c) 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to user account information in Steam
//
//=============================================================================

#ifndef ISTEAMUSER_H
#define ISTEAMUSER_H
#ifdef _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( <appID> )
    // 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\<SteamID>\<AppID>\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;

    // 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 "SteamUser021"

// Global interface accessor
inline ISteamUser *SteamUser();
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamUser *, SteamUser, STEAMUSER_INTERFACE_VERSION );

// 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 a connections 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
};


#pragma pack( pop )

#endif // ISTEAMUSER_H