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gems/carbuncle-steamworks/include/isteamuserstats.h

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//====== Copyright � 1996-2009, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to stats, achievements, and leaderboards 
//
//=============================================================================

#ifndef ISTEAMUSERSTATS_H
#define ISTEAMUSERSTATS_H
#ifdef _WIN32
#pragma once
#endif

#include "steam_api_common.h"
#include "isteamremotestorage.h"

// size limit on stat or achievement name (UTF-8 encoded)
enum { k_cchStatNameMax = 128 };

// maximum number of bytes for a leaderboard name (UTF-8 encoded)
enum { k_cchLeaderboardNameMax = 128 };

// maximum number of details int32's storable for a single leaderboard entry
enum { k_cLeaderboardDetailsMax = 64 };

// handle to a single leaderboard
typedef uint64 SteamLeaderboard_t;

// handle to a set of downloaded entries in a leaderboard
typedef uint64 SteamLeaderboardEntries_t;

// type of data request, when downloading leaderboard entries
enum ELeaderboardDataRequest
{
    k_ELeaderboardDataRequestGlobal = 0,
    k_ELeaderboardDataRequestGlobalAroundUser = 1,
    k_ELeaderboardDataRequestFriends = 2,
    k_ELeaderboardDataRequestUsers = 3
};

// the sort order of a leaderboard
enum ELeaderboardSortMethod
{
    k_ELeaderboardSortMethodNone = 0,
    k_ELeaderboardSortMethodAscending = 1,    // top-score is lowest number
    k_ELeaderboardSortMethodDescending = 2,    // top-score is highest number
};

// the display type (used by the Steam Community web site) for a leaderboard
enum ELeaderboardDisplayType
{
    k_ELeaderboardDisplayTypeNone = 0, 
    k_ELeaderboardDisplayTypeNumeric = 1,            // simple numerical score
    k_ELeaderboardDisplayTypeTimeSeconds = 2,        // the score represents a time, in seconds
    k_ELeaderboardDisplayTypeTimeMilliSeconds = 3,    // the score represents a time, in milliseconds
};

enum ELeaderboardUploadScoreMethod
{
    k_ELeaderboardUploadScoreMethodNone = 0,
    k_ELeaderboardUploadScoreMethodKeepBest = 1,    // Leaderboard will keep user's best score
    k_ELeaderboardUploadScoreMethodForceUpdate = 2,    // Leaderboard will always replace score with specified
};

// a single entry in a leaderboard, as returned by GetDownloadedLeaderboardEntry()
#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 

struct LeaderboardEntry_t
{
    CSteamID m_steamIDUser; // user with the entry - use SteamFriends()->GetFriendPersonaName() & SteamFriends()->GetFriendAvatar() to get more info
    int32 m_nGlobalRank;    // [1..N], where N is the number of users with an entry in the leaderboard
    int32 m_nScore;            // score as set in the leaderboard
    int32 m_cDetails;        // number of int32 details available for this entry
    UGCHandle_t m_hUGC;        // handle for UGC attached to the entry
};

#pragma pack( pop )


//-----------------------------------------------------------------------------
// Purpose: Functions for accessing stats, achievements, and leaderboard information
//-----------------------------------------------------------------------------
class ISteamUserStats
{
public:
    // Ask the server to send down this user's data and achievements for this game
    STEAM_CALL_BACK( UserStatsReceived_t )
    virtual bool RequestCurrentStats() = 0;

    // Data accessors
    STEAM_FLAT_NAME( GetStatInt32 )
    virtual bool GetStat( const char *pchName, int32 *pData ) = 0;

    STEAM_FLAT_NAME( GetStatFloat )
    virtual bool GetStat( const char *pchName, float *pData ) = 0;

    // Set / update data
    STEAM_FLAT_NAME( SetStatInt32 )
    virtual bool SetStat( const char *pchName, int32 nData ) = 0;

    STEAM_FLAT_NAME( SetStatFloat )
    virtual bool SetStat( const char *pchName, float fData ) = 0;

    virtual bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) = 0;

    // Achievement flag accessors
    virtual bool GetAchievement( const char *pchName, bool *pbAchieved ) = 0;
    virtual bool SetAchievement( const char *pchName ) = 0;
    virtual bool ClearAchievement( const char *pchName ) = 0;

    // Get the achievement status, and the time it was unlocked if unlocked.
    // If the return value is true, but the unlock time is zero, that means it was unlocked before Steam 
    // began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
    virtual bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) = 0;

    // Store the current data on the server, will get a callback when set
    // And one callback for every new achievement
    //
    // If the callback has a result of k_EResultInvalidParam, one or more stats 
    // uploaded has been rejected, either because they broke constraints
    // or were out of date. In this case the server sends back updated values.
    // The stats should be re-iterated to keep in sync.
    virtual bool StoreStats() = 0;

    // Achievement / GroupAchievement metadata

    // Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. 
    // A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback
    // which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the
    // specified achievement.
    virtual int GetAchievementIcon( const char *pchName ) = 0;

    // Get general attributes for an achievement. Accepts the following keys:
    // - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8)
    // - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden)
    virtual const char *GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) = 0;

    // Achievement progress - triggers an AchievementProgress callback, that is all.
    // Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
    virtual bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) = 0;

    // Used for iterating achievements. In general games should not need these functions because they should have a
    // list of existing achievements compiled into them
    virtual uint32 GetNumAchievements() = 0;
    // Get achievement name iAchievement in [0,GetNumAchievements)
    virtual const char *GetAchievementName( uint32 iAchievement ) = 0;

    // Friends stats & achievements

    // downloads stats for the user
    // returns a UserStatsReceived_t received when completed
    // if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail
    // these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data
    STEAM_CALL_RESULT( UserStatsReceived_t )
    virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0;

    // requests stat information for a user, usable after a successful call to RequestUserStats()
    STEAM_FLAT_NAME( GetUserStatInt32 )
    virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0;

    STEAM_FLAT_NAME( GetUserStatFloat )
    virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) = 0;

    virtual bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) = 0;
    // See notes for GetAchievementAndUnlockTime above
    virtual bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) = 0;

    // Reset stats 
    virtual bool ResetAllStats( bool bAchievementsToo ) = 0;

    // Leaderboard functions

    // asks the Steam back-end for a leaderboard by name, and will create it if it's not yet
    // This call is asynchronous, with the result returned in LeaderboardFindResult_t
    STEAM_CALL_RESULT(LeaderboardFindResult_t)
    virtual SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ) = 0;

    // as above, but won't create the leaderboard if it's not found
    // This call is asynchronous, with the result returned in LeaderboardFindResult_t
    STEAM_CALL_RESULT( LeaderboardFindResult_t )
    virtual SteamAPICall_t FindLeaderboard( const char *pchLeaderboardName ) = 0;

    // returns the name of a leaderboard
    virtual const char *GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard ) = 0;

    // returns the total number of entries in a leaderboard, as of the last request
    virtual int GetLeaderboardEntryCount( SteamLeaderboard_t hSteamLeaderboard ) = 0;

    // returns the sort method of the leaderboard
    virtual ELeaderboardSortMethod GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard ) = 0;

    // returns the display type of the leaderboard
    virtual ELeaderboardDisplayType GetLeaderboardDisplayType( SteamLeaderboard_t hSteamLeaderboard ) = 0;

    // Asks the Steam back-end for a set of rows in the leaderboard.
    // This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t
    // LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below)
    // You can ask for more entries than exist, and it will return as many as do exist.
    // k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries]
    // k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate
    //   e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after
    // k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user 
    STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t )
    virtual SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ) = 0;
    // as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers
    // if a user doesn't have a leaderboard entry, they won't be included in the result
    // a max of 100 users can be downloaded at a time, with only one outstanding call at a time
    STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers)
        STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t )
    virtual SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLeaderboard,
                                                               STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID *prgUsers, int cUsers ) = 0;

    // Returns data about a single leaderboard entry
    // use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries
    // e.g.
    //        void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded )
    //        {
    //            for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ )
    //            {
    //                LeaderboardEntry_t leaderboardEntry;
    //                int32 details[3];        // we know this is how many we've stored previously
    //                GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 );
    //                assert( leaderboardEntry.m_cDetails == 3 );
    //                ...
    //            }
    // once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid
    virtual bool GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax ) = 0;

    // Uploads a user score to the Steam back-end.
    // This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t
    // Details are extra game-defined information regarding how the user got that score
    // pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list
    STEAM_CALL_RESULT( LeaderboardScoreUploaded_t )
    virtual SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 *pScoreDetails, int cScoreDetailsCount ) = 0;

    // Attaches a piece of user generated content the user's entry on a leaderboard.
    // hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().
    // This call is asynchronous, with the result returned in LeaderboardUGCSet_t.
    STEAM_CALL_RESULT( LeaderboardUGCSet_t )
    virtual SteamAPICall_t AttachLeaderboardUGC( SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC ) = 0;

    // Retrieves the number of players currently playing your game (online + offline)
    // This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t
    STEAM_CALL_RESULT( NumberOfCurrentPlayers_t )
    virtual SteamAPICall_t GetNumberOfCurrentPlayers() = 0;

    // Requests that Steam fetch data on the percentage of players who have received each achievement
    // for the game globally.
    // This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t.
    STEAM_CALL_RESULT( GlobalAchievementPercentagesReady_t )
    virtual SteamAPICall_t RequestGlobalAchievementPercentages() = 0;

    // Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch
    // the next most achieved afterwards.  Will return -1 if there is no data on achievement 
    // percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback).
    virtual int GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) = 0;

    // Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another
    // GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last
    // achievement has been iterated.
    virtual int GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) = 0;

    // Returns the percentage of users who have achieved the specified achievement.
    virtual bool GetAchievementAchievedPercent( const char *pchName, float *pflPercent ) = 0;

    // Requests global stats data, which is available for stats marked as "aggregated".
    // This call is asynchronous, with the results returned in GlobalStatsReceived_t.
    // nHistoryDays specifies how many days of day-by-day history to retrieve in addition
    // to the overall totals. The limit is 60.
    STEAM_CALL_RESULT( GlobalStatsReceived_t )
    virtual SteamAPICall_t RequestGlobalStats( int nHistoryDays ) = 0;

    // Gets the lifetime totals for an aggregated stat
    STEAM_FLAT_NAME( GetGlobalStatInt64 )
    virtual bool GetGlobalStat( const char *pchStatName, int64 *pData ) = 0;

    STEAM_FLAT_NAME( GetGlobalStatDouble )
    virtual bool GetGlobalStat( const char *pchStatName, double *pData ) = 0;

    // Gets history for an aggregated stat. pData will be filled with daily values, starting with today.
    // So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, 
    // etc. cubData is the size in bytes of the pubData buffer. Returns the number of 
    // elements actually set.

    STEAM_FLAT_NAME( GetGlobalStatHistoryInt64 )
    virtual int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) int64 *pData, uint32 cubData ) = 0;

    STEAM_FLAT_NAME( GetGlobalStatHistoryDouble )
    virtual int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) double *pData, uint32 cubData ) = 0;

    // For achievements that have related Progress stats, use this to query what the bounds of that progress are.
    // You may want this info to selectively call IndicateAchievementProgress when appropriate milestones of progress
    // have been made, to show a progress notification to the user.
    STEAM_FLAT_NAME( GetAchievementProgressLimitsInt32 )
    virtual bool GetAchievementProgressLimits( const char *pchName, int32 *pnMinProgress, int32 *pnMaxProgress ) = 0;

    STEAM_FLAT_NAME( GetAchievementProgressLimitsFloat )
    virtual bool GetAchievementProgressLimits( const char *pchName, float *pfMinProgress, float *pfMaxProgress ) = 0;

};

#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION012"

// Global interface accessor
inline ISteamUserStats *SteamUserStats();
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamUserStats *, SteamUserStats, STEAMUSERSTATS_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 the latests stats and achievements have been received
//            from the server
//-----------------------------------------------------------------------------
struct UserStatsReceived_t
{
    enum { k_iCallback = k_iSteamUserStatsCallbacks + 1 };
    uint64        m_nGameID;        // Game these stats are for
    EResult        m_eResult;        // Success / error fetching the stats
    CSteamID    m_steamIDUser;    // The user for whom the stats are retrieved for
};


//-----------------------------------------------------------------------------
// Purpose: result of a request to store the user stats for a game
//-----------------------------------------------------------------------------
struct UserStatsStored_t
{
    enum { k_iCallback = k_iSteamUserStatsCallbacks + 2 };
    uint64        m_nGameID;        // Game these stats are for
    EResult        m_eResult;        // success / error
};


//-----------------------------------------------------------------------------
// Purpose: result of a request to store the achievements for a game, or an 
//            "indicate progress" call. If both m_nCurProgress and m_nMaxProgress
//            are zero, that means the achievement has been fully unlocked.
//-----------------------------------------------------------------------------
struct UserAchievementStored_t
{
    enum { k_iCallback = k_iSteamUserStatsCallbacks + 3 };

    uint64        m_nGameID;                // Game this is for
    bool        m_bGroupAchievement;    // if this is a "group" achievement
    char        m_rgchAchievementName[k_cchStatNameMax];        // name of the achievement
    uint32        m_nCurProgress;            // current progress towards the achievement
    uint32        m_nMaxProgress;            // "out of" this many
};


//-----------------------------------------------------------------------------
// Purpose: call result for finding a leaderboard, returned as a result of FindOrCreateLeaderboard() or FindLeaderboard()
//            use CCallResult<> to map this async result to a member function
//-----------------------------------------------------------------------------
struct LeaderboardFindResult_t
{
    enum { k_iCallback = k_iSteamUserStatsCallbacks + 4 };
    SteamLeaderboard_t m_hSteamLeaderboard;    // handle to the leaderboard serarched for, 0 if no leaderboard found
    uint8 m_bLeaderboardFound;                // 0 if no leaderboard found
};


//-----------------------------------------------------------------------------
// Purpose: call result indicating scores for a leaderboard have been downloaded and are ready to be retrieved, returned as a result of DownloadLeaderboardEntries()
//            use CCallResult<> to map this async result to a member function
//-----------------------------------------------------------------------------
struct LeaderboardScoresDownloaded_t
{
    enum { k_iCallback = k_iSteamUserStatsCallbacks + 5 };
    SteamLeaderboard_t m_hSteamLeaderboard;
    SteamLeaderboardEntries_t m_hSteamLeaderboardEntries;    // the handle to pass into GetDownloadedLeaderboardEntries()
    int m_cEntryCount; // the number of entries downloaded
};


//-----------------------------------------------------------------------------
// Purpose: call result indicating scores has been uploaded, returned as a result of UploadLeaderboardScore()
//            use CCallResult<> to map this async result to a member function
//-----------------------------------------------------------------------------
struct LeaderboardScoreUploaded_t
{
    enum { k_iCallback = k_iSteamUserStatsCallbacks + 6 };
    uint8 m_bSuccess;            // 1 if the call was successful
    SteamLeaderboard_t m_hSteamLeaderboard;    // the leaderboard handle that was
    int32 m_nScore;                // the score that was attempted to set
    uint8 m_bScoreChanged;        // true if the score in the leaderboard change, false if the existing score was better
    int m_nGlobalRankNew;        // the new global rank of the user in this leaderboard
    int m_nGlobalRankPrevious;    // the previous global rank of the user in this leaderboard; 0 if the user had no existing entry in the leaderboard
};

struct NumberOfCurrentPlayers_t
{
    enum { k_iCallback = k_iSteamUserStatsCallbacks + 7 };
    uint8 m_bSuccess;            // 1 if the call was successful
    int32 m_cPlayers;            // Number of players currently playing
};



//-----------------------------------------------------------------------------
// Purpose: Callback indicating that a user's stats have been unloaded.
//  Call RequestUserStats again to access stats for this user
//-----------------------------------------------------------------------------
struct UserStatsUnloaded_t
{
    enum { k_iCallback = k_iSteamUserStatsCallbacks + 8 };
    CSteamID    m_steamIDUser;    // User whose stats have been unloaded
};



//-----------------------------------------------------------------------------
// Purpose: Callback indicating that an achievement icon has been fetched
//-----------------------------------------------------------------------------
struct UserAchievementIconFetched_t
{
    enum { k_iCallback = k_iSteamUserStatsCallbacks + 9 };

    CGameID        m_nGameID;                // Game this is for
    char        m_rgchAchievementName[k_cchStatNameMax];        // name of the achievement
    bool        m_bAchieved;        // Is the icon for the achieved or not achieved version?
    int            m_nIconHandle;        // Handle to the image, which can be used in SteamUtils()->GetImageRGBA(), 0 means no image is set for the achievement
};


//-----------------------------------------------------------------------------
// Purpose: Callback indicating that global achievement percentages are fetched
//-----------------------------------------------------------------------------
struct GlobalAchievementPercentagesReady_t
{
    enum { k_iCallback = k_iSteamUserStatsCallbacks + 10 };

    uint64        m_nGameID;                // Game this is for
    EResult        m_eResult;                // Result of the operation
};


//-----------------------------------------------------------------------------
// Purpose: call result indicating UGC has been uploaded, returned as a result of SetLeaderboardUGC()
//-----------------------------------------------------------------------------
struct LeaderboardUGCSet_t
{
    enum { k_iCallback = k_iSteamUserStatsCallbacks + 11 };
    EResult m_eResult;                // The result of the operation
    SteamLeaderboard_t m_hSteamLeaderboard;    // the leaderboard handle that was
};


//-----------------------------------------------------------------------------
// Purpose: callback indicating that PS3 trophies have been installed
//-----------------------------------------------------------------------------
struct PS3TrophiesInstalled_t
{
    enum { k_iCallback = k_iSteamUserStatsCallbacks + 12 };
    uint64    m_nGameID;                // Game these stats are for
    EResult m_eResult;                // The result of the operation
    uint64 m_ulRequiredDiskSpace;    // If m_eResult is k_EResultDiskFull, will contain the amount of space needed to install trophies

};


//-----------------------------------------------------------------------------
// Purpose: callback indicating global stats have been received.
//    Returned as a result of RequestGlobalStats()
//-----------------------------------------------------------------------------
struct GlobalStatsReceived_t
{
    enum { k_iCallback = k_iSteamUserStatsCallbacks + 12 };
    uint64    m_nGameID;                // Game global stats were requested for
    EResult    m_eResult;                // The result of the request
};

#pragma pack( pop )


#endif // ISTEAMUSER_H