Counter Strike : Global Offensive Source Code
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//====== Copyright � 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to steam for game servers
//
//=============================================================================
#ifndef ISTEAMCONTENTSERVER_H
#define ISTEAMCONTENTSERVER_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Purpose: Functions for authenticating users via Steam to download content
//-----------------------------------------------------------------------------
class ISteamContentServer { public: // connection functions
virtual void LogOn( uint32 uContentServerID ) = 0; virtual void LogOff() = 0; virtual bool BLoggedOn() = 0;
// user authentication functions
virtual bool SendClientContentAuthRequest( CSteamID steamID, uint32 uContentID, uint64 ulSessionToken, bool bTokenPresent ) = 0;
// Check a Steam3-created content ticket. Does not need to connect to Steam3 to validate it,
// so this is a backup for when the above call is not available (disconnected).
virtual bool BCheckTicket( CSteamID steamID, uint32 uContentID, const void *pvTicketData, uint32 cubTicketLength ) = 0; // some sort of status stuff here eventually
};
#define STEAMCONTENTSERVER_INTERFACE_VERSION "SteamContentServer002"
// callbacks
#pragma pack( push, 8 )
// client has been approved to download the content
struct CSClientApprove_t { enum { k_iCallback = k_iSteamContentServerCallbacks + 1 }; CSteamID m_SteamID; uint32 m_uContentID; };
// client has been denied to connection to this game server
struct CSClientDeny_t { enum { k_iCallback = k_iSteamContentServerCallbacks + 2 }; CSteamID m_SteamID; uint32 m_uContentID; EDenyReason m_eDenyReason; };
#pragma pack( pop )
#endif // ISTEAMGAMESERVER_H
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