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475 lines
18 KiB
475 lines
18 KiB
//========= Copyright © 1996-2004, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef STEAMCLIENTPUBLIC_H
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#define STEAMCLIENTPUBLIC_H
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#ifdef _WIN32
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#pragma once
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#endif
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//lint -save -e1931 -e1927 -e1924 -e613 -e726
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// This header file defines the interface between the calling application and the code that
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// knows how to communicate with the connection manager (CM) from the Steam service
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// This header file is intended to be portable; ideally this 1 header file plus a lib or dll
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// is all you need to integrate the client library into some other tree. So please avoid
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// including or requiring other header files if possible. This header should only describe the
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// interface layer, no need to include anything about the implementation.
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#include "steamtypes.h"
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#ifndef NETADR_H
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class netadr_t;
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#endif
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class ICMInterface; // forward declaration
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class ICMCallback; // forward declaration
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class IVConnCallback; // forward declaration
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extern "C" {
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ICMInterface * CreateCMInterface( ICMCallback * pCMCallback ); // global function to create an interface object
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typedef ICMInterface * (* LPCREATECMINTERFACEPROC)( ICMCallback * ); // typedef for function pointer (for GetProcAddress)
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void DestroyCMInterface( ICMInterface * pCMInterface ); // global function to destroy and free an interface object
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typedef void (* LPDESTROYCMINTERFACEPROC)( ICMInterface * ); // typedef for function pointer (for GetProcAddress)
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}
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// General result codes
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enum EResult
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{
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k_EResultOK = 1, // success
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k_EResultFail = 2, // generic failure
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k_EResultNoConnection = 3, // no/failed network connection
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k_EResultNoConnectionRetry = 4, // no/failed network connection, will retry
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k_EResultInvalidPassword = 5, // password/ticket is invalid
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k_EResultLoggedInElsewhere = 6, // same user logged in elsewhere
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k_EResultInvalidProtocolVer = 7, // protocol version is incorrect
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k_EResultInvalidParam = 8, // a parameter is incorrect
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k_EResultFileNotFound = 9, // file was not found
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k_EResultBusy = 10, // called method busy - action not taken
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k_EResultInvalidState = 11, // called object was in an invalid state
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k_EResultInvalidName = 12, // name is invalid
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k_EResultInvalidEmail = 13, // email is invalud
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k_EResultDuplicateName = 14, // name is not unique
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k_EResultAccessDenied = 15, // access is denied
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k_EResultTimeout = 16, // operation timed out
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};
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// Result codes to GSHandleClientDeny/Kick
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typedef enum
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{
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k_EDenyInvalidVersion = 1,
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k_EDenyGeneric,
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k_EDenyNotLoggedOn,
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k_EDenyNoLicense,
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k_EDenyCheater,
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} EDenyReason;
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// Server flags.
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const uint k_unServerFlagNone = 0;
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const uint k_unServerFlagActive = 1;
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const uint k_unServerFlagInsecure = 2;
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// Steam universes. Each universe is a self-contained Steam instance.
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enum EUniverse
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{
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k_EUniverseInvalid = 0,
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k_EUniversePublic = 1,
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k_EUniverseTestPublic = 2,
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k_EUniverseInternal = 3,
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k_EUniverseMax
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};
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EUniverse EUniverseFromName( const char * pchUniverseName );
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const char * PchNameFromEUniverse( EUniverse eUniverse );
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// Steam account types
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enum EAccountType
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{
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k_EAccountTypeInvalid = 0,
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k_EAccountTypeIndividual = 1, // single user account
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k_EAccountTypeMultiseat = 2, // multiseat (e.g. cybercafe) account
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k_EAccountTypeGameServer = 3, // game server account
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k_EAccountTypeAnonGameServer = 4, // anonomous game server account
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k_EAccountTypePending = 5 // pending
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};
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#pragma pack( push, 1 )
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// Steam ID structure (64 bits total)
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class CSteamID
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{
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public:
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CSteamID( )
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{
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m_unAccountID = 0;
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m_EAccountType = k_EAccountTypeInvalid;
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m_EUniverse = k_EUniverseInvalid;
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m_unAccountInstance = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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// Input : unAccountID - 32-bit account ID
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// eUniverse - Universe this account belongs to
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// eAccountType - Type of account
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//-----------------------------------------------------------------------------
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CSteamID( uint32 unAccountID, EUniverse eUniverse, EAccountType eAccountType )
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{
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Set( unAccountID, eUniverse, eAccountType );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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// Input : unAccountID - 32-bit account ID
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// unAccountInstance - instance
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// eUniverse - Universe this account belongs to
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// eAccountType - Type of account
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//-----------------------------------------------------------------------------
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CSteamID( uint32 unAccountID, unsigned int unAccountInstance, EUniverse eUniverse, EAccountType eAccountType )
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{
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InstancedSet( unAccountID, unAccountInstance, eUniverse, eAccountType );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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// Input : ulSteamID - 64-bit representation of a Steam ID
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//-----------------------------------------------------------------------------
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CSteamID( uint64 ulSteamID )
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{
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SetFromUint64( ulSteamID );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets parameters for steam ID
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// Input : unAccountID - 32-bit account ID
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// eUniverse - Universe this account belongs to
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// eAccountType - Type of account
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//-----------------------------------------------------------------------------
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void Set( uint32 unAccountID, EUniverse eUniverse, EAccountType eAccountType )
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{
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m_unAccountID = unAccountID;
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m_EUniverse = eUniverse;
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m_EAccountType = eAccountType;
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m_unAccountInstance = 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets parameters for steam ID
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// Input : unAccountID - 32-bit account ID
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// eUniverse - Universe this account belongs to
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// eAccountType - Type of account
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//-----------------------------------------------------------------------------
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void InstancedSet( uint32 unAccountID, uint32 unInstance, EUniverse eUniverse, EAccountType eAccountType )
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{
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m_unAccountID = unAccountID;
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m_EUniverse = eUniverse;
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m_EAccountType = eAccountType;
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m_unAccountInstance = unInstance;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initializes a steam ID from its 52 bit parts and universe/type
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// Input : ulIdentifier - 52 bits of goodness
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//-----------------------------------------------------------------------------
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void FullSet( uint64 ulIdentifier, EUniverse eUniverse, EAccountType eAccountType )
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{
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m_unAccountID = ( ulIdentifier & 0xFFFFFFFF ); // account ID is low 32 bits
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m_unAccountInstance = ( ( ulIdentifier >> 32 ) & 0xFFFFF ); // account instance is next 20 bits
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m_EUniverse = eUniverse;
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m_EAccountType = eAccountType;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initializes a steam ID from its 64-bit representation
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// Input : ulSteamID - 64-bit representation of a Steam ID
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//-----------------------------------------------------------------------------
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void SetFromUint64( uint64 ulSteamID )
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{
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m_unAccountID = ( ulSteamID & 0xFFFFFFFF ); // account ID is low 32 bits
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m_unAccountInstance = ( ( ulSteamID >> 32 ) & 0xFFFFF ); // account instance is next 20 bits
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m_EAccountType = ( EAccountType ) ( ( ulSteamID >> 52 ) & 0xF ); // type is next 4 bits
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m_EUniverse = ( EUniverse ) ( ( ulSteamID >> 56 ) & 0xFF ); // universe is next 8 bits
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initializes a steam ID from a Steam2 ID structure
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// Input: pTSteamGlobalUserID - Steam2 ID to convert
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// eUniverse - universe this ID belongs to
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//-----------------------------------------------------------------------------
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void SetFromSteam2( TSteamGlobalUserID *pTSteamGlobalUserID, EUniverse eUniverse )
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{
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m_unAccountID = pTSteamGlobalUserID->m_SteamLocalUserID.Split.Low32bits * 2 +
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pTSteamGlobalUserID->m_SteamLocalUserID.Split.High32bits;
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m_EUniverse = eUniverse; // set the universe
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m_EAccountType = k_EAccountTypeIndividual; // Steam 2 accounts always map to account type of individual
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m_unAccountInstance = 1; // individual accounts always have an account instance ID of 1
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}
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//-----------------------------------------------------------------------------
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// Purpose: Converts steam ID to its 64-bit representation
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// Output : 64-bit representation of a Steam ID
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//-----------------------------------------------------------------------------
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uint64 ConvertToUint64( ) const
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{
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return (uint64) ( ( ( (uint64) m_EUniverse ) << 56 ) + ( ( (uint64) m_EAccountType ) << 52 ) +
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( ( (uint64) m_unAccountInstance ) << 32 ) + m_unAccountID );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fills out a Steam2 ID structure
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// Input: pTSteamGlobalUserID - Steam2 ID to write to
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//-----------------------------------------------------------------------------
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void ConvertToSteam2( TSteamGlobalUserID *pTSteamGlobalUserID ) const
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{
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// only individual accounts have any meaning in Steam 2, only they can be mapped
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// Assert( m_EAccountType == k_EAccountTypeIndividual );
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pTSteamGlobalUserID->m_SteamInstanceID = 0;
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pTSteamGlobalUserID->m_SteamLocalUserID.Split.High32bits = m_unAccountID % 2;
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pTSteamGlobalUserID->m_SteamLocalUserID.Split.Low32bits = m_unAccountID / 2;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Converts the static parts of a steam ID to a 64-bit representation.
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// For multiseat accounts, all instances of that account will have the
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// same static account key, so they can be grouped together by the static
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// account key.
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// Output : 64-bit static account key
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//-----------------------------------------------------------------------------
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uint64 GetStaticAccountKey( ) const
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{
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// note we do NOT include the account instance (which is a dynamic property) in the static account key
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return (uint64) ( ( ( (uint64) m_EUniverse ) << 56 ) + ((uint64) m_EAccountType << 52 ) + m_unAccountID );
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}
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//-----------------------------------------------------------------------------
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// Purpose: create an anonomous game server login to be filled in by the AM
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//-----------------------------------------------------------------------------
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void CreateBlankAnonLogon( )
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{
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m_unAccountID = 0;
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m_EAccountType = k_EAccountTypeAnonGameServer;
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m_EUniverse = k_EUniversePublic;
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m_unAccountInstance = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Is this an anonomous game server login that will be filled in?
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//-----------------------------------------------------------------------------
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bool BBlankAnonAccount( )
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{
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return m_unAccountID == 0 &&
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m_EAccountType == k_EAccountTypeAnonGameServer &&
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m_EUniverse == k_EUniversePublic &&
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m_unAccountInstance == 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Is this a game server account id?
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//-----------------------------------------------------------------------------
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bool BGameServerAccount( )
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{
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return m_EAccountType == k_EAccountTypeGameServer || m_EAccountType == k_EAccountTypeAnonGameServer;
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}
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// simple accessors
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void SetAccountID( uint32 unAccountID ) { m_unAccountID = unAccountID; }
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uint32 GetAccountID( ) const { return m_unAccountID; }
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uint32 GetUnAccountInstance( ) const { return m_unAccountInstance; }
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EAccountType GetEAccountType( ) const { return m_EAccountType; }
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EUniverse GetEUniverse( ) const { return m_EUniverse; }
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bool IsValid( ) const { return m_EAccountType != k_EAccountTypeInvalid; }
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// this set of functions is hidden, will be moved out of class
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CSteamID( char *pchSteamID );
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void SetFromString( char *pchSteamID );
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char * Render( ) const; // renders this steam ID to string
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static char * Render( uint64 ulSteamID ); // static method to render a uint64 representation of a steam ID to a string
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// DEBUG function
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bool BValidExternalSteamID( void );
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private:
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// 64 bits total
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uint32 m_unAccountID : 32; // unique account identifier
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unsigned int m_unAccountInstance : 20; // dynamic instance ID (used for multiseat type accounts only)
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EAccountType m_EAccountType : 4; // type of account
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EUniverse m_EUniverse : 8; // universe this account belongs to
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};
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#pragma pack( pop )
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// ICMCallback
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// Anyone who owns a CMInterface object should implement this to receive callbacks.
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class ICMCallback
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{
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public:
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ICMCallback( ) { };
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virtual ~ICMCallback( ) { };
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virtual void OnLogonSuccess( void ) = 0 ;
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virtual void OnLogonFailure( EResult eResult ) = 0;
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virtual void OnLoggedOff( EResult eResult ) = 0;
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// Called during logon to get encrypted user ticket
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virtual bool GetEncryptedUserTicket( unsigned int unIPPublic, unsigned int unIPPrivate,
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const void * pubEncryptionKey, unsigned int cubEncryptionKey,
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void * pubEncryptedTicket, unsigned int cubEncryptedTicketBuf, unsigned int * pcubEncryptedTicketSize ) = 0;
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// Called when we receive a VAC challenge
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virtual void HandleVACChallenge( int nClientGameID, uint8 *pubChallenge, int cubChallenge ) = 0;
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// Called when we receive a VAC kick message
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virtual void HandleVACKick( int nClientGameID ) = 0;
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// Methods to read/write to owner's persistent storage (e.g. config file)
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virtual bool GetValue( const char * pwzName, char * pwzValue, const int cchValue ) = 0;
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virtual bool SetValue( const char * pwzName, const char * pwzValue ) = 0;
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// called when a GS is getting responses to requests or user status
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virtual void GSHandleClientApprove( CSteamID & steamID ) = 0;
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virtual void GSHandleClientDeny( CSteamID & steamID, EDenyReason eDenyReason ) = 0;
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virtual void GSHandleClientKick( CSteamID & steamID, EDenyReason eDenyReason ) = 0;
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#ifdef _SERVER
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#ifdef TEST_CODE_ENABLED
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virtual void TEST_ReportAuthKey( uint8 * pubAuthKey, uint32 cubAuthKey ) = 0;
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virtual void TEST_ReportMsgRecieved( int32 m_EMsg ) = 0;
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#endif // TEST_CODE_ENABLED
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#endif // _SERVER
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};
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// CMInterface
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// This connects the client to the CM.
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class ICMInterface
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{
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public:
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ICMInterface() {};
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virtual ~ICMInterface() {};
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// Manage ClientGames
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virtual int NClientGameIDAdd( int nGameID ) = 0;
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virtual void RemoveClientGame( int nClientGameID ) = 0;
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virtual void SetClientGameServer( int nClientGameID, uint unIPServer, uint16 usPortServer ) = 0;
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// Set CM IP and port -- currently only for debugging!
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virtual void SetCMs( const netadr_t *pNetAdrCMs, int nNetAdrCMs ) = 0;
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// Log on and off
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virtual void LogOff( void ) = 0;
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virtual void LogOn( CSteamID & steamID ) = 0;
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// Our mainloop
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virtual bool BMainLoop( ) = 0;
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// Send a VAC response to the CM
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virtual bool SendVACResponse( int nClientGameID, uint8 *pubResponse, int cubResponse ) = 0;
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// Send an authentication packet to the CM
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virtual bool SendAuth( uint8 *pubAuth, int cubAuth ) = 0;
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virtual bool BLoggedOn( void ) = 0;
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virtual void SetSpewLevel( int nSpewLevel ) = 0;
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virtual EUniverse GetEUniverse( ) = 0;
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virtual void SetEUniverse( EUniverse eUniverse ) = 0;
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// Game Server methods
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virtual bool GSSendLogonRequest( CSteamID & steamID ) = 0;
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virtual bool GSSendDisconnect( CSteamID & steamID ) = 0;
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virtual bool GSSendStatusResponse( CSteamID & steamID, int nSecondsConnected, int nSecondsSinceLast ) = 0;
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virtual bool GSSetStatus( int32 uAppIdServed, uint uServerFlags, int cPlayers, int cPlayersMax ) = 0;
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#ifdef TEST_CODE_ENABLED
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virtual void TEST_SetFakePrivateIP( uint unIPPrivate ) = 0;
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virtual void TEST_SendBigMessage( void ) = 0; // send a big (multi-packet) message to the server to test packetization code
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virtual bool TEST_BBigMessageResponseReceived( void ) = 0; // returns TRUE if a big test message response has been sent back from the server
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virtual void TEST_SetPktLossPct( int nPct ) = 0; // sets a simulated packet loss percentage for testing
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virtual void TEST_SetForceTCP( bool bForceTCP ) = 0; // forces client to use TCP connection
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virtual void TEST_SetTCPFallback( bool bTCPFallback ) = 0; // causes client to connect over TCP, send a fallback message, and disconnect
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virtual int TEST_GetOurConnectionID( ) = 0; // returns our connection ID for this connection
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virtual void TEST_HeartBeat( ) = 0; // send a heartbeat to the CM
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virtual IVConnCallback * TEST_GetVConnCallback( ) =0; // returns our vconn callback interface
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virtual void TEST_FakeDisconnect() = 0;
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#endif // TEST_CODE_ENABLED
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#ifdef DBGFLAG_VALIDATE
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virtual void Validate( CValidator &validator, char *pchName ) = 0; // Validate our internal structures
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#endif // DBGFLAG_VALIDATE
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};
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#ifdef VAC_ENABLED
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// IVAC
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// This is the wrapper class for all VAC functionaility in the client
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class IVAC
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{
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public:
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virtual bool BVACCreateProcess(
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PVOID lpVACBlob,
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DWORD cbBlobSize,
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LPCTSTR lpApplicationName,
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LPTSTR lpCommandLine,
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LPSECURITY_ATTRIBUTES lpProcessAttributes,
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LPSECURITY_ATTRIBUTES lpThreadAttributes,
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BOOL bInheritHandles,
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DWORD dwCreationFlags,
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LPVOID lpEnvironment,
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LPCTSTR lpCurrentDirectory,
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LPSTARTUPINFO lpStartupInfo,
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LPPROCESS_INFORMATION lpProcessInformation,
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DWORD nGameID
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) = 0;
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virtual void KillAllVAC( void ) = 0;
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virtual void ProcessVAC( ICMInterface *pCMInterface ) = 0;
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virtual void RealHandleVACChallenge( ICMInterface *pCMInterface, int nClientGameID, uint8 *pubChallenge, int cubChallenge) = 0;
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#ifdef DBGFLAG_VALIDATE
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virtual void Validate( CValidator &validator, char *pchName ) = 0; // Validate our internal structures
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#endif
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};
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// this is a bogus number picked to be beyond any real steam2 uAppID
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const int k_nGameIDNotepad = 65535;
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// this is the real steam2 uAppID for Counter-Strike Source
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const int k_nGameIDCSS = 240;
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IVAC * IVACGet( void );
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void ReleaseIVAC( IVAC *pIVAC );
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BYTE *PbLoadVacBlob( int *pcbVacBlob );
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void FreeVacBlob( BYTE *pbVacBlob );
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#ifdef _DEBUG
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void SetUseDllForIVAC( void );
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#endif // _DEBUG
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#endif // VAC_ENABLED
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//lint -restore
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#endif // STEAMCLIENTPUBLIC_H
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