mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 10:50:13 +01:00
451 lines
19 KiB
C++
451 lines
19 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "base.h"
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class Steam_User :
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public ISteamUser009,
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public ISteamUser010,
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public ISteamUser011,
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public ISteamUser012,
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public ISteamUser013,
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public ISteamUser014,
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public ISteamUser015,
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public ISteamUser016,
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public ISteamUser017,
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public ISteamUser018,
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public ISteamUser019,
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public ISteamUser
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{
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Settings *settings;
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class Networking *network;
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class SteamCallBacks *callbacks;
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class SteamCallResults *callback_results;
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Local_Storage *local_storage;
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bool recording = false;
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std::chrono::high_resolution_clock::time_point last_get_voice;
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std::string encrypted_app_ticket;
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Auth_Ticket_Manager *ticket_manager;
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public:
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Steam_User(Settings *settings, Local_Storage *local_storage, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks)
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{
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this->settings = settings;
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this->local_storage = local_storage;
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this->network = network;
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this->callbacks = callbacks;
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this->callback_results = callback_results;
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recording = false;
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ticket_manager = new Auth_Ticket_Manager(settings, network, callbacks);
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}
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~Steam_User()
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{
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delete ticket_manager;
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}
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// returns the HSteamUser this interface represents
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// this is only used internally by the API, and by a few select interfaces that support multi-user
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HSteamUser GetHSteamUser()
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{
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PRINT_DEBUG("GetHSteamUser\n");
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return CLIENT_HSTEAMUSER;
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}
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// returns true if the Steam client current has a live connection to the Steam servers.
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// 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.
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// The Steam client will automatically be trying to recreate the connection as often as possible.
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bool BLoggedOn()
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{
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PRINT_DEBUG("BLoggedOn\n");
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return true;
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}
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// returns the CSteamID of the account currently logged into the Steam client
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// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API
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CSteamID GetSteamID()
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{
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PRINT_DEBUG("Steam_User::GetSteamID\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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CSteamID id = settings->get_local_steam_id();
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return id;
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}
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// Multiplayer Authentication functions
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// InitiateGameConnection() starts the state machine for authenticating the game client with the game server
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// It is the client portion of a three-way handshake between the client, the game server, and the steam servers
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//
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// Parameters:
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// void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token.
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// int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes.
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// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
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// CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( <appID> )
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// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
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// bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running)
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//
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// 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
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// The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process.
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//steam returns 206 bytes
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#define INITIATE_GAME_CONNECTION_TICKET_SIZE 206
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int InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure )
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{
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PRINT_DEBUG("InitiateGameConnection %i %llu %u %u %u\n", cbMaxAuthBlob, steamIDGameServer.ConvertToUint64(), unIPServer, usPortServer, bSecure);
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if (cbMaxAuthBlob < INITIATE_GAME_CONNECTION_TICKET_SIZE) return 0;
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uint32 out_size = INITIATE_GAME_CONNECTION_TICKET_SIZE;
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ticket_manager->getTicketData(pAuthBlob, INITIATE_GAME_CONNECTION_TICKET_SIZE, &out_size);
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return out_size;
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}
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int InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, CGameID gameID, uint32 unIPServer, uint16 usPortServer, bool bSecure )
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{
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PRINT_DEBUG("InitiateGameConnection old\n");
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return InitiateGameConnection(pAuthBlob, cbMaxAuthBlob, steamIDGameServer, unIPServer, usPortServer, bSecure);
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}
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// notify of disconnect
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// needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call
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void TerminateGameConnection( uint32 unIPServer, uint16 usPortServer )
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{
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PRINT_DEBUG("TerminateGameConnection\n");
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}
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// Legacy functions
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// used by only a few games to track usage events
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void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo)
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{
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PRINT_DEBUG("TrackAppUsageEvent\n");
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}
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void RefreshSteam2Login()
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{
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PRINT_DEBUG("RefreshSteam2Login\n");
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}
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// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
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// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
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bool GetUserDataFolder( char *pchBuffer, int cubBuffer )
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{
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PRINT_DEBUG("GetUserDataFolder\n");
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if (!cubBuffer) return false;
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std::string user_data = local_storage->get_path(USER_DATA_FOLDER);
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strncpy(pchBuffer, user_data.c_str(), cubBuffer - 1);
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pchBuffer[cubBuffer - 1] = 0;
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return true;
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}
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// Starts voice recording. Once started, use GetVoice() to get the data
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void StartVoiceRecording( )
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{
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PRINT_DEBUG("StartVoiceRecording\n");
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last_get_voice = std::chrono::high_resolution_clock::now();
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recording = true;
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//TODO:fix
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recording = false;
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}
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// Stops voice recording. Because people often release push-to-talk keys early, the system will keep recording for
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// a little bit after this function is called. GetVoice() should continue to be called until it returns
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// k_eVoiceResultNotRecording
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void StopVoiceRecording( )
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{
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PRINT_DEBUG("StopVoiceRecording\n");
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recording = false;
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}
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// Determine the size of captured audio data that is available from GetVoice.
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// Most applications will only use compressed data and should ignore the other
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// parameters, which exist primarily for backwards compatibility. See comments
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// below for further explanation of "uncompressed" data.
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EVoiceResult GetAvailableVoice( uint32 *pcbCompressed, uint32 *pcbUncompressed_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated )
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{
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PRINT_DEBUG("GetAvailableVoice\n");
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if (pcbCompressed) *pcbCompressed = 0;
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if (pcbUncompressed_Deprecated) *pcbUncompressed_Deprecated = 0;
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if (!recording) return k_EVoiceResultNotRecording;
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double seconds = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::high_resolution_clock::now() - last_get_voice).count();
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if (pcbCompressed) *pcbCompressed = seconds * 1024.0 * 64.0 / 8.0;
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if (pcbUncompressed_Deprecated) *pcbUncompressed_Deprecated = seconds * (double)nUncompressedVoiceDesiredSampleRate_Deprecated * 2.0;
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return k_EVoiceResultOK;
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}
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EVoiceResult GetAvailableVoice(uint32 *pcbCompressed, uint32 *pcbUncompressed)
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{
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PRINT_DEBUG("GetAvailableVoice old\n");
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return GetAvailableVoice(pcbCompressed, pcbUncompressed, 11025);
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}
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// ---------------------------------------------------------------------------
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// NOTE: "uncompressed" audio is a deprecated feature and should not be used
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// by most applications. It is raw single-channel 16-bit PCM wave data which
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// may have been run through preprocessing filters and/or had silence removed,
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// so the uncompressed audio could have a shorter duration than you expect.
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// There may be no data at all during long periods of silence. Also, fetching
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// uncompressed audio will cause GetVoice to discard any leftover compressed
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// audio, so you must fetch both types at once. Finally, GetAvailableVoice is
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// not precisely accurate when the uncompressed size is requested. So if you
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// really need to use uncompressed audio, you should call GetVoice frequently
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// with two very large (20kb+) output buffers instead of trying to allocate
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// perfectly-sized buffers. But most applications should ignore all of these
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// details and simply leave the "uncompressed" parameters as NULL/zero.
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// ---------------------------------------------------------------------------
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// Read captured audio data from the microphone buffer. This should be called
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// at least once per frame, and preferably every few milliseconds, to keep the
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// microphone input delay as low as possible. Most applications will only use
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// compressed data and should pass NULL/zero for the "uncompressed" parameters.
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// Compressed data can be transmitted by your application and decoded into raw
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// using the DecompressVoice function below.
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EVoiceResult GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed_Deprecated, void *pUncompressedDestBuffer_Deprecated , uint32 cbUncompressedDestBufferSize_Deprecated , uint32 *nUncompressBytesWritten_Deprecated , uint32 nUncompressedVoiceDesiredSampleRate_Deprecated )
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{
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PRINT_DEBUG("GetVoice\n");
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if (!recording) return k_EVoiceResultNotRecording;
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double seconds = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::high_resolution_clock::now() - last_get_voice).count();
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if (bWantCompressed) {
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uint32 towrite = seconds * 1024.0 * 64.0 / 8.0;
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if (cbDestBufferSize < towrite) towrite = cbDestBufferSize;
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if (pDestBuffer) memset(pDestBuffer, 0, towrite);
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if (nBytesWritten) *nBytesWritten = towrite;
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}
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if (bWantUncompressed_Deprecated) {
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PRINT_DEBUG("Wanted Uncompressed\n");
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}
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last_get_voice = std::chrono::high_resolution_clock::now();
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return k_EVoiceResultOK;
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}
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EVoiceResult GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed, void *pUncompressedDestBuffer, uint32 cbUncompressedDestBufferSize, uint32 *nUncompressBytesWritten )
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{
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PRINT_DEBUG("GetVoice old\n");
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return GetVoice(bWantCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, bWantUncompressed, pUncompressedDestBuffer, cbUncompressedDestBufferSize, nUncompressBytesWritten, 11025);
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}
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EVoiceResult GetCompressedVoice( void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten )
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{
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PRINT_DEBUG("GetCompressedVoice\n");
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return GetVoice(true, pDestBuffer, cbDestBufferSize, nBytesWritten, false, NULL, 0, NULL);
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}
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// Decodes the compressed voice data returned by GetVoice. The output data is
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// raw single-channel 16-bit PCM audio. The decoder supports any sample rate
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// from 11025 to 48000; see GetVoiceOptimalSampleRate() below for details.
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// If the output buffer is not large enough, then *nBytesWritten will be set
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// to the required buffer size, and k_EVoiceResultBufferTooSmall is returned.
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// It is suggested to start with a 20kb buffer and reallocate as necessary.
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EVoiceResult DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, uint32 nDesiredSampleRate )
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{
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PRINT_DEBUG("DecompressVoice\n");
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if (!recording) return k_EVoiceResultNotRecording;
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uint32 uncompressed = (double)cbCompressed * ((double)nDesiredSampleRate / 8192.0);
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if(nBytesWritten) *nBytesWritten = uncompressed;
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if (uncompressed > cbDestBufferSize) uncompressed = cbDestBufferSize;
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if (pDestBuffer) memset(pDestBuffer, 0, uncompressed);
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return k_EVoiceResultOK;
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}
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EVoiceResult DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten )
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{
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PRINT_DEBUG("DecompressVoice old\n");
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return DecompressVoice(pCompressed, cbCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, 11025);
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}
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EVoiceResult DecompressVoice( void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten )
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{
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PRINT_DEBUG("DecompressVoice older\n");
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return DecompressVoice(pCompressed, cbCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, 11025);
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}
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// This returns the native sample rate of the Steam voice decompressor
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// this sample rate for DecompressVoice will perform the least CPU processing.
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// However, the final audio quality will depend on how well the audio device
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// (and/or your application's audio output SDK) deals with lower sample rates.
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// You may find that you get the best audio output quality when you ignore
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// this function and use the native sample rate of your audio output device,
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// which is usually 48000 or 44100.
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uint32 GetVoiceOptimalSampleRate()
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{
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PRINT_DEBUG("GetVoiceOptimalSampleRate\n");
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return 48000;
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}
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// Retrieve ticket to be sent to the entity who wishes to authenticate you.
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// pcbTicket retrieves the length of the actual ticket.
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HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket )
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{
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PRINT_DEBUG("Steam_User::GetAuthSessionTicket %i\n", cbMaxTicket);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return ticket_manager->getTicket(pTicket, cbMaxTicket, pcbTicket);
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}
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// Authenticate ticket from entity steamID to be sure it is valid and isnt reused
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// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
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EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID )
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{
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PRINT_DEBUG("Steam_User::BeginAuthSession %i %llu\n", cbAuthTicket, steamID.ConvertToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return ticket_manager->beginAuth(pAuthTicket, cbAuthTicket, steamID);
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}
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// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
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void EndAuthSession( CSteamID steamID )
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{
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PRINT_DEBUG("Steam_User::EndAuthSession\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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ticket_manager->endAuth(steamID);
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}
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// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
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void CancelAuthTicket( HAuthTicket hAuthTicket )
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{
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PRINT_DEBUG("Steam_User::CancelAuthTicket\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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ticket_manager->cancelTicket(hAuthTicket);
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}
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// After receiving a user's authentication data, and passing it to BeginAuthSession, use this function
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// to determine if the user owns downloadable content specified by the provided AppID.
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EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID )
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{
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PRINT_DEBUG("Steam_User::UserHasLicenseForApp\n");
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return k_EUserHasLicenseResultHasLicense;
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}
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// returns true if this users looks like they are behind a NAT device. Only valid once the user has connected to steam
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// (i.e a SteamServersConnected_t has been issued) and may not catch all forms of NAT.
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bool BIsBehindNAT()
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{
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PRINT_DEBUG("BIsBehindNAT\n");
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return false;
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}
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// set data to be replicated to friends so that they can join your game
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// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
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// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
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void AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer )
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{
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PRINT_DEBUG("AdvertiseGame\n");
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}
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// Requests a ticket encrypted with an app specific shared key
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// pDataToInclude, cbDataToInclude will be encrypted into the ticket
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// ( This is asynchronous, you must wait for the ticket to be completed by the server )
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STEAM_CALL_RESULT( EncryptedAppTicketResponse_t )
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SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude )
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{
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PRINT_DEBUG("Steam_User::RequestEncryptedAppTicket\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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EncryptedAppTicketResponse_t data;
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data.m_eResult = k_EResultOK;
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encrypted_app_ticket = std::string((char *)pDataToInclude, cbDataToInclude);
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return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
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}
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// retrieve a finished ticket
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bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket )
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{
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PRINT_DEBUG("Steam_User::GetEncryptedAppTicket\n");
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if (!pcbTicket || !pTicket) return false;
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if (encrypted_app_ticket.size() < cbMaxTicket) cbMaxTicket = encrypted_app_ticket.size();
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memset(pTicket, 'g', cbMaxTicket);
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*pcbTicket = cbMaxTicket;
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return true;
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}
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// Trading Card badges data access
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// if you only have one set of cards, the series will be 1
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// the user has can have two different badges for a series; the regular (max level 5) and the foil (max level 1)
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int GetGameBadgeLevel( int nSeries, bool bFoil )
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{
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PRINT_DEBUG("GetGameBadgeLevel\n");
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return 0;
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}
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// gets the Steam Level of the user, as shown on their profile
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int GetPlayerSteamLevel()
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{
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PRINT_DEBUG("GetPlayerSteamLevel\n");
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return 100;
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}
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// Requests a URL which authenticates an in-game browser for store check-out,
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// and then redirects to the specified URL. As long as the in-game browser
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// accepts and handles session cookies, Steam microtransaction checkout pages
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// will automatically recognize the user instead of presenting a login page.
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// The result of this API call will be a StoreAuthURLResponse_t callback.
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// NOTE: The URL has a very short lifetime to prevent history-snooping attacks,
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// so you should only call this API when you are about to launch the browser,
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// or else immediately navigate to the result URL using a hidden browser window.
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// NOTE 2: The resulting authorization cookie has an expiration time of one day,
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// so it would be a good idea to request and visit a new auth URL every 12 hours.
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STEAM_CALL_RESULT( StoreAuthURLResponse_t )
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SteamAPICall_t RequestStoreAuthURL( const char *pchRedirectURL )
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{
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PRINT_DEBUG("RequestStoreAuthURL\n");
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return 0;
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}
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// gets whether the users phone number is verified
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bool BIsPhoneVerified()
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{
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PRINT_DEBUG("BIsPhoneVerified\n");
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return true;
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}
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// gets whether the user has two factor enabled on their account
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bool BIsTwoFactorEnabled()
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{
|
|
PRINT_DEBUG("BIsTwoFactorEnabled\n");
|
|
return true;
|
|
}
|
|
|
|
// gets whether the users phone number is identifying
|
|
bool BIsPhoneIdentifying()
|
|
{
|
|
PRINT_DEBUG("BIsPhoneIdentifying\n");
|
|
return false;
|
|
}
|
|
|
|
// gets whether the users phone number is awaiting (re)verification
|
|
bool BIsPhoneRequiringVerification()
|
|
{
|
|
PRINT_DEBUG("BIsPhoneRequiringVerification\n");
|
|
return false;
|
|
}
|
|
|
|
STEAM_CALL_RESULT( MarketEligibilityResponse_t )
|
|
SteamAPICall_t GetMarketEligibility()
|
|
{
|
|
PRINT_DEBUG("GetMarketEligibility\n");
|
|
return 0;
|
|
}
|
|
};
|