431 lines
14 KiB
C++
431 lines
14 KiB
C++
//========= Copyright Valve Corporation, 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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#if defined( STEAM ) || defined( HL1 )
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#include "stdafx.h"
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#else
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#include <stdio.h>
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#include "dbg.h"
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#include "SteamCommon.h"
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#include "steam/steamclientpublic.h"
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#include "tier1/strtools.h"
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#endif
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#ifdef HL1
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#include "steamcommon.h"
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#include "steam/steamclientpublic.h"
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#endif
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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// Input : pchSteamID - text representation of a Steam ID
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//-----------------------------------------------------------------------------
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CSteamID::CSteamID( const char *pchSteamID, EUniverse eDefaultUniverse /* = k_EUniverseInvalid */ )
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{
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SetFromString( pchSteamID, eDefaultUniverse );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initializes a steam ID from a string
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// Input : pchSteamID - text representation of a Steam ID
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//-----------------------------------------------------------------------------
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void CSteamID::SetFromString( const char *pchSteamID, EUniverse eDefaultUniverse )
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{
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uint nAccountID = 0;
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uint nInstance = 1;
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EUniverse eUniverse = eDefaultUniverse;
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// Since we are using sscanf with %d to read this value
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// we need eUniverse to be the size of an int.
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COMPILE_TIME_ASSERT( sizeof(eUniverse) == sizeof(int) );
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EAccountType eAccountType = k_EAccountTypeIndividual;
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if ( *pchSteamID == '[' )
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pchSteamID++;
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// BUGBUG Rich use the Q_ functions
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if (*pchSteamID == 'A')
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{
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// This is test only
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pchSteamID++; // skip the A
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eAccountType = k_EAccountTypeAnonGameServer;
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if (*pchSteamID == '-' || *pchSteamID == ':')
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pchSteamID++; // skip the optional - or :
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if ( strchr( pchSteamID, '(' ) )
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sscanf( strchr( pchSteamID, '(' ), "(%u)", &nInstance );
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const char *pchColon = strchr( pchSteamID, ':' );
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if ( pchColon && *pchColon != 0 && strchr( pchColon+1, ':' ))
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{
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sscanf( pchSteamID, "%u:%u:%u", (uint*)&eUniverse, &nAccountID, &nInstance );
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}
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else if ( pchColon )
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{
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sscanf( pchSteamID, "%u:%u", (uint*)&eUniverse, &nAccountID );
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}
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else
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{
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sscanf( pchSteamID, "%u", &nAccountID );
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}
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if ( nAccountID == 0 )
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{
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// i dont care what number you entered
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CreateBlankAnonLogon(eUniverse);
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}
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else
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{
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InstancedSet( nAccountID, nInstance, eUniverse, eAccountType );
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}
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return;
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}
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else if (*pchSteamID == 'G')
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{
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pchSteamID++; // skip the G
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eAccountType = k_EAccountTypeGameServer;
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if (*pchSteamID == '-' || *pchSteamID == ':')
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pchSteamID++; // skip the optional - or :
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}
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else if (*pchSteamID == 'C')
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{
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pchSteamID++; // skip the C
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eAccountType = k_EAccountTypeContentServer;
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if (*pchSteamID == '-' || *pchSteamID == ':')
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pchSteamID++; // skip the optional - or :
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}
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else if (*pchSteamID == 'g')
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{
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pchSteamID++; // skip the g
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eAccountType = k_EAccountTypeClan;
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nInstance = 0;
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if (*pchSteamID == '-' || *pchSteamID == ':')
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pchSteamID++; // skip the optional - or :
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}
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else if (*pchSteamID == 'c')
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{
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pchSteamID++; // skip the c
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eAccountType = k_EAccountTypeChat;
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nInstance = k_EChatInstanceFlagClan;
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if (*pchSteamID == '-' || *pchSteamID == ':')
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pchSteamID++; // skip the optional - or :
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}
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else if (*pchSteamID == 'L')
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{
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pchSteamID++; // skip the c
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eAccountType = k_EAccountTypeChat;
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nInstance = k_EChatInstanceFlagLobby;
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if (*pchSteamID == '-' || *pchSteamID == ':')
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pchSteamID++; // skip the optional - or :
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}
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else if (*pchSteamID == 'T')
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{
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pchSteamID++; // skip the T
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eAccountType = k_EAccountTypeChat;
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nInstance = 0; // Anon chat
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if (*pchSteamID == '-' || *pchSteamID == ':')
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pchSteamID++; // skip the optional - or :
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}
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else if (*pchSteamID == 'U')
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{
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pchSteamID++; // skip the U
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eAccountType = k_EAccountTypeIndividual;
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nInstance = 1;
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if (*pchSteamID == '-' || *pchSteamID == ':')
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pchSteamID++; // skip the optional - or :
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}
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else if (*pchSteamID == 'i')
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{
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pchSteamID++; // skip the i
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eAccountType = k_EAccountTypeInvalid;
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nInstance = 1;
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if (*pchSteamID == '-' || *pchSteamID == ':')
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pchSteamID++; // skip the optional - or :
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}
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else
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{
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// Check for a 64-bit steamID, unadorned.
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uint64 unSteamID64 = V_atoui64( pchSteamID );
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if ( unSteamID64 > 0xffffffffU )
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{
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SetFromUint64( unSteamID64 );
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return;
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}
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}
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if ( strchr( pchSteamID, ':' ) )
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{
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if (*pchSteamID == '[')
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pchSteamID++; // skip the optional [
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sscanf( pchSteamID, "%u:%u", (uint*)&eUniverse, &nAccountID );
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if ( eUniverse == k_EUniverseInvalid )
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eUniverse = eDefaultUniverse;
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}
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else
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{
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sscanf( pchSteamID, "%u", &nAccountID );
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}
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Assert( (eUniverse > k_EUniverseInvalid) && (eUniverse < k_EUniverseMax) );
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InstancedSet( nAccountID, nInstance, eUniverse, eAccountType );
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}
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#if defined( INCLUDED_STEAM2_USERID_STRUCTS )
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//-----------------------------------------------------------------------------
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// Purpose: Initializes a steam ID from a Steam2 ID string
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// Input: pchSteam2ID - Steam2 ID (as a string #:#:#) to convert
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// eUniverse - universe this ID belongs to
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// Output: true if successful, false otherwise
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//-----------------------------------------------------------------------------
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bool CSteamID::SetFromSteam2String( const char *pchSteam2ID, EUniverse eUniverse )
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{
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Assert( pchSteam2ID );
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// Convert the Steam2 ID string to a Steam2 ID structure
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TSteamGlobalUserID steam2ID;
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steam2ID.m_SteamInstanceID = 0;
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steam2ID.m_SteamLocalUserID.Split.High32bits = 0;
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steam2ID.m_SteamLocalUserID.Split.Low32bits = 0;
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const char *pchTSteam2ID = pchSteam2ID;
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// Customer support is fond of entering steam IDs in the following form: STEAM_n:x:y
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const char *pchOptionalLeadString = "STEAM_";
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if ( V_strnicmp( pchSteam2ID, pchOptionalLeadString, V_strlen( pchOptionalLeadString ) ) == 0 )
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pchTSteam2ID = pchSteam2ID + V_strlen( pchOptionalLeadString );
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char cExtraCharCheck = 0;
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int cFieldConverted = sscanf( pchTSteam2ID, "%hu:%u:%u%c", &steam2ID.m_SteamInstanceID,
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&steam2ID.m_SteamLocalUserID.Split.High32bits, &steam2ID.m_SteamLocalUserID.Split.Low32bits, &cExtraCharCheck );
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// Validate the conversion ... a special case is steam2 instance ID 1 which is reserved for special DoD handling
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if ( cExtraCharCheck != 0 || cFieldConverted == EOF || cFieldConverted < 2 || ( cFieldConverted < 3 && steam2ID.m_SteamInstanceID != 1 ) )
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return false;
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// Now convert to steam ID from the Steam2 ID structure
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SetFromSteam2( &steam2ID, eUniverse );
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return true;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Renders the steam ID to a buffer. NOTE: for convenience of calling
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// code, this code returns a pointer to a static buffer and is NOT thread-safe.
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// Output: buffer with rendered Steam ID
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//-----------------------------------------------------------------------------
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const char * CSteamID::Render() const
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{
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// longest length of returned string is k_cBufLen
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// [A:%u:%u:%u]
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// %u == 10 * 3 + 6 == 36, plus terminator == 37
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const int k_cBufLen = 37;
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const int k_cBufs = 4; // # of static bufs to use (so people can compose output with multiple calls to Render() )
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static char rgchBuf[k_cBufs][k_cBufLen];
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static int nBuf = 0;
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char * pchBuf = rgchBuf[nBuf]; // get pointer to current static buf
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nBuf ++; // use next buffer for next call to this method
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nBuf %= k_cBufs;
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if ( k_EAccountTypeAnonGameServer == m_steamid.m_comp.m_EAccountType )
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{
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V_snprintf( pchBuf, k_cBufLen, "[A:%u:%u:%u]", m_steamid.m_comp.m_EUniverse, m_steamid.m_comp.m_unAccountID, m_steamid.m_comp.m_unAccountInstance );
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}
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else if ( k_EAccountTypeGameServer == m_steamid.m_comp.m_EAccountType )
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{
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V_snprintf( pchBuf, k_cBufLen, "[G:%u:%u]", m_steamid.m_comp.m_EUniverse, m_steamid.m_comp.m_unAccountID );
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}
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else if ( k_EAccountTypeMultiseat == m_steamid.m_comp.m_EAccountType )
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{
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V_snprintf( pchBuf, k_cBufLen, "[M:%u:%u:%u]", m_steamid.m_comp.m_EUniverse, m_steamid.m_comp.m_unAccountID, m_steamid.m_comp.m_unAccountInstance );
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}
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else if ( k_EAccountTypePending == m_steamid.m_comp.m_EAccountType )
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{
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V_snprintf( pchBuf, k_cBufLen, "[P:%u:%u]", m_steamid.m_comp.m_EUniverse, m_steamid.m_comp.m_unAccountID );
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}
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else if ( k_EAccountTypeContentServer == m_steamid.m_comp.m_EAccountType )
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{
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V_snprintf( pchBuf, k_cBufLen, "[C:%u:%u]", m_steamid.m_comp.m_EUniverse, m_steamid.m_comp.m_unAccountID );
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}
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else if ( k_EAccountTypeClan == m_steamid.m_comp.m_EAccountType )
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{
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// 'g' for "group"
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V_snprintf( pchBuf, k_cBufLen, "[g:%u:%u]", m_steamid.m_comp.m_EUniverse, m_steamid.m_comp.m_unAccountID );
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}
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else if ( k_EAccountTypeChat == m_steamid.m_comp.m_EAccountType )
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{
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if ( m_steamid.m_comp.m_unAccountInstance & k_EChatInstanceFlagClan )
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{
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V_snprintf( pchBuf, k_cBufLen, "[c:%u:%u]", m_steamid.m_comp.m_EUniverse, m_steamid.m_comp.m_unAccountID );
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}
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else if ( m_steamid.m_comp.m_unAccountInstance & k_EChatInstanceFlagLobby )
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{
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V_snprintf( pchBuf, k_cBufLen, "[L:%u:%u]", m_steamid.m_comp.m_EUniverse, m_steamid.m_comp.m_unAccountID );
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}
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else // Anon chat
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{
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V_snprintf( pchBuf, k_cBufLen, "[T:%u:%u]", m_steamid.m_comp.m_EUniverse, m_steamid.m_comp.m_unAccountID );
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}
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}
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else if ( k_EAccountTypeInvalid == m_steamid.m_comp.m_EAccountType )
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{
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V_snprintf( pchBuf, k_cBufLen, "[I:%u:%u]", m_steamid.m_comp.m_EUniverse, m_steamid.m_comp.m_unAccountID );
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}
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else if ( k_EAccountTypeIndividual == m_steamid.m_comp.m_EAccountType )
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{
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if ( m_steamid.m_comp.m_unAccountInstance != k_unSteamUserDesktopInstance )
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V_snprintf( pchBuf, k_cBufLen, "[U:%u:%u:%u]", m_steamid.m_comp.m_EUniverse, m_steamid.m_comp.m_unAccountID, m_steamid.m_comp.m_unAccountInstance );
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else
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V_snprintf( pchBuf, k_cBufLen, "[U:%u:%u]", m_steamid.m_comp.m_EUniverse, m_steamid.m_comp.m_unAccountID );
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}
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else if ( k_EAccountTypeAnonUser == m_steamid.m_comp.m_EAccountType )
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{
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V_snprintf( pchBuf, k_cBufLen, "[a:%u:%u]", m_steamid.m_comp.m_EUniverse, m_steamid.m_comp.m_unAccountID );
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}
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else
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{
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V_snprintf( pchBuf, k_cBufLen, "[i:%u:%u]", m_steamid.m_comp.m_EUniverse, m_steamid.m_comp.m_unAccountID );
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}
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return pchBuf;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Renders the passed-in steam ID to a buffer. NOTE: for convenience of calling
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// code, this code returns a pointer to a static buffer and is NOT thread-safe.
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// Input: 64-bit representation of Steam ID to render
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// Output: buffer with rendered Steam ID
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//-----------------------------------------------------------------------------
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const char * CSteamID::Render( uint64 ulSteamID )
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{
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CSteamID steamID( ulSteamID );
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return steamID.Render();
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}
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//-----------------------------------------------------------------------------
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// Purpose: some steamIDs are for internal use only
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// This is really debug code, but we run with asserts on in retail, so ...
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//-----------------------------------------------------------------------------
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bool CSteamID::BValidExternalSteamID() const
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{
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if ( m_steamid.m_comp.m_EAccountType == k_EAccountTypePending )
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return false;
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if ( m_steamid.m_comp.m_EAccountType != k_EAccountTypeAnonGameServer && m_steamid.m_comp.m_EAccountType != k_EAccountTypeContentServer && m_steamid.m_comp.m_EAccountType != k_EAccountTypeAnonUser )
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{
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if ( m_steamid.m_comp.m_unAccountID == 0 && m_steamid.m_comp.m_unAccountInstance == 0 )
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return false;
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}
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return true;
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}
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#ifdef STEAM
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//-----------------------------------------------------------------------------
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// Purpose: Returns the matching chat steamID, with the default instance of 0
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// Input: SteamID, either a Clan or a Chat type
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// Output: SteamID with account type changed to chat, and the Clan flag set.
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// If account type was not chat to start with, instance will be set to 0
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//-----------------------------------------------------------------------------
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CSteamID ChatIDFromSteamID( const CSteamID &steamID )
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{
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if ( steamID.GetEAccountType() == k_EAccountTypeChat )
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return steamID;
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return ChatIDFromClanID( steamID );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the matching chat steamID, with the default instance of 0
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// Input: SteamID, either a Clan type or a Chat type w/ the Clan flag set
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// Output: SteamID with account type changed to clan.
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// If account type was not clan to start with, instance will be set to 0
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//-----------------------------------------------------------------------------
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CSteamID ClanIDFromSteamID( const CSteamID &steamID )
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{
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if ( steamID.GetEAccountType() == k_EAccountTypeClan )
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return steamID;
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return ClanIDFromChatID( steamID );
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}
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// Asserts steamID type before conversion
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CSteamID ChatIDFromClanID( const CSteamID &steamIDClan )
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{
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Assert( steamIDClan.GetEAccountType() == k_EAccountTypeClan );
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return CSteamID( steamIDClan.GetAccountID(), k_EChatInstanceFlagClan, steamIDClan.GetEUniverse(), k_EAccountTypeChat );
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}
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// Asserts steamID type before conversion
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CSteamID ClanIDFromChatID( const CSteamID &steamIDChat )
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{
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Assert( steamIDChat.GetEAccountType() == k_EAccountTypeChat );
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Assert( k_EChatInstanceFlagClan & steamIDChat.GetUnAccountInstance() );
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return CSteamID( steamIDChat.GetAccountID(), 0, steamIDChat.GetEUniverse(), k_EAccountTypeClan );
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}
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//-----------------------------------------------------------------------------
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// Purpose: CGameID "hidden" functions
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// move these somewhere else maybe
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//-----------------------------------------------------------------------------
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CGameID::CGameID( const char *pchGameID )
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{
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m_ulGameID = 0;
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sscanf( pchGameID, "%llu", &m_ulGameID );
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switch ( m_gameID.m_nType )
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{
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default:
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AssertMsg( false, "Unknown GameID type" );
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m_ulGameID = 0;
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break;
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case k_EGameIDTypeApp:
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case k_EGameIDTypeGameMod:
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case k_EGameIDTypeShortcut:
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case k_EGameIDTypeP2P:
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break;
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}
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}
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// renders this Game ID to string
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const char * CGameID::Render() const
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{
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// longest buffer is log10(2**64) == 20 + 1 == 21
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const int k_cBufLen = 21;
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const int k_cBufs = 4; // # of static bufs to use (so people can compose output with multiple calls to Render() )
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static char rgchBuf[k_cBufs][k_cBufLen];
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static int nBuf = 0;
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char * pchBuf = rgchBuf[nBuf]; // get pointer to current static buf
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nBuf ++; // use next buffer for next call to this method
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nBuf %= k_cBufs;
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V_snprintf( pchBuf, k_cBufLen, "%llu", m_ulGameID );
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return pchBuf;
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}
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// static method to render a uint64 representation of a Game ID to a string
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const char * CGameID::Render( uint64 ulGameID )
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{
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CGameID nGameID( ulGameID );
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return nGameID.Render();
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}
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#endif
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