//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #ifndef ISTEAMCLIENT_H #define ISTEAMCLIENT_H #ifdef _WIN32 #pragma once #endif #include "steamtypes.h" #include "steamclientpublic.h" // handle to a communication pipe to the Steam client typedef int32 HSteamPipe; // handle to single instance of a steam user typedef int32 HSteamUser; #ifndef DLL_EXPORT #define DLL_EXPORT #endif // interface predec class ISteamUser; class ISteamGameServer; class ISteamFriends; class ISteamUtils; class ISteamMatchmaking; class ISteamContentServer; class ISteamMasterServerUpdater; class ISteamMatchmakingServers; class ISteam2Bridge; class ISteamUserStats; class ISteamApps; //----------------------------------------------------------------------------- // Purpose: Interface to creating a new steam instance, or to // connect to an existing steam instance, whether it's in a // different process or is local //----------------------------------------------------------------------------- class ISteamClient { public: // Creates a communication pipe to the Steam client virtual HSteamPipe CreateSteamPipe() = 0; // Releases a previously created communications pipe virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0; // connects to an existing global user, failing if none exists // used by the game to coordinate with the steamUI virtual HSteamUser ConnectToGlobalUser( HSteamPipe hSteamPipe ) = 0; // used by game servers, create a steam user that won't be shared with anyone else virtual HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe ) = 0; // removes an allocated user virtual void ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ) = 0; // retrieves the ISteamUser interface associated with the handle virtual ISteamUser *GetISteamUser( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; // retrieves the ISteamGameServer interface associated with the handle virtual ISteamGameServer *GetISteamGameServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; // set the local IP and Port to bind to // this must be set before CreateLocalUser() virtual void SetLocalIPBinding( uint32 unIP, uint16 usPort ) = 0; // returns the ISteamFriends interface virtual ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; // returns the ISteamUtils interface virtual ISteamUtils *GetISteamUtils( HSteamPipe hSteamPipe, const char *pchVersion ) = 0; // returns the ISteamMatchmaking interface virtual ISteamMatchmaking *GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; // returns the ISteamContentServer interface virtual ISteamContentServer *GetISteamContentServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; // returns the ISteamMasterServerUpdater interface virtual ISteamMasterServerUpdater *GetISteamMasterServerUpdater( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; // returns the ISteamMatchmakingServers interface virtual ISteamMatchmakingServers *GetISteamMatchmakingServers( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; // returns the ISteam2Bridge interface virtual ISteam2Bridge *GetISteam2Bridge( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; virtual void RunFrame() = 0; // returns the number of IPC calls made since the last time this function was called // Used for perf debugging so you can understand how many IPC calls your game makes per frame // Every IPC call is at minimum a thread context switch if not a process one so you want to rate // control how often you do them. virtual uint32 GetIPCCallCount() = 0; // returns the ISteamUserStats interface virtual ISteamUserStats *GetISteamUserStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; // returns apps interface virtual ISteamApps *GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; }; #define STEAMCLIENT_INTERFACE_VERSION "SteamClient007" //----------------------------------------------------------------------------- // Purpose: Base values for callback identifiers, each callback must // have a unique ID. //----------------------------------------------------------------------------- enum { k_iSteamUserCallbacks = 100 }; enum { k_iSteamGameServerCallbacks = 200 }; enum { k_iSteamFriendsCallbacks = 300 }; enum { k_iSteamBillingCallbacks = 400 }; enum { k_iSteamMatchmakingCallbacks = 500 }; enum { k_iSteamContentServerCallbacks = 600 }; enum { k_iSteamUtilsCallbacks = 700 }; enum { k_iClientFriendsCallbacks = 800 }; enum { k_iClientUserCallbacks = 900 }; enum { k_iSteamAppsCallbacks = 1000 }; enum { k_iSteamUserStatsCallbacks = 1100 }; // For GoldSRC we need a C API as the C++ ABI changed from the GoldSRC compiler // (GCC 2.95.3) to the Source/Steam3 one (GCC 3.4.1) // C functions we export for the C API, maps to ISteamClient functions DLL_EXPORT HSteamPipe Steam_CreateSteamPipe(); DLL_EXPORT bool Steam_BReleaseSteamPipe( HSteamPipe hSteamPipe ); DLL_EXPORT HSteamUser Steam_CreateLocalUser( HSteamPipe *phSteamPipe ); DLL_EXPORT HSteamUser Steam_ConnectToGlobalUser( HSteamPipe hSteamPipe ); DLL_EXPORT void Steam_ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ); DLL_EXPORT void Steam_SetLocalIPBinding( uint32 unIP, uint16 usLocalPort ); #endif // ISTEAMCLIENT_H