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godotsteam.cpp
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godotsteam.cpp
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/////////////////////////////////////////////////
///// SILENCE STEAMWORKS WARNINGS
/////////////////////////////////////////////////
//
// Turn off MSVC-only warning about strcpy
#ifdef _MSC_VER
#define _CRT_SECURE_NO_WARNINGS 1
#pragma warning(disable : 4996)
#pragma warning(disable : 4828)
#endif
///// HEADER INCLUDES
/////////////////////////////////////////////////
//
// Include GodotSteam header
#include "godotsteam.h"
// Include some system headers
#include "fstream"
#include "vector"
///// STEAM SINGLETON? STEAM SINGLETON
/////////////////////////////////////////////////
//
Steam *Steam::singleton = NULL;
///// STEAM OBJECT WITH CALLBACKS
/////////////////////////////////////////////////
//
Steam::Steam() :
// Apps callbacks ////////////////////////////
callbackDLCInstalled(this, &Steam::dlc_installed),
callbackFileDetailsResult(this, &Steam::file_details_result),
callbackNewLaunchURLParameters(this, &Steam::new_launch_url_parameters),
callbackTimedTrialStatus(this, &Steam::timed_trial_status),
// Friends callbacks ////////////////////////
callbackAvatarLoaded(this, &Steam::avatar_loaded),
callbackAvatarImageLoaded(this, &Steam::avatar_image_loaded),
callbackClanActivityDownloaded(this, &Steam::clan_activity_downloaded),
callbackFriendRichPresenceUpdate(this, &Steam::friend_rich_presence_update),
callbackConnectedChatJoin(this, &Steam::connected_chat_join),
callbackConnectedChatLeave(this, &Steam::connected_chat_leave),
callbackConnectedClanChatMessage(this, &Steam::connected_clan_chat_message),
callbackConnectedFriendChatMessage(this, &Steam::connected_friend_chat_message),
callbackJoinRequested(this, &Steam::join_requested),
callbackOverlayToggled(this, &Steam::overlay_toggled),
callbackJoinGameRequested(this, &Steam::join_game_requested),
callbackChangeServerRequested(this, &Steam::change_server_requested),
callbackJoinClanChatComplete(this, &Steam::join_clan_chat_complete),
callbackPersonaStateChange(this, &Steam::persona_state_change),
callbackNameChanged(this, &Steam::name_changed),
callbackOverlayBrowserProtocol(this, &Steam::overlay_browser_protocol),
callbackUnreadChatMessagesChanged(this, &Steam::unread_chat_messages_changed),
callbackEquippedProfileItemsChanged(this, &Steam::equipped_profile_items_changed),
// Game Search callbacks ////////////////////
callbackSearchForGameProgress(this, &Steam::search_for_game_progress),
callbackSearchForGameResult(this, &Steam::search_for_game_result),
callbackRequestPlayersForGameProgress(this, &Steam::request_players_for_game_progress),
callbackRequestPlayersForGameResult(this, &Steam::request_players_for_game_result),
callbackRequestPlayersForGameFinalResult(this, &Steam::request_players_for_game_final_result),
callbackSubmitPlayerResult(this, &Steam::submit_player_result),
callbackEndGameResult(this, &Steam::end_game_result),
// HTML Surface callbacks ///////////////////
callbackHTMLCanGoBackandforward(this, &Steam::html_can_go_backandforward),
callbackHTMLChangedTitle(this, &Steam::html_changed_title),
callbackHTMLCloseBrowser(this, &Steam::html_close_browser),
callbackHTMLFileOpenDialog(this, &Steam::html_file_open_dialog),
callbackHTMLFinishedRequest(this, &Steam::html_finished_request),
callbackHTMLHideTooltip(this, &Steam::html_hide_tooltip),
callbackHTMLHorizontalScroll(this, &Steam::html_horizontal_scroll),
callbackHTMLJSAlert(this, &Steam::html_js_alert),
callbackHTMLJSConfirm(this, &Steam::html_js_confirm),
callbackHTMLLinkAtPosition(this, &Steam::html_link_at_position),
callbackHTMLNeedsPaint(this, &Steam::html_needs_paint),
callbackHTMLNewWindow(this, &Steam::html_new_window),
callbackHTMLOpenLinkInNewTab(this, &Steam::html_open_link_in_new_tab),
callbackHTMLSearchResults(this, &Steam::html_search_results),
callbackHTMLSetCursor(this, &Steam::html_set_cursor),
callbackHTMLShowTooltip(this, &Steam::html_show_tooltip),
callbackHTMLStartRequest(this, &Steam::html_start_request),
callbackHTMLStatusText(this, &Steam::html_status_text),
callbackHTMLUpdateTooltip(this, &Steam::html_update_tooltip),
callbackHTMLURLChanged(this, &Steam::html_url_changed),
callbackHTMLVerticalScroll(this, &Steam::html_vertical_scroll),
// HTTP callbacks ///////////////////////////
callbackHTTPRequestCompleted(this, &Steam::http_request_completed),
callbackHTTPRequestDataReceived(this, &Steam::http_request_data_received),
callbackHTTPRequestHeadersReceived(this, &Steam::http_request_headers_received),
// Input callbacks //////////////////////////
callbackInputDeviceConnected(this, &Steam::input_device_connected),
callbackInputDeviceDisconnected(this, &Steam::input_device_disconnected),
callbackInputConfigurationLoaded(this, &Steam::input_configuration_loaded),
callbackInputGamePadSlotChange(this, &Steam::input_gamepad_slot_change),
// Inventory callbacks //////////////////////
callbackInventoryDefinitionUpdate(this, &Steam::inventory_definition_update),
callbackInventoryFullUpdate(this, &Steam::inventory_full_update),
callbackInventoryResultReady(this, &Steam::inventory_result_ready),
// Matchmaking callbacks ////////////////////
callbackFavoritesListAccountsUpdated(this, &Steam::favorites_list_accounts_updated),
callbackFavoritesListChanged(this, &Steam::favorites_list_changed),
callbackLobbyMessage(this, &Steam::lobby_message),
callbackLobbyChatUpdate(this, &Steam::lobby_chat_update),
callbackLobbyDataUpdate(this, &Steam::lobby_data_update),
callbackLobbyJoined(this, &Steam::lobby_joined),
callbackLobbyGameCreated(this, &Steam::lobby_game_created),
callbackLobbyInvite(this, &Steam::lobby_invite),
callbackLobbyKicked(this, &Steam::lobby_kicked),
// Music callbacks //////////////////////////
callbackMusicPlaybackStatusHasChanged(this, &Steam::music_playback_status_has_changed),
callbackMusicVolumeHasChanged(this, &Steam::music_volume_has_changed),
// Music Remote callbacks ///////////////////
callbackMusicPlayerRemoteToFront(this, &Steam::music_player_remote_to_front),
callbackMusicPlayerRemoteWillActivate(this, &Steam::music_player_remote_will_activate),
callbackMusicPlayerRemoteWillDeactivate(this, &Steam::music_player_remote_will_deactivate),
callbackMusicPlayerSelectsPlaylistEntry(this, &Steam::music_player_selects_playlist_entry),
callbackMusicPlayerSelectsQueueEntry(this, &Steam::music_player_selects_queue_entry),
callbackMusicPlayerWantsLooped(this, &Steam::music_player_wants_looped),
callbackMusicPlayerWantsPause(this, &Steam::music_player_wants_pause),
callbackMusicPlayerWantsPlayingRepeatStatus(this, &Steam::music_player_wants_playing_repeat_status),
callbackMusicPlayerWantsPlayNext(this, &Steam::music_player_wants_play_next),
callbackMusicPlayerWantsPlayPrevious(this, &Steam::music_player_wants_play_previous),
callbackMusicPlayerWantsPlay(this, &Steam::music_player_wants_play),
callbackMusicPlayerWantsShuffled(this, &Steam::music_player_wants_shuffled),
callbackMusicPlayerWantsVolume(this, &Steam::music_player_wants_volume),
callbackMusicPlayerWillQuit(this, &Steam::music_player_will_quit),
// Networking callbacks /////////////////////
callbackP2PSessionConnectFail(this, &Steam::p2p_session_connect_fail),
callbackP2PSessionRequest(this, &Steam::p2p_session_request),
// Networking Messages callbacks ////////////
callbackNetworkMessagesSessionRequest(this, &Steam::network_messages_session_request),
callbackNetworkMessagesSessionFailed(this, &Steam::network_messages_session_failed),
// Networking Sockets callbacks /////////////
callbackNetworkConnectionStatusChanged(this, &Steam::network_connection_status_changed),
callbackNetworkAuthenticationStatus(this, &Steam::network_authentication_status),
callbackNetworkingFakeIPResult(this, &Steam::fake_ip_result),
// Networking Utils callbacks ///////////////
callbackRelayNetworkStatus(this, &Steam::relay_network_status),
// Parental Settings callbacks //////////////
callbackParentlSettingChanged(this, &Steam::parental_setting_changed),
// Parties callbacks ////////////////////////
callbackReserveNotification(this, &Steam::reservation_notification),
callbackAvailableBeaconLocationsUpdated(this, &Steam::available_beacon_locations_updated),
callbackActiveBeaconsUpdated(this, &Steam::active_beacons_updated),
// Remote Play callbacks ////////////////////
callbackRemotePlaySessionConnected(this, &Steam::remote_play_session_connected),
callbackRemotePlaySessionDisconnected(this, &Steam::remote_play_session_disconnected),
// Remote Storage callbacks /////////////////
callbackLocalFileChanged(this, &Steam::local_file_changed),
// Screenshot callbacks /////////////////////
callbackScreenshotReady(this, &Steam::screenshot_ready),
callbackScreenshotRequested(this, &Steam::screenshot_requested),
// UGC callbacks ////////////////////////////
callbackItemDownloaded(this, &Steam::item_downloaded),
callbackItemInstalled(this, &Steam::item_installed),
callbackUserSubscribedItemsListChanged(this, &Steam::user_subscribed_items_list_changed),
// User callbacks ///////////////////////////
callbackClientGameServerDeny(this, &Steam::client_game_server_deny),
callbackGameWebCallback(this, &Steam::game_web_callback),
callbackGetAuthSessionTicketResponse(this, &Steam::get_auth_session_ticket_response),
callbackGetTicketForWebApiResponse(this, &Steam::get_ticket_for_web_api),
callbackIPCFailure(this, &Steam::ipc_failure),
callbackLicensesUpdated(this, &Steam::licenses_updated),
callbackMicrotransactionAuthResponse(this, &Steam::microtransaction_auth_response),
callbackSteamServerConnected(this, &Steam::steam_server_connected),
callbackSteamServerDisconnected(this, &Steam::steam_server_disconnected),
callbackValidateAuthTicketResponse(this, &Steam::validate_auth_ticket_response),
// User stat callbacks //////////////////////
callbackUserAchievementStored(this, &Steam::user_achievement_stored),
callbackCurrentStatsReceived(this, &Steam::current_stats_received),
callbackUserStatsStored(this, &Steam::user_stats_stored),
callbackUserStatsUnloaded(this, &Steam::user_stats_unloaded),
// Utility callbacks ////////////////////////
callbackGamepadTextInputDismissed(this, &Steam::gamepad_text_input_dismissed),
callbackIPCountry(this, &Steam::ip_country),
callbackLowPower(this, &Steam::low_power),
callbackSteamAPICallCompleted(this, &Steam::steam_api_call_completed),
callbackSteamShutdown(this, &Steam::steam_shutdown),
callbackAppResumingFromSuspend(this, &Steam::app_resuming_from_suspend),
callbackFloatingGamepadTextInputDismissed(this, &Steam::floating_gamepad_text_input_dismissed),
callbackFilterTextDictionaryChanged(this, &Steam::filter_text_dictionary_changed),
// Video callbacks //////////////////////////
callbackGetOPFSettingsResult(this, &Steam::get_opf_settings_result),
callbackGetVideoResult(this, &Steam::get_video_result)
{
is_init_success = false;
singleton = this;
were_callbacks_embedded = false;
}
///// INTERNAL FUNCTIONS
/////////////////////////////////////////////////
//
// Helper function to turn an array of options into an array of SteamNetworkingConfigValue_t structs
const SteamNetworkingConfigValue_t *Steam::convertOptionsArray(Array options) {
// Get the number of option arrays in the array.
int options_size = options.size();
// Create the array for options.
SteamNetworkingConfigValue_t *option_array = new SteamNetworkingConfigValue_t[options_size];
// If there are options
if (options_size > 0) {
// Populate the options
for (int i = 0; i < options_size; i++) {
SteamNetworkingConfigValue_t this_option;
Array sent_option = options[i];
// Get the configuration value.
// This is a convoluted way of doing it but can't seem to cast the value as an enum so here we are.
ESteamNetworkingConfigValue this_value = ESteamNetworkingConfigValue((int)sent_option[0]);
if ((int)sent_option[1] == 1) {
this_option.SetInt32(this_value, sent_option[2]);
}
else if ((int)sent_option[1] == 2) {
this_option.SetInt64(this_value, sent_option[2]);
}
else if ((int)sent_option[1] == 3) {
this_option.SetFloat(this_value, sent_option[2]);
}
else if ((int)sent_option[1] == 4) {
char *this_string = { 0 };
String passed_string = sent_option[2];
strcpy(this_string, passed_string.utf8().get_data());
this_option.SetString(this_value, this_string);
}
else {
Object *this_pointer;
this_pointer = sent_option[2];
this_option.SetPtr(this_value, this_pointer);
}
option_array[i] = this_option;
}
}
return option_array;
}
// Creating a Steam ID for internal use
CSteamID Steam::createSteamID(uint64_t steam_id, AccountType account_type) {
CSteamID converted_steam_id;
if (account_type < 0 || account_type >= AccountType(k_EAccountTypeMax)) {
account_type = ACCOUNT_TYPE_INDIVIDUAL;
}
converted_steam_id.Set(steam_id, k_EUniversePublic, EAccountType(account_type));
return converted_steam_id;
}
// A helper function for creating game server dictionaries
Dictionary Steam::gameServerItemToDictionary(gameserveritem_t *server_item) {
Dictionary game_server;
if (server_item != NULL) {
game_server["name"] = server_item->GetName();
game_server["connection_address"] = server_item->m_NetAdr.GetConnectionAddressString();
game_server["query_address"] = server_item->m_NetAdr.GetQueryAddressString();
game_server["ping"] = server_item->m_nPing;
game_server["success_response"] = server_item->m_bHadSuccessfulResponse;
game_server["no_refresh"] = server_item->m_bDoNotRefresh;
game_server["game_dir"] = server_item->m_szGameDir;
game_server["map"] = server_item->m_szMap;
game_server["description"] = server_item->m_szGameDescription;
game_server["app_id"] = server_item->m_nAppID;
game_server["players"] = server_item->m_nPlayers;
game_server["max_players"] = server_item->m_nMaxPlayers;
game_server["bot_players"] = server_item->m_nBotPlayers;
game_server["password"] = server_item->m_bPassword;
game_server["secure"] = server_item->m_bSecure;
game_server["last_played"] = server_item->m_ulTimeLastPlayed;
game_server["server_version"] = server_item->m_nServerVersion;
game_server["game_tags"] = server_item->m_szGameTags;
game_server["steam_id"] = (uint64_t)server_item->m_steamID.ConvertToUint64();
}
return game_server;
}
// Get the Steam singleton, obviously
Steam *Steam::get_singleton() {
return singleton;
}
// Convert a Steam ID to a Steam Identity
SteamNetworkingIdentity Steam::getIdentityFromSteamID(uint64_t steam_id) {
SteamNetworkingIdentity remote_identity;
remote_identity.SetSteamID64(steam_id);
return remote_identity;
}
// Convert a string IP address to an integer
uint32 Steam::getIPFromString(String ip_string) {
uint32 ip_address = 0;
SteamNetworkingIPAddr this_address;
this_address.Clear();
if (this_address.ParseString(ip_string.utf8().get_data())) {
ip_address = this_address.GetIPv4();
}
return ip_address;
}
// Convert a Steam IP Address object to an integer
uint32 Steam::getIPFromSteamIP(SteamNetworkingIPAddr this_address) {
return this_address.GetIPv4();
}
// Get the Steam ID from an identity struct
uint64_t Steam::getSteamIDFromIdentity(SteamNetworkingIdentity this_identity) {
uint64_t this_steam_id = this_identity.GetSteamID64();
return this_steam_id;
}
// Convert an integer to a Steam IP Address
SteamNetworkingIPAddr Steam::getSteamIPFromInt(uint32 ip_integer) {
SteamNetworkingIPAddr this_address;
this_address.Clear();
if (ip_integer > 0) {
this_address.SetIPv4(ip_integer, 0);
}
return this_address;
}
// Convert an IP string to a Steam IP Address
SteamNetworkingIPAddr Steam::getSteamIPFromString(String ip_string) {
SteamNetworkingIPAddr this_address;
this_address.Clear();
if (this_address.ParseString(ip_string.utf8().get_data())) {
this_address.GetIPv4();
}
return this_address;
}
// Convert an integer IP address to a string
String Steam::getStringFromIP(uint32 ip_integer) {
String ip_address = "";
SteamNetworkingIPAddr this_address;
this_address.Clear();
if (ip_integer > 0) {
this_address.SetIPv4(ip_integer, 0);
char this_ip[16];
this_address.ToString(this_ip, 16, false);
ip_address = String(this_ip);
}
return ip_address;
}
// Convert a Steam IP Address to a string
String Steam::getStringFromSteamIP(SteamNetworkingIPAddr this_address) {
char this_ip[16];
this_address.ToString(this_ip, 16, false);
return String(this_ip);
}
///// MAIN FUNCTIONS
/////////////////////////////////////////////////
//
// Convert a SteamID64 into a SteamID
uint32_t Steam::getSteamID32(uint64_t steam_id) {
CSteamID this_steam_id = (uint64)steam_id;
return this_steam_id.GetAccountID();
}
// Is this an anonymous account?
bool Steam::isAnonAccount(uint64_t steam_id) {
CSteamID this_steam_id = (uint64)steam_id;
return this_steam_id.BAnonAccount();
}
// Is this an anonymous user account? Used to create an account or reset a password, but do not try to do this.
bool Steam::isAnonUserAccount(uint64_t steam_id) {
CSteamID this_steam_id = (uint64)steam_id;
return this_steam_id.BAnonUserAccount();
}
// Is this a chat account ID?
bool Steam::isChatAccount(uint64_t steam_id) {
CSteamID this_steam_id = (uint64)steam_id;
return this_steam_id.BChatAccount();
}
// Is this a clan account ID?
bool Steam::isClanAccount(uint64_t steam_id) {
CSteamID this_steam_id = (uint64)steam_id;
return this_steam_id.BClanAccount();
}
// Is this a faked up Steam ID for a PSN friend account?
bool Steam::isConsoleUserAccount(uint64_t steam_id) {
CSteamID this_steam_id = (uint64)steam_id;
return this_steam_id.BConsoleUserAccount();
}
// Is this an individual user account ID?
bool Steam::isIndividualAccount(uint64_t steam_id) {
CSteamID this_steam_id = (uint64)steam_id;
return this_steam_id.BIndividualAccount();
}
// Is this a lobby account ID?
bool Steam::isLobby(uint64_t steam_id) {
CSteamID this_steam_id = (uint64)steam_id;
return this_steam_id.IsLobby();
}
// Returns true/false if Steam is running.
bool Steam::isSteamRunning(void) {
return SteamAPI_IsSteamRunning();
}
// Checks if your executable was launched through Steam and relaunches it through Steam if it wasn't.
bool Steam::restartAppIfNecessary(uint32 app_id) {
return SteamAPI_RestartAppIfNecessary((AppId_t)app_id);
}
// Initialize the SDK, without worrying about the cause of failure.
Dictionary Steam::steamInit(bool retrieve_stats, uint32_t app_id, bool embed_callbacks) {
// Set the app ID
if (app_id != 0) {
OS::get_singleton()->set_environment("SteamAppId", itos(app_id));
OS::get_singleton()->set_environment("SteamGameId", itos(app_id));
}
// Start the initialization process
Dictionary initialize;
// Attempt to initialize Steamworks
is_init_success = SteamAPI_Init();
// Set the default status response
int status = RESULT_FAIL;
String verbal = "Steamworks failed to initialize.";
// Steamworks initialized with no problems
if (is_init_success) {
status = RESULT_OK;
verbal = "Steamworks active.";
current_app_id = app_id;
// Get the current stats, if set
if (SteamUserStats() != NULL && retrieve_stats) {
requestCurrentStats();
}
// Attach the callbacks, if set
if (embed_callbacks) {
were_callbacks_embedded = true;
auto callbacks = callable_mp(Steam::singleton, &Steam::run_callbacks);
SceneTree::get_singleton()->connect("process_frame", callbacks);
SceneTree::get_singleton()->connect("physics_frame", callbacks);
}
}
else{
// The Steam client is not running
if (!isSteamRunning()) {
status = RESULT_SERVICE_UNAVAILABLE;
verbal = "Steam not running.";
}
else if (SteamUser() == NULL) {
status = RESULT_UNEXPECTED_ERROR;
verbal = "Invalid app ID or app not installed.";
}
}
initialize["status"] = status;
initialize["verbal"] = verbal;
return initialize;
}
// Initialize the Steamworks SDK. On success STEAM_API_INIT_RESULT_OK is returned.
// Otherwise, if error_message is non-NULL, it will receive a non-localized message that explains the reason for the failure.
Dictionary Steam::steamInitEx(bool retrieve_stats, uint32_t app_id, bool embed_callbacks) {
// Set the app ID
if (app_id != 0) {
OS::get_singleton()->set_environment("SteamAppId", itos(app_id));
OS::get_singleton()->set_environment("SteamGameId", itos(app_id));
}
// Start the initialization process
Dictionary initialize;
char error_message[STEAM_MAX_ERROR_MESSAGE];
ESteamAPIInitResult initialize_result;
initialize_result = SteamAPI_InitEx(&error_message);
if (initialize_result == (ESteamAPIInitResult)STEAM_API_INIT_RESULT_OK) {
is_init_success = true;
current_app_id = app_id;
// Get the current stats, if set
if (SteamUserStats() != NULL && retrieve_stats) {
requestCurrentStats();
}
// Attach the callbacks, if set
if (embed_callbacks) {
were_callbacks_embedded = true;
auto callbacks = callable_mp(Steam::singleton, &Steam::run_callbacks);
SceneTree::get_singleton()->connect("process_frame", callbacks);
SceneTree::get_singleton()->connect("physics_frame", callbacks);
}
}
initialize["status"] = initialize_result;
initialize["verbal"] = error_message;
return initialize;
}
// Shuts down the Steamworks API, releases pointers and frees memory.
void Steam::steamShutdown() {
SteamAPI_Shutdown();
// If callbacks were connected internally
if (were_callbacks_embedded) {
were_callbacks_embedded = false;
auto callbacks = callable_mp(Steam::singleton, &Steam::run_callbacks);
SceneTree::get_singleton()->disconnect("process_frame", callbacks);
SceneTree::get_singleton()->disconnect("physics_frame", callbacks);
}
}
///// APPS
/////////////////////////////////////////////////
//
// Returns metadata for a DLC by index.
Array Steam::getDLCDataByIndex() {
if (SteamApps() == NULL) {
return Array();
}
int32 count = SteamApps()->GetDLCCount();
Array dlc_data;
for (int i = 0; i < count; i++) {
AppId_t app_id = 0;
bool available = false;
char name[STEAM_BUFFER_SIZE];
bool success = SteamApps()->BGetDLCDataByIndex(i, &app_id, &available, name, STEAM_BUFFER_SIZE);
if (success) {
Dictionary dlc;
dlc["id"] = app_id;
dlc["available"] = available;
dlc["name"] = name;
dlc_data.append(dlc);
}
}
return dlc_data;
}
// Check if given application/game is installed, not necessarily owned.
bool Steam::isAppInstalled(uint32_t app_id) {
if (SteamApps() == NULL) {
return false;
}
return SteamApps()->BIsAppInstalled((AppId_t)app_id);
}
// Checks whether the current App ID is for Cyber Cafes.
bool Steam::isCybercafe() {
if (SteamApps() == NULL) {
return false;
}
return SteamApps()->BIsCybercafe();
}
// Checks if the user owns a specific DLC and if the DLC is installed
bool Steam::isDLCInstalled(uint32_t dlc_id) {
if (SteamApps() == NULL) {
return false;
}
return SteamApps()->BIsDlcInstalled((AppId_t)dlc_id);
}
// Checks if the license owned by the user provides low violence depots.
bool Steam::isLowViolence() {
if (SteamApps() == NULL) {
return false;
}
return SteamApps()->BIsLowViolence();
}
// Checks if the active user is subscribed to the current App ID.
bool Steam::isSubscribed() {
if (SteamApps() == NULL) {
return false;
}
return SteamApps()->BIsSubscribed();
}
// Checks if the active user is subscribed to a specified AppId.
bool Steam::isSubscribedApp(uint32_t app_id) {
if (SteamApps() == NULL) {
return false;
}
return SteamApps()->BIsSubscribedApp((AppId_t)app_id);
}
// Checks if the active user is accessing the current app_id via a temporary Family Shared license owned by another user.
// If you need to determine the steam_id of the permanent owner of the license, use getAppOwner.
bool Steam::isSubscribedFromFamilySharing() {
if (SteamApps() == NULL) {
return false;
}
return SteamApps()->BIsSubscribedFromFamilySharing();
}
// Checks if the user is subscribed to the current app through a free weekend.
// This function will return false for users who have a retail or other type of license.
// Suggested you contact Valve on how to package and secure your free weekend properly.
bool Steam::isSubscribedFromFreeWeekend() {
if (SteamApps() == NULL) {
return false;
}
return SteamApps()->BIsSubscribedFromFreeWeekend();
}
// Check if game is a timed trial with limited playtime.
Dictionary Steam::isTimedTrial() {
Dictionary trial;
if (SteamApps() != NULL) {
uint32 allowed = 0;
uint32 played = 0;
if (SteamApps()->BIsTimedTrial(&allowed, &played)) {
trial["seconds_allowed"] = allowed;
trial["seconds_played"] = played;
}
}
return trial;
}
// Checks if the user has a VAC ban on their account.
bool Steam::isVACBanned() {
if (SteamApps() == NULL) {
return false;
}
return SteamApps()->BIsVACBanned();
}
// Return the build ID for this app; will change based on backend updates.
int Steam::getAppBuildId() {
if (SteamApps() == NULL) {
return 0;
}
return SteamApps()->GetAppBuildId();
}
// Gets the install folder for a specific AppID.
Dictionary Steam::getAppInstallDir(uint32_t app_id) {
Dictionary app_install;
if (SteamApps() != NULL) {
char buffer[STEAM_BUFFER_SIZE];
uint32 install_size = SteamApps()->GetAppInstallDir((AppId_t)app_id, buffer, STEAM_BUFFER_SIZE);
String install_directory = buffer;
// If we get no install directory, mention a possible cause
if (install_directory.is_empty()) {
install_directory = "Possible wrong app ID or missing depot";
}
app_install["directory"] = install_directory;
app_install["install_size"] = install_size;
}
return app_install;
}
// Gets the Steam ID of the original owner of the current app. If it's different from the current user then it is borrowed.
uint64_t Steam::getAppOwner() {
if (SteamApps() == NULL) {
return 0;
}
CSteamID converted_steam_id = SteamApps()->GetAppOwner();
return converted_steam_id.ConvertToUint64();
}
// Gets a comma separated list of the languages the current app supports.
String Steam::getAvailableGameLanguages() {
if (SteamApps() == NULL) {
return "None";
}
return SteamApps()->GetAvailableGameLanguages();
}
// Checks if the user is running from a beta branch, and gets the name of the branch if they are.
String Steam::getCurrentBetaName() {
String beta_name = "";
if (SteamApps() != NULL) {
char name_string[STEAM_LARGE_BUFFER_SIZE];
if (SteamApps()->GetCurrentBetaName(name_string, STEAM_LARGE_BUFFER_SIZE)) {
beta_name = String(name_string);
}
}
return beta_name;
}
// Gets the current language that the user has set.
String Steam::getCurrentGameLanguage() {
if (SteamApps() == NULL) {
return "None";
}
return SteamApps()->GetCurrentGameLanguage();
}
// Get the number of DLC the user owns for a parent application/game.
int Steam::getDLCCount() {
if (SteamApps() == NULL) {
return false;
}
return SteamApps()->GetDLCCount();
}
// Gets the download progress for optional DLC.
Dictionary Steam::getDLCDownloadProgress(uint32_t dlc_id) {
Dictionary progress;
if (SteamApps() == NULL) {
progress["ret"] = false;
}
else {
uint64 downloaded = 0;
uint64 total = 0;
// Get the progress
progress["ret"] = SteamApps()->GetDlcDownloadProgress((AppId_t)dlc_id, &downloaded, &total);
if (progress["ret"]) {
progress["downloaded"] = uint64_t(downloaded);
progress["total"] = uint64_t(total);
}
}
return progress;
}
// Gets the time of purchase of the specified app in Unix epoch format (time since Jan 1st, 1970).
uint32_t Steam::getEarliestPurchaseUnixTime(uint32_t app_id) {
if (SteamApps() == NULL) {
return 0;
}
return SteamApps()->GetEarliestPurchaseUnixTime((AppId_t)app_id);
}
// Asynchronously retrieves metadata details about a specific file in the depot manifest.
void Steam::getFileDetails(const String &filename) {
if (SteamApps() != NULL) {
SteamApps()->GetFileDetails(filename.utf8().get_data());
}
}
// Gets a list of all installed depots for a given App ID.
// @param app_id App ID to check.
// @return Array of the installed depots, returned in mount order.
Array Steam::getInstalledDepots(uint32_t app_id) {
if (SteamApps() == NULL) {
return Array();
}
Array installed_depots;
DepotId_t *depots = new DepotId_t[32];
uint32 installed = SteamApps()->GetInstalledDepots((AppId_t)app_id, depots, 32);
for (uint32 i = 0; i < installed; i++) {
installed_depots.append(depots[i]);
}
delete[] depots;
return installed_depots;
}
// Gets the command line if the game was launched via Steam URL, e.g. steam://run/<appid>//<command line>/. This method is
// preferable to launching with a command line via the operating system, which can be a security risk. In order for rich presence
// joins to go through this and not be placed on the OS command line, you must enable "Use launch command line" from the
// Installation > General page on your app.
String Steam::getLaunchCommandLine() {
if (SteamApps() == NULL) {
return "";
}
char commands[STEAM_BUFFER_SIZE];
SteamApps()->GetLaunchCommandLine(commands, STEAM_BUFFER_SIZE);
String command_line;
command_line += commands;
return command_line;
}
// Gets the associated launch parameter if the game is run via steam://run/<appid>/?param1=value1;param2=value2;param3=value3 etc.
String Steam::getLaunchQueryParam(const String &key) {
if (SteamApps() == NULL) {
return "";
}
return SteamApps()->GetLaunchQueryParam(key.utf8().get_data());
}
// Allows you to install an optional DLC.
void Steam::installDLC(uint32_t dlc_id) {
if (SteamApps() != NULL) {
SteamApps()->InstallDLC((AppId_t)dlc_id);
}
}
// Allows you to force verify game content on next launch.
bool Steam::markContentCorrupt(bool missing_files_only) {
if (SteamApps() == NULL) {
return false;
}
return SteamApps()->MarkContentCorrupt(missing_files_only);
}
// Set current DLC AppID being played (or 0 if none). Allows Steam to track usage of major DLC extensions.
bool Steam::setDLCContext(uint32_t app_id) {
if (SteamApps() == NULL) {
return false;
}
return SteamApps()->SetDlcContext((AppId_t)app_id);
}
// Allows you to uninstall an optional DLC.
void Steam::uninstallDLC(uint32_t dlc_id) {
if (SteamApps() != NULL) {
SteamApps()->UninstallDLC((AppId_t)dlc_id);
}
}
///// FRIENDS
/////////////////////////////////////////////////
//
// Activates the overlay with optional dialog to open the following: "Friends", "Community", "Players", "Settings",
// "OfficialGameGroup", "Stats", "Achievements", "LobbyInvite".
void Steam::activateGameOverlay(const String &url) {
if (SteamFriends() != NULL) {
SteamFriends()->ActivateGameOverlay(url.utf8().get_data());
}
}
// Activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
void Steam::activateGameOverlayInviteDialog(uint64_t steam_id) {
if (SteamFriends() != NULL) {
CSteamID user_id = (uint64)steam_id;
SteamFriends()->ActivateGameOverlayInviteDialog(user_id);
}
}
// Activates the game overlay to open an invite dialog that will send the provided Rich Presence connect string to selected friends.
void Steam::activateGameOverlayInviteDialogConnectString(const String &connect_string) {
if (SteamFriends() != NULL) {
SteamFriends()->ActivateGameOverlayInviteDialogConnectString(connect_string.utf8().get_data());
}
}
// Activates the overlay with the application/game Steam store page.
void Steam::activateGameOverlayToStore(uint32_t app_id) {
if (SteamFriends() != NULL) {
SteamFriends()->ActivateGameOverlayToStore(AppId_t(app_id), EOverlayToStoreFlag(0));
}
}
// Activates the overlay to the following: "steamid", "chat", "jointrade", "stats", "achievements", "friendadd", "friendremove",
// "friendrequestaccept", "friendrequestignore".
void Steam::activateGameOverlayToUser(const String &url, uint64_t steam_id) {
if (SteamFriends() != NULL) {
CSteamID user_id = (uint64)steam_id;
SteamFriends()->ActivateGameOverlayToUser(url.utf8().get_data(), user_id);
}
}
// Activates the overlay with specified web address.
void Steam::activateGameOverlayToWebPage(const String &url) {
if (SteamFriends() != NULL) {
SteamFriends()->ActivateGameOverlayToWebPage(url.utf8().get_data());
}
}
// Clear the game information in Steam; used in 'View Game Info'.
void Steam::clearRichPresence() {
if (SteamFriends() != NULL) {
SteamFriends()->ClearRichPresence();
}
}
// Closes the specified Steam group chat room in the Steam UI.
bool Steam::closeClanChatWindowInSteam(uint64_t chat_id) {
if (SteamFriends() == NULL) {
return false;
}
CSteamID chat = (uint64)chat_id;
return SteamFriends()->CloseClanChatWindowInSteam(chat);
}
// For clans a user is a member of, they will have reasonably up-to-date information, but for others you'll have to download the
// info to have the latest.
void Steam::downloadClanActivityCounts(uint64_t clan_id, int clans_to_request) {
if (SteamFriends() != NULL) {
clan_activity = (uint64)clan_id;
SteamFriends()->DownloadClanActivityCounts(&clan_activity, clans_to_request);
}
}
// Gets the list of users that the current user is following.
void Steam::enumerateFollowingList(uint32 start_index) {
if (SteamFriends() != NULL) {
SteamAPICall_t api_call = SteamFriends()->EnumerateFollowingList(start_index);
callResultEnumerateFollowingList.Set(api_call, this, &Steam::enumerate_following_list);
}
}
// Gets the Steam ID at the given index in a Steam group chat.
uint64_t Steam::getChatMemberByIndex(uint64_t clan_id, int user) {
if (SteamFriends() == NULL) {
return 0;
}
clan_activity = (uint64)clan_id;
CSteamID chat_id = SteamFriends()->GetChatMemberByIndex(clan_activity, user);
return chat_id.ConvertToUint64();
}
// Gets the most recent information we have about what the users in a Steam Group are doing.
Dictionary Steam::getClanActivityCounts(uint64_t clan_id) {
Dictionary activity;
if (SteamFriends() == NULL) {
return activity;
}
clan_activity = (uint64)clan_id;
int online = 0;
int ingame = 0;
int chatting = 0;
bool success = SteamFriends()->GetClanActivityCounts(clan_activity, &online, &ingame, &chatting);
// Add these to the dictionary if successful
if (success) {
activity["clan"] = clan_id;
activity["online"] = online;
activity["ingame"] = ingame;
activity["chatting"] = chatting;
}
return activity;
}
// Gets the Steam group's Steam ID at the given index.
uint64_t Steam::getClanByIndex(int clan) {
if (SteamFriends() == NULL) {
return 0;
}
return SteamFriends()->GetClanByIndex(clan).ConvertToUint64();
}
// Get the number of users in a Steam group chat.
int Steam::getClanChatMemberCount(uint64_t clan_id) {
if (SteamFriends() == NULL) {
return 0;
}
clan_activity = (uint64)clan_id;
return SteamFriends()->GetClanChatMemberCount(clan_activity);
}
// Gets the data from a Steam group chat room message. This should only ever be called in response to a
// GameConnectedClanChatMsg_t callback.
Dictionary Steam::getClanChatMessage(uint64_t chat_id, int message) {
Dictionary chat_message;
if (SteamFriends() == NULL) {
return chat_message;
}
CSteamID chat = (uint64)chat_id;
char text[STEAM_LARGE_BUFFER_SIZE];
EChatEntryType type = k_EChatEntryTypeInvalid;
CSteamID user_id;
chat_message["ret"] = SteamFriends()->GetClanChatMessage(chat, message, text, STEAM_LARGE_BUFFER_SIZE, &type, &user_id);
chat_message["text"] = String(text);
chat_message["type"] = type;
uint64_t user = user_id.ConvertToUint64();
chat_message["chatter"] = user;
return chat_message;
}
// Gets the number of Steam groups that the current user is a member of. This is used for iteration, after calling this then
// GetClanByIndex can be used to get the Steam ID of each Steam group.
int Steam::getClanCount() {
if (SteamFriends() == NULL) {
return 0;
}
return SteamFriends()->GetClanCount();
}
// Gets the display name for the specified Steam group; if the local client knows about it.
String Steam::getClanName(uint64_t clan_id) {
if (SteamFriends() == NULL) {