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b1206b0fa2
...
05e6c103f8
Author | SHA1 | Date |
---|---|---|
Mr_Goldberg | 05e6c103f8 | |
Mr_Goldberg | 6ccb8f6c0b | |
Mr_Goldberg | 9deef8c6f3 |
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@ -41,6 +41,10 @@ If the DLC file is present, the emulator will only unlock the DLCs in that file.
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The contents of this file are: appid=DLC name
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See the steam_settings.EXAMPLE folder for an example.
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Depots:
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This is pretty rare but some games might use depot ids to see if dlcs are installed. You can provide a list of installed depots to the game with a steam_settings\depots.txt file.
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See the steam_settings.EXAMPLE folder for an example.
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App paths:
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Some rare games might need to be provided one or more paths to app ids. For example the path to where a dlc is installed. This sets the paths returned by the Steam_Apps::GetAppInstallDir function.
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See steam_settings.EXAMPLE\app_paths.EXAMPLE.txt for an example.
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@ -106,6 +106,9 @@ public:
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bool hasDLC(AppId_t appID);
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bool getDLC(unsigned int index, AppId_t &appID, bool &available, std::string &name);
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//Depots
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std::vector<DepotId_t> depots;
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//App Install paths
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void setAppInstallPath(AppId_t appID, std::string path);
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std::string getAppInstallPath(AppId_t appID);
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@ -458,6 +458,27 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s
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}
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}
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{
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std::string depots_config_path = Local_Storage::get_game_settings_path() + "depots.txt";
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std::ifstream input( depots_config_path );
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if (input.is_open()) {
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for( std::string line; getline( input, line ); ) {
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if (!line.empty() && line[line.length()-1] == '\n') {
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line.pop_back();
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}
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if (!line.empty() && line[line.length()-1] == '\r') {
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line.pop_back();
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}
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DepotId_t depot_id = stoul(line);
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settings_client->depots.push_back(depot_id);
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settings_server->depots.push_back(depot_id);
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PRINT_DEBUG("Added depot %u\n", depot_id);
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}
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}
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}
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{
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std::string mod_path = Local_Storage::get_game_settings_path() + "mods";
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std::vector<std::string> paths = Local_Storage::get_filenames_path(mod_path);
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@ -181,33 +181,20 @@ bool Steam_Apps::MarkContentCorrupt( bool bMissingFilesOnly )
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// return installed depots in mount order
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uint32 Steam_Apps::GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots )
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{
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PRINT_DEBUG("GetInstalledDepots %u\n", appID);
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PRINT_DEBUG("GetInstalledDepots %u, %u\n", appID, cMaxDepots);
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//TODO not sure about the behavior of this function, I didn't actually test this.
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if (!pvecDepots) return 0;
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (appID == settings->get_local_game_id().AppID()) {
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unsigned int count = settings->DLCCount();
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unsigned int count = settings->depots.size();
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if (cMaxDepots < count) count = cMaxDepots;
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for (int i = 0; i < count; ++i) {
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AppId_t appid;
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bool available;
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std::string name;
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if (settings->getDLC(i, appid, available, name)) {
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pvecDepots[i] = appid;
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}
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}
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std::copy(settings->depots.begin(), settings->depots.begin() + count, pvecDepots);
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return count;
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} else {
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if (cMaxDepots) {
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*pvecDepots = appID;
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return 1;
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}
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}
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}
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return 0;
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uint32 Steam_Apps::GetInstalledDepots( DepotId_t *pvecDepots, uint32 cMaxDepots )
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{
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PRINT_DEBUG("GetInstalledDepots old\n");
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return GetInstalledDepots( settings->get_local_game_id().AppID(), pvecDepots, cMaxDepots );
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}
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// returns current app install folder for AppID, returns folder name length
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@ -1,6 +1,13 @@
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#include "base.h"
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class Steam_Apps : public ISteamApps
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class Steam_Apps :
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public ISteamApps002,
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public ISteamApps003,
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public ISteamApps004,
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public ISteamApps005,
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public ISteamApps006,
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public ISteamApps007,
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public ISteamApps
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{
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Settings *settings;
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class SteamCallResults *callback_results;
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@ -49,6 +56,7 @@ public:
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bool GetCurrentBetaName( char *pchName, int cchNameBufferSize ); // returns current beta branch name, 'public' is the default branch
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bool MarkContentCorrupt( bool bMissingFilesOnly ); // signal Steam that game files seems corrupt or missing
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uint32 GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots ); // return installed depots in mount order
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uint32 GetInstalledDepots( DepotId_t *pvecDepots, uint32 cMaxDepots );
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// returns current app install folder for AppID, returns folder name length
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uint32 GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize );
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@ -617,8 +617,30 @@ ISteamApps *Steam_Client::GetISteamApps( HSteamUser hSteamUser, HSteamPipe hStea
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{
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PRINT_DEBUG("GetISteamApps %s\n", pchVersion);
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if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL;
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Steam_Apps *steam_apps_temp;
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if (hSteamUser == SERVER_HSTEAMUSER) {
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return steam_gameserver_apps;
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steam_apps_temp = steam_gameserver_apps;
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} else {
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steam_apps_temp = steam_apps;
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}
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if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION002") == 0) {
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return (ISteamApps *)(void *)(ISteamApps002 *)steam_apps_temp;
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} else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION003") == 0) {
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return (ISteamApps *)(void *)(ISteamApps003 *)steam_apps_temp;
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} else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION004") == 0) {
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return (ISteamApps *)(void *)(ISteamApps004 *)steam_apps_temp;
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} else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION005") == 0) {
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return (ISteamApps *)(void *)(ISteamApps005 *)steam_apps_temp;
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} else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION006") == 0) {
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return (ISteamApps *)(void *)(ISteamApps006 *)steam_apps_temp;
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} else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION007") == 0) {
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return (ISteamApps *)(void *)(ISteamApps007 *)steam_apps_temp;
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} else if (strcmp(pchVersion, STEAMAPPS_INTERFACE_VERSION) == 0) {
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return (ISteamApps *)(void *)(ISteamApps *)steam_apps_temp;
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} else {
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return (ISteamApps *)(void *)(ISteamApps *)steam_apps_temp;
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}
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return steam_apps;
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@ -0,0 +1,6 @@
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228986
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228990
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814381
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814382
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814383
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1039230
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@ -0,0 +1,28 @@
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#ifndef ISTEAMAPPS001_H
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#define ISTEAMAPPS001_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamApps001
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{
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public:
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// returns 0 if the key does not exist
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// this may be true on first call, since the app data may not be cached locally yet
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// If you expect it to exists wait for the AppDataChanged_t after the first failure and ask again
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virtual int GetAppData( AppId_t nAppID, const char *pchKey, char *pchValue, int cchValueMax ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: called when new information about an app has arrived
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//-----------------------------------------------------------------------------
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struct AppDataChanged_t
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{
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enum { k_iCallback = k_iSteamAppsCallbacks + 1 };
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uint32 m_nAppID; // appid that changed
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bool m_bBySteamUI; // change came from SteamUI
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bool m_bCDDBUpdate; // the cddb entry for this app changed
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};
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#endif //ISTEAMAPPS001_H
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@ -0,0 +1,22 @@
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#ifndef ISTEAMAPPS002_H
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#define ISTEAMAPPS002_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamApps002
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{
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public:
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virtual bool BIsSubscribed() = 0;
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virtual bool BIsLowViolence() = 0;
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virtual bool BIsCybercafe() = 0;
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virtual bool BIsVACBanned() = 0;
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virtual const char *GetCurrentGameLanguage() = 0;
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virtual const char *GetAvailableGameLanguages() = 0;
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// only use this member if you need to check ownership of another game related to yours, a demo for example
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virtual bool BIsSubscribedApp( AppId_t appID ) = 0;
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};
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#endif //ISTEAMAPPS002_H
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@ -0,0 +1,25 @@
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#ifndef ISTEAMAPPS003_H
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#define ISTEAMAPPS003_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamApps003
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{
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public:
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virtual bool BIsSubscribed() = 0;
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virtual bool BIsLowViolence() = 0;
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virtual bool BIsCybercafe() = 0;
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virtual bool BIsVACBanned() = 0;
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virtual const char *GetCurrentGameLanguage() = 0;
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virtual const char *GetAvailableGameLanguages() = 0;
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// only use this member if you need to check ownership of another game related to yours, a demo for example
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virtual bool BIsSubscribedApp( AppId_t appID ) = 0;
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// Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
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virtual bool BIsDlcInstalled( AppId_t appID ) = 0;
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};
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#endif //ISTEAMAPPS003_H
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@ -0,0 +1,48 @@
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#ifndef ISTEAMAPPS004_H
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#define ISTEAMAPPS004_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamApps004
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{
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public:
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virtual bool BIsSubscribed() = 0;
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virtual bool BIsLowViolence() = 0;
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virtual bool BIsCybercafe() = 0;
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virtual bool BIsVACBanned() = 0;
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virtual const char *GetCurrentGameLanguage() = 0;
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virtual const char *GetAvailableGameLanguages() = 0;
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// only use this member if you need to check ownership of another game related to yours, a demo for example
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virtual bool BIsSubscribedApp( AppId_t appID ) = 0;
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// Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
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virtual bool BIsDlcInstalled( AppId_t appID ) = 0;
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// returns the Unix time of the purchase of the app
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virtual uint32 GetEarliestPurchaseUnixTime( AppId_t nAppID ) = 0;
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// Checks if the user is subscribed to the current app through a free weekend
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// This function will return false for users who have a retail or other type of license
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// Before using, please ask your Valve technical contact how to package and secure your free weekened
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virtual bool BIsSubscribedFromFreeWeekend() = 0;
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// Returns the number of DLC pieces for the running app
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virtual int GetDLCCount() = 0;
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// Returns metadata for DLC by index, of range [0, GetDLCCount()]
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virtual bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize ) = 0;
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// Install/Uninstall control for optional DLC
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virtual void InstallDLC( AppId_t nAppID ) = 0;
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virtual void UninstallDLC( AppId_t nAppID ) = 0;
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#ifdef _PS3
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// Result returned in a RegisterActivationCodeResponse_t callresult
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virtual SteamAPICall_t RegisterActivationCode( const char *pchActivationCode ) = 0;
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#endif
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};
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#endif //ISTEAMAPPS004_H
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@ -0,0 +1,63 @@
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#ifndef ISTEAMAPPS005_H
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#define ISTEAMAPPS005_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamApps005
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{
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public:
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virtual bool BIsSubscribed() = 0;
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virtual bool BIsLowViolence() = 0;
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virtual bool BIsCybercafe() = 0;
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virtual bool BIsVACBanned() = 0;
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virtual const char *GetCurrentGameLanguage() = 0;
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virtual const char *GetAvailableGameLanguages() = 0;
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// only use this member if you need to check ownership of another game related to yours, a demo for example
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virtual bool BIsSubscribedApp( AppId_t appID ) = 0;
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// Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
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virtual bool BIsDlcInstalled( AppId_t appID ) = 0;
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// returns the Unix time of the purchase of the app
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virtual uint32 GetEarliestPurchaseUnixTime( AppId_t nAppID ) = 0;
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// Checks if the user is subscribed to the current app through a free weekend
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// This function will return false for users who have a retail or other type of license
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// Before using, please ask your Valve technical contact how to package and secure your free weekened
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virtual bool BIsSubscribedFromFreeWeekend() = 0;
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// Returns the number of DLC pieces for the running app
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virtual int GetDLCCount() = 0;
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// Returns metadata for DLC by index, of range [0, GetDLCCount()]
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virtual bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize ) = 0;
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// Install/Uninstall control for optional DLC
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virtual void InstallDLC( AppId_t nAppID ) = 0;
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virtual void UninstallDLC( AppId_t nAppID ) = 0;
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// Request cd-key for yourself or owned DLC. If you are interested in this
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// data then make sure you provide us with a list of valid keys to be distributed
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// to users when they purchase the game, before the game ships.
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// You'll receive an AppProofOfPurchaseKeyResponse_t callback when
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// the key is available (which may be immediately).
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virtual void RequestAppProofOfPurchaseKey( AppId_t nAppID ) = 0;
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virtual bool GetCurrentBetaName( char *pchName, int cchNameBufferSize ) = 0; // returns current beta branch name, 'public' is the default branch
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virtual bool MarkContentCorrupt( bool bMissingFilesOnly ) = 0; // signal Steam that game files seems corrupt or missing
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virtual uint32 GetInstalledDepots( DepotId_t *pvecDepots, uint32 cMaxDepots ) = 0; // return installed depots in mount order
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// returns current app install folder for AppID, returns folder name length
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virtual uint32 GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ) = 0;
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virtual bool BIsAppInstalled( AppId_t appID ) = 0;
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#ifdef _PS3
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// Result returned in a RegisterActivationCodeResponse_t callresult
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virtual SteamAPICall_t RegisterActivationCode( const char *pchActivationCode ) = 0;
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#endif
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};
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#endif //ISTEAMAPPS005_H
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@ -0,0 +1,71 @@
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#ifndef ISTEAMAPPS006_H
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#define ISTEAMAPPS006_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamApps006
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{
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public:
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virtual bool BIsSubscribed() = 0;
|
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virtual bool BIsLowViolence() = 0;
|
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virtual bool BIsCybercafe() = 0;
|
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virtual bool BIsVACBanned() = 0;
|
||||
virtual const char *GetCurrentGameLanguage() = 0;
|
||||
virtual const char *GetAvailableGameLanguages() = 0;
|
||||
|
||||
// only use this member if you need to check ownership of another game related to yours, a demo for example
|
||||
virtual bool BIsSubscribedApp( AppId_t appID ) = 0;
|
||||
|
||||
// Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
|
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virtual bool BIsDlcInstalled( AppId_t appID ) = 0;
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// returns the Unix time of the purchase of the app
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virtual uint32 GetEarliestPurchaseUnixTime( AppId_t nAppID ) = 0;
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||||
|
||||
// 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
|
||||
// Before using, please ask your Valve technical contact how to package and secure your free weekened
|
||||
virtual bool BIsSubscribedFromFreeWeekend() = 0;
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// Returns the number of DLC pieces for the running app
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virtual int GetDLCCount() = 0;
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// Returns metadata for DLC by index, of range [0, GetDLCCount()]
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virtual bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize ) = 0;
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// Install/Uninstall control for optional DLC
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virtual void InstallDLC( AppId_t nAppID ) = 0;
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virtual void UninstallDLC( AppId_t nAppID ) = 0;
|
||||
|
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// Request cd-key for yourself or owned DLC. If you are interested in this
|
||||
// data then make sure you provide us with a list of valid keys to be distributed
|
||||
// to users when they purchase the game, before the game ships.
|
||||
// You'll receive an AppProofOfPurchaseKeyResponse_t callback when
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// the key is available (which may be immediately).
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virtual void RequestAppProofOfPurchaseKey( AppId_t nAppID ) = 0;
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virtual bool GetCurrentBetaName( char *pchName, int cchNameBufferSize ) = 0; // returns current beta branch name, 'public' is the default branch
|
||||
virtual bool MarkContentCorrupt( bool bMissingFilesOnly ) = 0; // signal Steam that game files seems corrupt or missing
|
||||
virtual uint32 GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots ) = 0; // return installed depots in mount order
|
||||
|
||||
// returns current app install folder for AppID, returns folder name length
|
||||
virtual uint32 GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ) = 0;
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virtual bool BIsAppInstalled( AppId_t appID ) = 0; // returns true if that app is installed (not necessarily owned)
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virtual CSteamID GetAppOwner() = 0; // returns the SteamID of the original owner. If different from current user, it's borrowed
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// Returns the associated launch param if the game is run via steam://run/<appid>//?param1=value1;param2=value2;param3=value3 etc.
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// Parameter names starting with the character '@' are reserved for internal use and will always return and empty string.
|
||||
// Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game,
|
||||
// but it is advised that you not param names beginning with an underscore for your own features.
|
||||
virtual const char *GetLaunchQueryParam( const char *pchKey ) = 0;
|
||||
|
||||
#ifdef _PS3
|
||||
// Result returned in a RegisterActivationCodeResponse_t callresult
|
||||
virtual SteamAPICall_t RegisterActivationCode( const char *pchActivationCode ) = 0;
|
||||
#endif
|
||||
};
|
||||
|
||||
#endif //ISTEAMAPPS006_H
|
|
@ -0,0 +1,72 @@
|
|||
|
||||
#ifndef ISTEAMAPPS007_H
|
||||
#define ISTEAMAPPS007_H
|
||||
#ifdef STEAM_WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
class ISteamApps007
|
||||
{
|
||||
public:
|
||||
virtual bool BIsSubscribed() = 0;
|
||||
virtual bool BIsLowViolence() = 0;
|
||||
virtual bool BIsCybercafe() = 0;
|
||||
virtual bool BIsVACBanned() = 0;
|
||||
virtual const char *GetCurrentGameLanguage() = 0;
|
||||
virtual const char *GetAvailableGameLanguages() = 0;
|
||||
|
||||
// only use this member if you need to check ownership of another game related to yours, a demo for example
|
||||
virtual bool BIsSubscribedApp( AppId_t appID ) = 0;
|
||||
|
||||
// Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
|
||||
virtual bool BIsDlcInstalled( AppId_t appID ) = 0;
|
||||
|
||||
// returns the Unix time of the purchase of the app
|
||||
virtual uint32 GetEarliestPurchaseUnixTime( AppId_t nAppID ) = 0;
|
||||
|
||||
// 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
|
||||
// Before using, please ask your Valve technical contact how to package and secure your free weekened
|
||||
virtual bool BIsSubscribedFromFreeWeekend() = 0;
|
||||
|
||||
// Returns the number of DLC pieces for the running app
|
||||
virtual int GetDLCCount() = 0;
|
||||
|
||||
// Returns metadata for DLC by index, of range [0, GetDLCCount()]
|
||||
virtual bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize ) = 0;
|
||||
|
||||
// Install/Uninstall control for optional DLC
|
||||
virtual void InstallDLC( AppId_t nAppID ) = 0;
|
||||
virtual void UninstallDLC( AppId_t nAppID ) = 0;
|
||||
|
||||
// Request cd-key for yourself or owned DLC. If you are interested in this
|
||||
// data then make sure you provide us with a list of valid keys to be distributed
|
||||
// to users when they purchase the game, before the game ships.
|
||||
// You'll receive an AppProofOfPurchaseKeyResponse_t callback when
|
||||
// the key is available (which may be immediately).
|
||||
virtual void RequestAppProofOfPurchaseKey( AppId_t nAppID ) = 0;
|
||||
|
||||
virtual bool GetCurrentBetaName( char *pchName, int cchNameBufferSize ) = 0; // returns current beta branch name, 'public' is the default branch
|
||||
virtual bool MarkContentCorrupt( bool bMissingFilesOnly ) = 0; // signal Steam that game files seems corrupt or missing
|
||||
virtual uint32 GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots ) = 0; // return installed depots in mount order
|
||||
|
||||
// returns current app install folder for AppID, returns folder name length
|
||||
virtual uint32 GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ) = 0;
|
||||
virtual bool BIsAppInstalled( AppId_t appID ) = 0; // returns true if that app is installed (not necessarily owned)
|
||||
|
||||
virtual CSteamID GetAppOwner() = 0; // returns the SteamID of the original owner. If different from current user, it's borrowed
|
||||
|
||||
// Returns the associated launch param if the game is run via steam://run/<appid>//?param1=value1;param2=value2;param3=value3 etc.
|
||||
// Parameter names starting with the character '@' are reserved for internal use and will always return and empty string.
|
||||
// Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game,
|
||||
// but it is advised that you not param names beginning with an underscore for your own features.
|
||||
virtual const char *GetLaunchQueryParam( const char *pchKey ) = 0;
|
||||
|
||||
// get download progress for optional DLC
|
||||
virtual bool GetDlcDownloadProgress( AppId_t nAppID, uint64 *punBytesDownloaded, uint64 *punBytesTotal ) = 0;
|
||||
|
||||
// return the buildid of this app, may change at any time based on backend updates to the game
|
||||
virtual int GetAppBuildId() = 0;
|
||||
};
|
||||
|
||||
#endif //ISTEAMAPPS007_H
|
|
@ -83,6 +83,13 @@
|
|||
#include "isteamuserstats004.h"
|
||||
#include "isteamuserstats003.h"
|
||||
#include "isteamapps.h"
|
||||
#include "isteamapps007.h"
|
||||
#include "isteamapps006.h"
|
||||
#include "isteamapps005.h"
|
||||
#include "isteamapps004.h"
|
||||
#include "isteamapps003.h"
|
||||
#include "isteamapps002.h"
|
||||
#include "isteamapps001.h"
|
||||
#include "isteamnetworking.h"
|
||||
#include "isteamnetworking005.h"
|
||||
#include "isteamnetworking004.h"
|
||||
|
|
Loading…
Reference in New Issue