Kerbal Space Program
1.12.4
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Static Public Member Functions | |
static void | AdvertiseGame (CSteamID steamIDGameServer, uint unIPServer, ushort usPortServer) |
static EBeginAuthSessionResult | BeginAuthSession (byte[] pAuthTicket, int cbAuthTicket, CSteamID steamID) |
static bool | BIsBehindNAT () |
static bool | BIsPhoneIdentifying () |
static bool | BIsPhoneRequiringVerification () |
static bool | BIsPhoneVerified () |
static bool | BIsTwoFactorEnabled () |
static bool | BLoggedOn () |
static void | CancelAuthTicket (HAuthTicket hAuthTicket) |
static EVoiceResult | DecompressVoice (byte[] pCompressed, uint cbCompressed, byte[] pDestBuffer, uint cbDestBufferSize, out uint nBytesWritten, uint nDesiredSampleRate) |
static void | EndAuthSession (CSteamID steamID) |
static HAuthTicket | GetAuthSessionTicket (byte[] pTicket, int cbMaxTicket, out uint pcbTicket) |
static EVoiceResult | GetAvailableVoice (out uint pcbCompressed) |
static bool | GetEncryptedAppTicket (byte[] pTicket, int cbMaxTicket, out uint pcbTicket) |
static int | GetGameBadgeLevel (int nSeries, bool bFoil) |
static HSteamUser | GetHSteamUser () |
static int | GetPlayerSteamLevel () |
static CSteamID | GetSteamID () |
static bool | GetUserDataFolder (out string pchBuffer, int cubBuffer) |
static EVoiceResult | GetVoice (bool bWantCompressed, byte[] pDestBuffer, uint cbDestBufferSize, out uint nBytesWritten) |
static uint | GetVoiceOptimalSampleRate () |
static int | InitiateGameConnection (byte[] pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint unIPServer, ushort usPortServer, bool bSecure) |
static SteamAPICall_t | RequestEncryptedAppTicket (byte[] pDataToInclude, int cbDataToInclude) |
static SteamAPICall_t | RequestStoreAuthURL (string pchRedirectURL) |
static void | StartVoiceRecording () |
static void | StopVoiceRecording () |
static void | TerminateGameConnection (uint unIPServer, ushort usPortServer) |
static void | TrackAppUsageEvent (CGameID gameID, int eAppUsageEvent, string pchExtraInfo="") |
static EUserHasLicenseForAppResult | UserHasLicenseForApp (CSteamID steamID, AppId_t appID) |
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inlinestatic |
set data to be replicated to friends so that they can join your game
CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
uint32 unIPServer, uint16 usPortServer - the IP address of the game server
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Authenticate ticket from entity steamID to be sure it is valid and isnt reused
Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
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returns true if this users looks like they are behind a NAT device. Only valid once the user has connected to steam
(i.e a SteamServersConnected_t has been issued) and may not catch all forms of NAT.
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gets whether the users phone number is identifying
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gets whether the users phone number is awaiting (re)verification
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gets whether the users phone number is verified
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gets whether the user has two factor enabled on their account
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returns true if the Steam client current has a live connection to the Steam servers.
If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
The Steam client will automatically be trying to recreate the connection as often as possible.
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Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
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Decodes the compressed voice data returned by GetVoice. The output data is
raw single-channel 16-bit PCM audio. The decoder supports any sample rate
from 11025 to 48000; see GetVoiceOptimalSampleRate() below for details.
If the output buffer is not large enough, then *nBytesWritten will be set
to the required buffer size, and k_EVoiceResultBufferTooSmall is returned.
It is suggested to start with a 20kb buffer and reallocate as necessary.
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Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
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Retrieve ticket to be sent to the entity who wishes to authenticate you.
pcbTicket retrieves the length of the actual ticket.
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Determine the size of captured audio data that is available from GetVoice.
Most applications will only use compressed data and should ignore the other
parameters, which exist primarily for backwards compatibility. See comments
below for further explanation of "uncompressed" data.
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retrieve a finished ticket
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Trading Card badges data access
if you only have one set of cards, the series will be 1
the user has can have two different badges for a series; the regular (max level 5) and the foil (max level 1)
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returns the HSteamUser this interface represents
this is only used internally by the API, and by a few select interfaces that support multi-user
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gets the Steam Level of the user, as shown on their profile
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returns the CSteamID of the account currently logged into the Steam client
a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API
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get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
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------------------------------------------------------------------------—
NOTE: "uncompressed" audio is a deprecated feature and should not be used
by most applications. It is raw single-channel 16-bit PCM wave data which
may have been run through preprocessing filters and/or had silence removed,
so the uncompressed audio could have a shorter duration than you expect.
There may be no data at all during long periods of silence. Also, fetching
uncompressed audio will cause GetVoice to discard any leftover compressed
audio, so you must fetch both types at once. Finally, GetAvailableVoice is
not precisely accurate when the uncompressed size is requested. So if you
really need to use uncompressed audio, you should call GetVoice frequently
with two very large (20kb+) output buffers instead of trying to allocate
perfectly-sized buffers. But most applications should ignore all of these
details and simply leave the "uncompressed" parameters as NULL/zero.
------------------------------------------------------------------------—
Read captured audio data from the microphone buffer. This should be called
at least once per frame, and preferably every few milliseconds, to keep the
microphone input delay as low as possible. Most applications will only use
compressed data and should pass NULL/zero for the "uncompressed" parameters.
Compressed data can be transmitted by your application and decoded into raw
using the DecompressVoice function below.
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This returns the native sample rate of the Steam voice decompressor; using
this sample rate for DecompressVoice will perform the least CPU processing.
However, the final audio quality will depend on how well the audio device
(and/or your application's audio output SDK) deals with lower sample rates.
You may find that you get the best audio output quality when you ignore
this function and use the native sample rate of your audio output device,
which is usually 48000 or 44100.
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Multiplayer Authentication functions
InitiateGameConnection() starts the state machine for authenticating the game client with the game server
It is the client portion of a three-way handshake between the client, the game server, and the steam servers
Parameters:
void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token.
int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes.
CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( <appID> )
uint32 unIPServer, uint16 usPortServer - the IP address of the game server
bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running)
return value - returns the number of bytes written to pBlob. If the return is 0, then the buffer passed in was too small, and the call has failed
The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process.
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Requests a ticket encrypted with an app specific shared key
pDataToInclude, cbDataToInclude will be encrypted into the ticket
( This is asynchronous, you must wait for the ticket to be completed by the server )
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Requests a URL which authenticates an in-game browser for store check-out,
and then redirects to the specified URL. As long as the in-game browser
accepts and handles session cookies, Steam microtransaction checkout pages
will automatically recognize the user instead of presenting a login page.
The result of this API call will be a StoreAuthURLResponse_t callback.
NOTE: The URL has a very short lifetime to prevent history-snooping attacks,
so you should only call this API when you are about to launch the browser,
or else immediately navigate to the result URL using a hidden browser window.
NOTE 2: The resulting authorization cookie has an expiration time of one day,
so it would be a good idea to request and visit a new auth URL every 12 hours.
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Starts voice recording. Once started, use GetVoice() to get the data
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Stops voice recording. Because people often release push-to-talk keys early, the system will keep recording for
a little bit after this function is called. GetVoice() should continue to be called until it returns
k_eVoiceResultNotRecording
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notify of disconnect
needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call
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Legacy functions
used by only a few games to track usage events
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After receiving a user's authentication data, and passing it to BeginAuthSession, use this function
to determine if the user owns downloadable content specified by the provided AppID.