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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-10-30 21:20:10 +00:00
Support old steam http interfaces.
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parent
76c9e7a9ee
commit
0595490c00
@ -812,11 +812,25 @@ ISteamHTTP *Steam_Client::GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hStea
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{
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PRINT_DEBUG("GetISteamHTTP %s\n", pchVersion);
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if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL;
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Steam_HTTP *steam_http_temp;
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if (steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) {
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return steam_gameserver_http;
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steam_http_temp = steam_gameserver_http;
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} else {
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steam_http_temp = steam_http;
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}
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return steam_http;
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if (strcmp(pchVersion, "STEAMHTTP_INTERFACE_VERSION001") == 0) {
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return (ISteamHTTP *)(void *)(ISteamHTTP001 *)steam_http_temp;
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} else if (strcmp(pchVersion, "STEAMHTTP_INTERFACE_VERSION002") == 0) {
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return (ISteamHTTP *)(void *)(ISteamHTTP002 *)steam_http_temp;
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} else if (strcmp(pchVersion, STEAMHTTP_INTERFACE_VERSION) == 0) {
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return (ISteamHTTP *)(void *)(ISteamHTTP *)steam_http_temp;
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} else {
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return (ISteamHTTP *)(void *)(ISteamHTTP *)steam_http_temp;
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}
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return steam_http_temp;
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}
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// Deprecated - the ISteamUnifiedMessages interface is no longer intended for public consumption.
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@ -25,7 +25,10 @@ struct Steam_Http_Request {
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std::string response;
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};
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class Steam_HTTP : public ISteamHTTP
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class Steam_HTTP :
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public ISteamHTTP001,
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public ISteamHTTP002,
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public ISteamHTTP
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{
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class Settings *settings;
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class Networking *network;
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85
sdk_includes/isteamhttp001.h
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85
sdk_includes/isteamhttp001.h
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@ -0,0 +1,85 @@
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#ifndef ISTEAMHTTP001_H
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#define ISTEAMHTTP001_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamHTTP001
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{
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public:
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// Initializes a new HTTP request, returning a handle to use in further operations on it. Requires
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// the method (GET or POST) and the absolute URL for the request. Only http requests (ie, not https) are
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// currently supported, so this string must start with http:// or https:// and should look like http://store.steampowered.com/app/250/
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// or such.
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virtual HTTPRequestHandle CreateHTTPRequest( EHTTPMethod eHTTPRequestMethod, const char *pchAbsoluteURL ) = 0;
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// Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after
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// sending the request. This is just so the caller can easily keep track of which callbacks go with which request data.
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virtual bool SetHTTPRequestContextValue( HTTPRequestHandle hRequest, uint64 ulContextValue ) = 0;
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// Set a timeout in seconds for the HTTP request, must be called prior to sending the request. Default
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// timeout is 60 seconds if you don't call this. Returns false if the handle is invalid, or the request
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// has already been sent.
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virtual bool SetHTTPRequestNetworkActivityTimeout( HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ) = 0;
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// Set a request header value for the request, must be called prior to sending the request. Will
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// return false if the handle is invalid or the request is already sent.
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virtual bool SetHTTPRequestHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, const char *pchHeaderValue ) = 0;
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// Set a GET or POST parameter value on the request, which is set will depend on the EHTTPMethod specified
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// when creating the request. Must be called prior to sending the request. Will return false if the
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// handle is invalid or the request is already sent.
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virtual bool SetHTTPRequestGetOrPostParameter( HTTPRequestHandle hRequest, const char *pchParamName, const char *pchParamValue ) = 0;
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// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
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// asyncronous response via callback.
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//
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// Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control
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// header and only do a local cache lookup rather than sending any actual remote request.
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virtual bool SendHTTPRequest( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0;
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// Defers a request you have sent, the actual HTTP client code may have many requests queued, and this will move
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// the specified request to the tail of the queue. Returns false on invalid handle, or if the request is not yet sent.
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virtual bool DeferHTTPRequest( HTTPRequestHandle hRequest ) = 0;
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// Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move
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// the specified request to the head of the queue. Returns false on invalid handle, or if the request is not yet sent.
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virtual bool PrioritizeHTTPRequest( HTTPRequestHandle hRequest ) = 0;
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// Checks if a response header is present in a HTTP response given a handle from HTTPRequestCompleted_t, also
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// returns the size of the header value if present so the caller and allocate a correctly sized buffer for
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// GetHTTPResponseHeaderValue.
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virtual bool GetHTTPResponseHeaderSize( HTTPRequestHandle hRequest, const char *pchHeaderName, uint32 *unResponseHeaderSize ) = 0;
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// Gets header values from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
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// header is not present or if your buffer is too small to contain it's value. You should first call
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// BGetHTTPResponseHeaderSize to check for the presence of the header and to find out the size buffer needed.
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virtual bool GetHTTPResponseHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, uint8 *pHeaderValueBuffer, uint32 unBufferSize ) = 0;
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// Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
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// handle is invalid.
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virtual bool GetHTTPResponseBodySize( HTTPRequestHandle hRequest, uint32 *unBodySize ) = 0;
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// Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
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// handle is invalid or if the provided buffer is not the correct size. Use BGetHTTPResponseBodySize first to find out
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// the correct buffer size to use.
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virtual bool GetHTTPResponseBodyData( HTTPRequestHandle hRequest, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0;
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// Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t
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// callback and finishing using the response.
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virtual bool ReleaseHTTPRequest( HTTPRequestHandle hRequest ) = 0;
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// Gets progress on downloading the body for the request. This will be zero unless a response header has already been
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// received which included a content-length field. For responses that contain no content-length it will report
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// zero for the duration of the request as the size is unknown until the connection closes.
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virtual bool GetHTTPDownloadProgressPct( HTTPRequestHandle hRequest, float *pflPercentOut ) = 0;
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// Sets the body for an HTTP Post request. Will fail and return false on a GET request, and will fail if POST params
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// have already been set for the request. Setting this raw body makes it the only contents for the post, the pchContentType
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// parameter will set the content-type header for the request so the server may know how to interpret the body.
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virtual bool SetHTTPRequestRawPostBody( HTTPRequestHandle hRequest, const char *pchContentType, uint8 *pubBody, uint32 unBodyLen ) = 0;
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};
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#endif // ISTEAMHTTP001_H
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124
sdk_includes/isteamhttp002.h
Normal file
124
sdk_includes/isteamhttp002.h
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@ -0,0 +1,124 @@
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#ifndef ISTEAMHTTP002_H
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#define ISTEAMHTTP002_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamHTTP002
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{
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public:
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// Initializes a new HTTP request, returning a handle to use in further operations on it. Requires
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// the method (GET or POST) and the absolute URL for the request. Both http and https are supported,
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// so this string must start with http:// or https:// and should look like http://store.steampowered.com/app/250/
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// or such.
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virtual HTTPRequestHandle CreateHTTPRequest( EHTTPMethod eHTTPRequestMethod, const char *pchAbsoluteURL ) = 0;
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// Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after
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// sending the request. This is just so the caller can easily keep track of which callbacks go with which request data.
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virtual bool SetHTTPRequestContextValue( HTTPRequestHandle hRequest, uint64 ulContextValue ) = 0;
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// Set a timeout in seconds for the HTTP request, must be called prior to sending the request. Default
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// timeout is 60 seconds if you don't call this. Returns false if the handle is invalid, or the request
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// has already been sent.
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virtual bool SetHTTPRequestNetworkActivityTimeout( HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ) = 0;
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// Set a request header value for the request, must be called prior to sending the request. Will
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// return false if the handle is invalid or the request is already sent.
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virtual bool SetHTTPRequestHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, const char *pchHeaderValue ) = 0;
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// Set a GET or POST parameter value on the request, which is set will depend on the EHTTPMethod specified
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// when creating the request. Must be called prior to sending the request. Will return false if the
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// handle is invalid or the request is already sent.
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virtual bool SetHTTPRequestGetOrPostParameter( HTTPRequestHandle hRequest, const char *pchParamName, const char *pchParamValue ) = 0;
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// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
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// asynchronous response via callback.
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//
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// Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control
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// header and only do a local cache lookup rather than sending any actual remote request.
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virtual bool SendHTTPRequest( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0;
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// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
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// asynchronous response via callback for completion, and listen for HTTPRequestHeadersReceived_t and
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// HTTPRequestDataReceived_t callbacks while streaming.
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virtual bool SendHTTPRequestAndStreamResponse( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0;
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// Defers a request you have sent, the actual HTTP client code may have many requests queued, and this will move
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// the specified request to the tail of the queue. Returns false on invalid handle, or if the request is not yet sent.
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virtual bool DeferHTTPRequest( HTTPRequestHandle hRequest ) = 0;
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// Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move
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// the specified request to the head of the queue. Returns false on invalid handle, or if the request is not yet sent.
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virtual bool PrioritizeHTTPRequest( HTTPRequestHandle hRequest ) = 0;
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// Checks if a response header is present in a HTTP response given a handle from HTTPRequestCompleted_t, also
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// returns the size of the header value if present so the caller and allocate a correctly sized buffer for
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// GetHTTPResponseHeaderValue.
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virtual bool GetHTTPResponseHeaderSize( HTTPRequestHandle hRequest, const char *pchHeaderName, uint32 *unResponseHeaderSize ) = 0;
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// Gets header values from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
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// header is not present or if your buffer is too small to contain it's value. You should first call
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// BGetHTTPResponseHeaderSize to check for the presence of the header and to find out the size buffer needed.
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virtual bool GetHTTPResponseHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, uint8 *pHeaderValueBuffer, uint32 unBufferSize ) = 0;
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// Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
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// handle is invalid.
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virtual bool GetHTTPResponseBodySize( HTTPRequestHandle hRequest, uint32 *unBodySize ) = 0;
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// Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
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// handle is invalid or is to a streaming response, or if the provided buffer is not the correct size. Use BGetHTTPResponseBodySize first to find out
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// the correct buffer size to use.
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virtual bool GetHTTPResponseBodyData( HTTPRequestHandle hRequest, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0;
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// Gets the body data from a streaming HTTP response given a handle from HTTPRequestDataReceived_t. Will return false if the
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// handle is invalid or is to a non-streaming response (meaning it wasn't sent with SendHTTPRequestAndStreamResponse), or if the buffer size and offset
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// do not match the size and offset sent in HTTPRequestDataReceived_t.
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virtual bool GetHTTPStreamingResponseBodyData( HTTPRequestHandle hRequest, uint32 cOffset, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0;
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// Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t
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// callback and finishing using the response.
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virtual bool ReleaseHTTPRequest( HTTPRequestHandle hRequest ) = 0;
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// Gets progress on downloading the body for the request. This will be zero unless a response header has already been
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// received which included a content-length field. For responses that contain no content-length it will report
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// zero for the duration of the request as the size is unknown until the connection closes.
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virtual bool GetHTTPDownloadProgressPct( HTTPRequestHandle hRequest, float *pflPercentOut ) = 0;
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// Sets the body for an HTTP Post request. Will fail and return false on a GET request, and will fail if POST params
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// have already been set for the request. Setting this raw body makes it the only contents for the post, the pchContentType
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// parameter will set the content-type header for the request so the server may know how to interpret the body.
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virtual bool SetHTTPRequestRawPostBody( HTTPRequestHandle hRequest, const char *pchContentType, uint8 *pubBody, uint32 unBodyLen ) = 0;
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// Creates a cookie container handle which you must later free with ReleaseCookieContainer(). If bAllowResponsesToModify=true
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// than any response to your requests using this cookie container may add new cookies which may be transmitted with
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// future requests. If bAllowResponsesToModify=false than only cookies you explicitly set will be sent. This API is just for
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// during process lifetime, after steam restarts no cookies are persisted and you have no way to access the cookie container across
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// repeat executions of your process.
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virtual HTTPCookieContainerHandle CreateCookieContainer( bool bAllowResponsesToModify ) = 0;
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// Release a cookie container you are finished using, freeing it's memory
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virtual bool ReleaseCookieContainer( HTTPCookieContainerHandle hCookieContainer ) = 0;
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// Adds a cookie to the specified cookie container that will be used with future requests.
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virtual bool SetCookie( HTTPCookieContainerHandle hCookieContainer, const char *pchHost, const char *pchUrl, const char *pchCookie ) = 0;
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// Set the cookie container to use for a HTTP request
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virtual bool SetHTTPRequestCookieContainer( HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer ) = 0;
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// Set the extra user agent info for a request, this doesn't clobber the normal user agent, it just adds the extra info on the end
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virtual bool SetHTTPRequestUserAgentInfo( HTTPRequestHandle hRequest, const char *pchUserAgentInfo ) = 0;
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// Set that https request should require verified SSL certificate via machines certificate trust store
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virtual bool SetHTTPRequestRequiresVerifiedCertificate( HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate ) = 0;
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// Set an absolute timeout on the HTTP request, this is just a total time timeout different than the network activity timeout
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// which can bump everytime we get more data
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virtual bool SetHTTPRequestAbsoluteTimeoutMS( HTTPRequestHandle hRequest, uint32 unMilliseconds ) = 0;
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// Check if the reason the request failed was because we timed it out (rather than some harder failure)
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virtual bool GetHTTPRequestWasTimedOut( HTTPRequestHandle hRequest, bool *pbWasTimedOut ) = 0;
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};
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#endif // ISTEAMHTTP002_H
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@ -128,6 +128,8 @@
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#include "isteammusic.h"
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#include "isteammusicremote.h"
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#include "isteamhttp.h"
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#include "isteamhttp001.h"
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#include "isteamhttp002.h"
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#include "isteamcontroller.h"
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#include "isteamcontroller001.h"
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#include "isteamcontroller003.h"
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