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public/steam/steam_platform_ps3/isteamcontentserver.h
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62
public/steam/steam_platform_ps3/isteamcontentserver.h
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//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to steam for game servers
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//
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//=============================================================================
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#ifndef ISTEAMCONTENTSERVER_H
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#define ISTEAMCONTENTSERVER_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Functions for authenticating users via Steam to download content
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//-----------------------------------------------------------------------------
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class ISteamContentServer
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{
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public:
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// connection functions
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virtual void LogOn( uint32 uContentServerID ) = 0;
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virtual void LogOff() = 0;
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virtual bool BLoggedOn() = 0;
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// user authentication functions
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virtual bool SendClientContentAuthRequest( CSteamID steamID, uint32 uContentID, uint64 ulSessionToken, bool bTokenPresent ) = 0;
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// Check a Steam3-created content ticket. Does not need to connect to Steam3 to validate it,
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// so this is a backup for when the above call is not available (disconnected).
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virtual bool BCheckTicket( CSteamID steamID, uint32 uContentID, const void *pvTicketData, uint32 cubTicketLength ) = 0;
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// some sort of status stuff here eventually
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};
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#define STEAMCONTENTSERVER_INTERFACE_VERSION "SteamContentServer002"
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// callbacks
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#pragma pack( push, 8 )
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// client has been approved to download the content
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struct CSClientApprove_t
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{
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enum { k_iCallback = k_iSteamContentServerCallbacks + 1 };
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CSteamID m_SteamID;
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uint32 m_uContentID;
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};
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// client has been denied to connection to this game server
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struct CSClientDeny_t
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{
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enum { k_iCallback = k_iSteamContentServerCallbacks + 2 };
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CSteamID m_SteamID;
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uint32 m_uContentID;
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EDenyReason m_eDenyReason;
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};
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#pragma pack( pop )
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#endif // ISTEAMGAMESERVER_H
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