diff options
Diffstat (limited to 'MultiplayerToolkit/Assets/com.rlabrecque.steamworks.net/Runtime/autogen/isteamgameserverhttp.cs')
-rw-r--r-- | MultiplayerToolkit/Assets/com.rlabrecque.steamworks.net/Runtime/autogen/isteamgameserverhttp.cs | 277 |
1 files changed, 277 insertions, 0 deletions
diff --git a/MultiplayerToolkit/Assets/com.rlabrecque.steamworks.net/Runtime/autogen/isteamgameserverhttp.cs b/MultiplayerToolkit/Assets/com.rlabrecque.steamworks.net/Runtime/autogen/isteamgameserverhttp.cs new file mode 100644 index 0000000..010fde2 --- /dev/null +++ b/MultiplayerToolkit/Assets/com.rlabrecque.steamworks.net/Runtime/autogen/isteamgameserverhttp.cs @@ -0,0 +1,277 @@ +// This file is provided under The MIT License as part of Steamworks.NET. +// Copyright (c) 2013-2022 Riley Labrecque +// Please see the included LICENSE.txt for additional information. + +// This file is automatically generated. +// Changes to this file will be reverted when you update Steamworks.NET + +#if !(UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX || UNITY_STANDALONE_OSX || STEAMWORKS_WIN || STEAMWORKS_LIN_OSX) + #define DISABLESTEAMWORKS +#endif + +#if !DISABLESTEAMWORKS + +using System.Runtime.InteropServices; +using IntPtr = System.IntPtr; + +namespace Steamworks { + public static class SteamGameServerHTTP { + /// <summary> + /// <para> Initializes a new HTTP request, returning a handle to use in further operations on it. Requires</para> + /// <para> the method (GET or POST) and the absolute URL for the request. Both http and https are supported,</para> + /// <para> so this string must start with http:// or https:// and should look like http://store.steampowered.com/app/250/</para> + /// <para> or such.</para> + /// </summary> + public static HTTPRequestHandle CreateHTTPRequest(EHTTPMethod eHTTPRequestMethod, string pchAbsoluteURL) { + InteropHelp.TestIfAvailableGameServer(); + using (var pchAbsoluteURL2 = new InteropHelp.UTF8StringHandle(pchAbsoluteURL)) { + return (HTTPRequestHandle)NativeMethods.ISteamHTTP_CreateHTTPRequest(CSteamGameServerAPIContext.GetSteamHTTP(), eHTTPRequestMethod, pchAbsoluteURL2); + } + } + + /// <summary> + /// <para> Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after</para> + /// <para> sending the request. This is just so the caller can easily keep track of which callbacks go with which request data.</para> + /// </summary> + public static bool SetHTTPRequestContextValue(HTTPRequestHandle hRequest, ulong ulContextValue) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_SetHTTPRequestContextValue(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, ulContextValue); + } + + /// <summary> + /// <para> Set a timeout in seconds for the HTTP request, must be called prior to sending the request. Default</para> + /// <para> timeout is 60 seconds if you don't call this. Returns false if the handle is invalid, or the request</para> + /// <para> has already been sent.</para> + /// </summary> + public static bool SetHTTPRequestNetworkActivityTimeout(HTTPRequestHandle hRequest, uint unTimeoutSeconds) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_SetHTTPRequestNetworkActivityTimeout(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, unTimeoutSeconds); + } + + /// <summary> + /// <para> Set a request header value for the request, must be called prior to sending the request. Will</para> + /// <para> return false if the handle is invalid or the request is already sent.</para> + /// </summary> + public static bool SetHTTPRequestHeaderValue(HTTPRequestHandle hRequest, string pchHeaderName, string pchHeaderValue) { + InteropHelp.TestIfAvailableGameServer(); + using (var pchHeaderName2 = new InteropHelp.UTF8StringHandle(pchHeaderName)) + using (var pchHeaderValue2 = new InteropHelp.UTF8StringHandle(pchHeaderValue)) { + return NativeMethods.ISteamHTTP_SetHTTPRequestHeaderValue(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, pchHeaderName2, pchHeaderValue2); + } + } + + /// <summary> + /// <para> Set a GET or POST parameter value on the request, which is set will depend on the EHTTPMethod specified</para> + /// <para> when creating the request. Must be called prior to sending the request. Will return false if the</para> + /// <para> handle is invalid or the request is already sent.</para> + /// </summary> + public static bool SetHTTPRequestGetOrPostParameter(HTTPRequestHandle hRequest, string pchParamName, string pchParamValue) { + InteropHelp.TestIfAvailableGameServer(); + using (var pchParamName2 = new InteropHelp.UTF8StringHandle(pchParamName)) + using (var pchParamValue2 = new InteropHelp.UTF8StringHandle(pchParamValue)) { + return NativeMethods.ISteamHTTP_SetHTTPRequestGetOrPostParameter(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, pchParamName2, pchParamValue2); + } + } + + /// <summary> + /// <para> Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on</para> + /// <para> asynchronous response via callback.</para> + /// <para> Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control</para> + /// <para> header and only do a local cache lookup rather than sending any actual remote request.</para> + /// </summary> + public static bool SendHTTPRequest(HTTPRequestHandle hRequest, out SteamAPICall_t pCallHandle) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_SendHTTPRequest(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, out pCallHandle); + } + + /// <summary> + /// <para> Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on</para> + /// <para> asynchronous response via callback for completion, and listen for HTTPRequestHeadersReceived_t and</para> + /// <para> HTTPRequestDataReceived_t callbacks while streaming.</para> + /// </summary> + public static bool SendHTTPRequestAndStreamResponse(HTTPRequestHandle hRequest, out SteamAPICall_t pCallHandle) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_SendHTTPRequestAndStreamResponse(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, out pCallHandle); + } + + /// <summary> + /// <para> Defers a request you have sent, the actual HTTP client code may have many requests queued, and this will move</para> + /// <para> the specified request to the tail of the queue. Returns false on invalid handle, or if the request is not yet sent.</para> + /// </summary> + public static bool DeferHTTPRequest(HTTPRequestHandle hRequest) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_DeferHTTPRequest(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest); + } + + /// <summary> + /// <para> Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move</para> + /// <para> the specified request to the head of the queue. Returns false on invalid handle, or if the request is not yet sent.</para> + /// </summary> + public static bool PrioritizeHTTPRequest(HTTPRequestHandle hRequest) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_PrioritizeHTTPRequest(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest); + } + + /// <summary> + /// <para> Checks if a response header is present in a HTTP response given a handle from HTTPRequestCompleted_t, also</para> + /// <para> returns the size of the header value if present so the caller and allocate a correctly sized buffer for</para> + /// <para> GetHTTPResponseHeaderValue.</para> + /// </summary> + public static bool GetHTTPResponseHeaderSize(HTTPRequestHandle hRequest, string pchHeaderName, out uint unResponseHeaderSize) { + InteropHelp.TestIfAvailableGameServer(); + using (var pchHeaderName2 = new InteropHelp.UTF8StringHandle(pchHeaderName)) { + return NativeMethods.ISteamHTTP_GetHTTPResponseHeaderSize(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, pchHeaderName2, out unResponseHeaderSize); + } + } + + /// <summary> + /// <para> Gets header values from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the</para> + /// <para> header is not present or if your buffer is too small to contain it's value. You should first call</para> + /// <para> BGetHTTPResponseHeaderSize to check for the presence of the header and to find out the size buffer needed.</para> + /// </summary> + public static bool GetHTTPResponseHeaderValue(HTTPRequestHandle hRequest, string pchHeaderName, byte[] pHeaderValueBuffer, uint unBufferSize) { + InteropHelp.TestIfAvailableGameServer(); + using (var pchHeaderName2 = new InteropHelp.UTF8StringHandle(pchHeaderName)) { + return NativeMethods.ISteamHTTP_GetHTTPResponseHeaderValue(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, pchHeaderName2, pHeaderValueBuffer, unBufferSize); + } + } + + /// <summary> + /// <para> Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the</para> + /// <para> handle is invalid.</para> + /// </summary> + public static bool GetHTTPResponseBodySize(HTTPRequestHandle hRequest, out uint unBodySize) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_GetHTTPResponseBodySize(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, out unBodySize); + } + + /// <summary> + /// <para> Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the</para> + /// <para> 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</para> + /// <para> the correct buffer size to use.</para> + /// </summary> + public static bool GetHTTPResponseBodyData(HTTPRequestHandle hRequest, byte[] pBodyDataBuffer, uint unBufferSize) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_GetHTTPResponseBodyData(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, pBodyDataBuffer, unBufferSize); + } + + /// <summary> + /// <para> Gets the body data from a streaming HTTP response given a handle from HTTPRequestDataReceived_t. Will return false if the</para> + /// <para> handle is invalid or is to a non-streaming response (meaning it wasn't sent with SendHTTPRequestAndStreamResponse), or if the buffer size and offset</para> + /// <para> do not match the size and offset sent in HTTPRequestDataReceived_t.</para> + /// </summary> + public static bool GetHTTPStreamingResponseBodyData(HTTPRequestHandle hRequest, uint cOffset, byte[] pBodyDataBuffer, uint unBufferSize) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_GetHTTPStreamingResponseBodyData(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, cOffset, pBodyDataBuffer, unBufferSize); + } + + /// <summary> + /// <para> Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t</para> + /// <para> callback and finishing using the response.</para> + /// </summary> + public static bool ReleaseHTTPRequest(HTTPRequestHandle hRequest) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_ReleaseHTTPRequest(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest); + } + + /// <summary> + /// <para> Gets progress on downloading the body for the request. This will be zero unless a response header has already been</para> + /// <para> received which included a content-length field. For responses that contain no content-length it will report</para> + /// <para> zero for the duration of the request as the size is unknown until the connection closes.</para> + /// </summary> + public static bool GetHTTPDownloadProgressPct(HTTPRequestHandle hRequest, out float pflPercentOut) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_GetHTTPDownloadProgressPct(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, out pflPercentOut); + } + + /// <summary> + /// <para> Sets the body for an HTTP Post request. Will fail and return false on a GET request, and will fail if POST params</para> + /// <para> have already been set for the request. Setting this raw body makes it the only contents for the post, the pchContentType</para> + /// <para> parameter will set the content-type header for the request so the server may know how to interpret the body.</para> + /// </summary> + public static bool SetHTTPRequestRawPostBody(HTTPRequestHandle hRequest, string pchContentType, byte[] pubBody, uint unBodyLen) { + InteropHelp.TestIfAvailableGameServer(); + using (var pchContentType2 = new InteropHelp.UTF8StringHandle(pchContentType)) { + return NativeMethods.ISteamHTTP_SetHTTPRequestRawPostBody(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, pchContentType2, pubBody, unBodyLen); + } + } + + /// <summary> + /// <para> Creates a cookie container handle which you must later free with ReleaseCookieContainer(). If bAllowResponsesToModify=true</para> + /// <para> than any response to your requests using this cookie container may add new cookies which may be transmitted with</para> + /// <para> future requests. If bAllowResponsesToModify=false than only cookies you explicitly set will be sent. This API is just for</para> + /// <para> during process lifetime, after steam restarts no cookies are persisted and you have no way to access the cookie container across</para> + /// <para> repeat executions of your process.</para> + /// </summary> + public static HTTPCookieContainerHandle CreateCookieContainer(bool bAllowResponsesToModify) { + InteropHelp.TestIfAvailableGameServer(); + return (HTTPCookieContainerHandle)NativeMethods.ISteamHTTP_CreateCookieContainer(CSteamGameServerAPIContext.GetSteamHTTP(), bAllowResponsesToModify); + } + + /// <summary> + /// <para> Release a cookie container you are finished using, freeing it's memory</para> + /// </summary> + public static bool ReleaseCookieContainer(HTTPCookieContainerHandle hCookieContainer) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_ReleaseCookieContainer(CSteamGameServerAPIContext.GetSteamHTTP(), hCookieContainer); + } + + /// <summary> + /// <para> Adds a cookie to the specified cookie container that will be used with future requests.</para> + /// </summary> + public static bool SetCookie(HTTPCookieContainerHandle hCookieContainer, string pchHost, string pchUrl, string pchCookie) { + InteropHelp.TestIfAvailableGameServer(); + using (var pchHost2 = new InteropHelp.UTF8StringHandle(pchHost)) + using (var pchUrl2 = new InteropHelp.UTF8StringHandle(pchUrl)) + using (var pchCookie2 = new InteropHelp.UTF8StringHandle(pchCookie)) { + return NativeMethods.ISteamHTTP_SetCookie(CSteamGameServerAPIContext.GetSteamHTTP(), hCookieContainer, pchHost2, pchUrl2, pchCookie2); + } + } + + /// <summary> + /// <para> Set the cookie container to use for a HTTP request</para> + /// </summary> + public static bool SetHTTPRequestCookieContainer(HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_SetHTTPRequestCookieContainer(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, hCookieContainer); + } + + /// <summary> + /// <para> 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</para> + /// </summary> + public static bool SetHTTPRequestUserAgentInfo(HTTPRequestHandle hRequest, string pchUserAgentInfo) { + InteropHelp.TestIfAvailableGameServer(); + using (var pchUserAgentInfo2 = new InteropHelp.UTF8StringHandle(pchUserAgentInfo)) { + return NativeMethods.ISteamHTTP_SetHTTPRequestUserAgentInfo(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, pchUserAgentInfo2); + } + } + + /// <summary> + /// <para> Disable or re-enable verification of SSL/TLS certificates.</para> + /// <para> By default, certificates are checked for all HTTPS requests.</para> + /// </summary> + public static bool SetHTTPRequestRequiresVerifiedCertificate(HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, bRequireVerifiedCertificate); + } + + /// <summary> + /// <para> Set an absolute timeout on the HTTP request, this is just a total time timeout different than the network activity timeout</para> + /// <para> which can bump everytime we get more data</para> + /// </summary> + public static bool SetHTTPRequestAbsoluteTimeoutMS(HTTPRequestHandle hRequest, uint unMilliseconds) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, unMilliseconds); + } + + /// <summary> + /// <para> Check if the reason the request failed was because we timed it out (rather than some harder failure)</para> + /// </summary> + public static bool GetHTTPRequestWasTimedOut(HTTPRequestHandle hRequest, out bool pbWasTimedOut) { + InteropHelp.TestIfAvailableGameServer(); + return NativeMethods.ISteamHTTP_GetHTTPRequestWasTimedOut(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, out pbWasTimedOut); + } + } +} + +#endif // !DISABLESTEAMWORKS |