Steamworks.SteamUser
Functions for accessing and manipulating Steam user information. This is also where the APIs for Steam Voice are exposed.
Events
Sent by the Steam server to the client telling it to disconnect from the specified game server,
which it may be in the process of or already connected to.
The game client should immediately disconnect upon receiving this message.
This can usually occur if the user doesn't have rights to play on the game server.
Sent for games with enabled anti indulgence / duration control, for enabled users.
Lets the game know whether persistent rewards or XP should be granted at normal rate,
half rate, or zero rate.
Sent to your game in response to a steam://gamewebcallback/ command from a user clicking a link in the Steam overlay browser.
You can use this to add support for external site signups where you want to pop back into the browser after some web page
signup sequence, and optionally get back some detail about that.
Called whenever the users licenses (owned packages) changes.
Called when a user has responded to a microtransaction authorization request.
( appid, orderid, user authorized )
Called when a connection attempt has failed.
This will occur periodically if the Steam client is not connected,
and has failed when retrying to establish a connection.
Called when a connections to the Steam back-end has been established.
This means the Steam client now has a working connection to the Steam servers.
Usually this will have occurred before the game has launched, and should only be seen if the
user has dropped connection due to a networking issue or a Steam server update.
Called if the client has lost connection to the Steam servers.
Real-time services will be disabled until a matching OnSteamServersConnected has been posted.
Called when an auth ticket has been validated.
The first parameter is the steamid of this user
The second is the Steam ID that owns the game, this will be different from the first
if the game is being borrowed via Steam Family Sharing
Properties
Returns true if we have voice data waiting to be read
Checks if the current users looks like they are behind a NAT device.
This is only valid if the user is connected to the Steam servers and may not catch all forms of NAT.
Checks whether the user's phone number is used to uniquely identify them.
Checks whether the current user's phone number is awaiting (re)verification.
Checks whether the current user has verified their phone number.
Checks whether the current user has Steam Guard two factor authentication enabled on their account.
Gets the Steam level of the user, as shown on their Steam community profile.
Starts/Stops voice recording.
Once started, use GetAvailableVoice and GetVoice to get the data, and then call StopVoiceRecording
when the user has released their push-to-talk hotkey or the game session has completed.
Methods
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.
Retrieve a authentication ticket to be sent to the entity who wishes to authenticate you.
Retrieve a authentication ticket to be sent to the entity who wishes to authenticate you.
This waits for a positive response from the backend before returning the ticket. This means
the ticket is definitely ready to go as soon as it returns. Will return null if the callback
times out or returns negatively.
Get anti indulgence / duration control
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.
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..
Reads the voice data and returns the number of bytes written.
The compressed data can be transmitted by your application and decoded back into raw audio data using
DecompressVoice on the other side. The compressed data provided is in an arbitrary format and is not meant to be played directly.
This should be called once per frame, and at worst no more than four times a second to keep the microphone input delay as low as
possible. Calling this any less may result in gaps in the returned stream.
Reads the voice data and returns the bytes. You should obviously ideally be using
ReadVoiceData because it won't be creating a new byte array every call. But this
makes it easier to get it working, so let the babies have their bottle.
Requests an application ticket encrypted with the secret "encrypted app ticket key".
The encryption key can be obtained from the Encrypted App Ticket Key page on the App Admin for your app.
There can only be one call pending, and this call is subject to a 60 second rate limit.
This can fail if you don't have an encrypted ticket set for your app here https://partner.steamgames.com/apps/sdkauth/