// 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 {
///
/// Initializes a new HTTP request, returning a handle to use in further operations on it. Requires
/// the method (GET or POST) and the absolute URL for the request. Both http and https are supported,
/// so this string must start with http:// or https:// and should look like http://store.steampowered.com/app/250/
/// or such.
///
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);
}
}
///
/// Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after
/// sending the request. This is just so the caller can easily keep track of which callbacks go with which request data.
///
public static bool SetHTTPRequestContextValue(HTTPRequestHandle hRequest, ulong ulContextValue) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_SetHTTPRequestContextValue(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, ulContextValue);
}
///
/// Set a timeout in seconds for the HTTP request, must be called prior to sending the request. Default
/// timeout is 60 seconds if you don't call this. Returns false if the handle is invalid, or the request
/// has already been sent.
///
public static bool SetHTTPRequestNetworkActivityTimeout(HTTPRequestHandle hRequest, uint unTimeoutSeconds) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_SetHTTPRequestNetworkActivityTimeout(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, unTimeoutSeconds);
}
///
/// Set a request header value for the request, must be called prior to sending the request. Will
/// return false if the handle is invalid or the request is already sent.
///
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);
}
}
///
/// Set a GET or POST parameter value on the request, which is set will depend on the EHTTPMethod specified
/// when creating the request. Must be called prior to sending the request. Will return false if the
/// handle is invalid or the request is already sent.
///
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);
}
}
///
/// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
/// asynchronous response via callback.
/// Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control
/// header and only do a local cache lookup rather than sending any actual remote request.
///
public static bool SendHTTPRequest(HTTPRequestHandle hRequest, out SteamAPICall_t pCallHandle) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_SendHTTPRequest(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, out pCallHandle);
}
///
/// Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on
/// asynchronous response via callback for completion, and listen for HTTPRequestHeadersReceived_t and
/// HTTPRequestDataReceived_t callbacks while streaming.
///
public static bool SendHTTPRequestAndStreamResponse(HTTPRequestHandle hRequest, out SteamAPICall_t pCallHandle) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_SendHTTPRequestAndStreamResponse(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, out pCallHandle);
}
///
/// Defers a request you have sent, the actual HTTP client code may have many requests queued, and this will move
/// the specified request to the tail of the queue. Returns false on invalid handle, or if the request is not yet sent.
///
public static bool DeferHTTPRequest(HTTPRequestHandle hRequest) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_DeferHTTPRequest(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest);
}
///
/// Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move
/// the specified request to the head of the queue. Returns false on invalid handle, or if the request is not yet sent.
///
public static bool PrioritizeHTTPRequest(HTTPRequestHandle hRequest) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_PrioritizeHTTPRequest(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest);
}
///
/// Checks if a response header is present in a HTTP response given a handle from HTTPRequestCompleted_t, also
/// returns the size of the header value if present so the caller and allocate a correctly sized buffer for
/// GetHTTPResponseHeaderValue.
///
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);
}
}
///
/// Gets header values from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
/// header is not present or if your buffer is too small to contain it's value. You should first call
/// BGetHTTPResponseHeaderSize to check for the presence of the header and to find out the size buffer needed.
///
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);
}
}
///
/// Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
/// handle is invalid.
///
public static bool GetHTTPResponseBodySize(HTTPRequestHandle hRequest, out uint unBodySize) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_GetHTTPResponseBodySize(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, out unBodySize);
}
///
/// Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the
/// 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
/// the correct buffer size to use.
///
public static bool GetHTTPResponseBodyData(HTTPRequestHandle hRequest, byte[] pBodyDataBuffer, uint unBufferSize) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_GetHTTPResponseBodyData(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, pBodyDataBuffer, unBufferSize);
}
///
/// Gets the body data from a streaming HTTP response given a handle from HTTPRequestDataReceived_t. Will return false if the
/// handle is invalid or is to a non-streaming response (meaning it wasn't sent with SendHTTPRequestAndStreamResponse), or if the buffer size and offset
/// do not match the size and offset sent in HTTPRequestDataReceived_t.
///
public static bool GetHTTPStreamingResponseBodyData(HTTPRequestHandle hRequest, uint cOffset, byte[] pBodyDataBuffer, uint unBufferSize) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_GetHTTPStreamingResponseBodyData(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, cOffset, pBodyDataBuffer, unBufferSize);
}
///
/// Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t
/// callback and finishing using the response.
///
public static bool ReleaseHTTPRequest(HTTPRequestHandle hRequest) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_ReleaseHTTPRequest(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest);
}
///
/// Gets progress on downloading the body for the request. This will be zero unless a response header has already been
/// received which included a content-length field. For responses that contain no content-length it will report
/// zero for the duration of the request as the size is unknown until the connection closes.
///
public static bool GetHTTPDownloadProgressPct(HTTPRequestHandle hRequest, out float pflPercentOut) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_GetHTTPDownloadProgressPct(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, out pflPercentOut);
}
///
/// Sets the body for an HTTP Post request. Will fail and return false on a GET request, and will fail if POST params
/// have already been set for the request. Setting this raw body makes it the only contents for the post, the pchContentType
/// parameter will set the content-type header for the request so the server may know how to interpret the body.
///
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);
}
}
///
/// Creates a cookie container handle which you must later free with ReleaseCookieContainer(). If bAllowResponsesToModify=true
/// than any response to your requests using this cookie container may add new cookies which may be transmitted with
/// future requests. If bAllowResponsesToModify=false than only cookies you explicitly set will be sent. This API is just for
/// during process lifetime, after steam restarts no cookies are persisted and you have no way to access the cookie container across
/// repeat executions of your process.
///
public static HTTPCookieContainerHandle CreateCookieContainer(bool bAllowResponsesToModify) {
InteropHelp.TestIfAvailableGameServer();
return (HTTPCookieContainerHandle)NativeMethods.ISteamHTTP_CreateCookieContainer(CSteamGameServerAPIContext.GetSteamHTTP(), bAllowResponsesToModify);
}
///
/// Release a cookie container you are finished using, freeing it's memory
///
public static bool ReleaseCookieContainer(HTTPCookieContainerHandle hCookieContainer) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_ReleaseCookieContainer(CSteamGameServerAPIContext.GetSteamHTTP(), hCookieContainer);
}
///
/// Adds a cookie to the specified cookie container that will be used with future requests.
///
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);
}
}
///
/// Set the cookie container to use for a HTTP request
///
public static bool SetHTTPRequestCookieContainer(HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_SetHTTPRequestCookieContainer(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, hCookieContainer);
}
///
/// 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
///
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);
}
}
///
/// Disable or re-enable verification of SSL/TLS certificates.
/// By default, certificates are checked for all HTTPS requests.
///
public static bool SetHTTPRequestRequiresVerifiedCertificate(HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, bRequireVerifiedCertificate);
}
///
/// Set an absolute timeout on the HTTP request, this is just a total time timeout different than the network activity timeout
/// which can bump everytime we get more data
///
public static bool SetHTTPRequestAbsoluteTimeoutMS(HTTPRequestHandle hRequest, uint unMilliseconds) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, unMilliseconds);
}
///
/// Check if the reason the request failed was because we timed it out (rather than some harder failure)
///
public static bool GetHTTPRequestWasTimedOut(HTTPRequestHandle hRequest, out bool pbWasTimedOut) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamHTTP_GetHTTPRequestWasTimedOut(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, out pbWasTimedOut);
}
}
}
#endif // !DISABLESTEAMWORKS