Add function docs to inc

This commit is contained in:
Nicholas Hastings
2026-07-12 13:31:37 -04:00
parent 8eaea7217c
commit ceeaf66b95
+566
View File
@@ -245,6 +245,12 @@ enum EHTTPStatusCode
k_EHTTPStatusCode5xxUnknown = 599,
};
/**
* Returns whether an HTTP status code represents success (a 2xx code).
*
* @param eStatusCode HTTP status code to test.
* @return True if the code is in the 2xx range, false otherwise.
*/
stock bool IsHTTPStatusSuccess(EHTTPStatusCode eStatusCode)
{
return (eStatusCode >= k_EHTTPStatusCode200OK && eStatusCode < k_EHTTPStatusCode300MultipleChoices);
@@ -260,41 +266,316 @@ enum EGCResults
k_EGCResultInvalidMessage = 4, // Something was wrong with the message being sent with SendMessage
};
/**
* Returns whether the server is VAC (Valve Anti-Cheat) secured.
*
* @return True if the server is VAC secured, false otherwise (including
* when not yet connected to Steam).
*/
native bool SteamWorks_IsVACEnabled();
/**
* Retrieves the server's public IP address as four octets.
*
* @param ipaddr Array that receives the IP address, most-significant octet first
* (e.g. 127.0.0.1 becomes {127, 0, 0, 1}).
* @return True on success, false if not connected to Steam or the public
* IP is not yet known.
*/
native bool SteamWorks_GetPublicIP(int ipaddr[4]);
/**
* Retrieves the server's public IP address packed into a single cell.
*
* @return The IPv4 address as a 32-bit value (host byte order), or 0 if not
* connected to Steam or the public IP is not yet known.
*/
native int SteamWorks_GetPublicIPCell();
/**
* Returns whether the Steam client library has been loaded by the extension.
*
* @return True if the Steam library is loaded, false otherwise.
*/
native bool SteamWorks_IsLoaded();
/**
* Sets the "gamedata" string for the server, used for matchmaking/server-browser filtering.
*
* @param sData Game data string.
* @return True on success, false if not connected to Steam.
*/
native bool SteamWorks_SetGameData(const char[] sData);
/**
* Sets the game description reported to the server browser and client queries.
*
* @param sDesc Game description string.
* @return True on success, false if not connected to Steam.
*/
native bool SteamWorks_SetGameDescription(const char[] sDesc);
/**
* Sets the map name reported to the server browser and client queries.
*
* @param sMapName Map name string.
* @return True on success, false if not connected to Steam.
*/
native bool SteamWorks_SetMapName(const char[] sMapName);
/**
* Returns whether the server is currently logged on to Steam.
*
* @return True if logged on to Steam, false otherwise.
*/
native bool SteamWorks_IsConnected();
/**
* Adds or updates a key/value pair sent in A2S rules queries.
*
* @param sKey Rule key.
* @param sValue Rule value.
* @return True on success, false if not connected to Steam.
*/
native bool SteamWorks_SetRule(const char[] sKey, const char[] sValue);
/**
* Clears the entire list of key/value pairs sent in rules queries.
*
* @return True on success, false if not connected to Steam.
*/
native bool SteamWorks_ClearRules();
/**
* Deprecated no-op. Newer Steamworks SDKs removed ForceHeartbeat; server list
* heartbeats are now sent implicitly by Steam.
*
* @return Always false.
*/
#pragma deprecated This function is deprecated in the SDK and no longer does anything in this extension
native bool SteamWorks_ForceHeartbeat();
/**
* Asynchronously requests whether a client is a member of a given Steam group.
* The result is delivered through the SteamWorks_OnClientGroupStatus forward.
*
* @param client Client index.
* @param groupid 32-bit account ID of the Steam group.
* @return True if the request was sent, false if not connected to Steam.
* @error Invalid client index.
*/
native bool SteamWorks_GetUserGroupStatus(int client, int groupid);
/**
* Asynchronously requests whether a user is a member of a given Steam group.
* The result is delivered through the SteamWorks_OnClientGroupStatus forward.
*
* @param authid 32-bit account ID of the user to query.
* @param groupid 32-bit account ID of the Steam group.
* @return True if the request was sent, false if not connected to Steam.
*/
native bool SteamWorks_GetUserGroupStatusAuthID(int authid, int groupid);
/**
* Returns whether a client owns/has a license for the given application.
*
* @param client Client index.
* @param app Application (AppID) to check ownership of.
* @return An EUserHasLicenseForAppResult value; k_EUserHasLicenseResultNoAuth
* if not connected to Steam.
* @error Invalid client index.
*/
native EUserHasLicenseForAppResult SteamWorks_HasLicenseForApp(int client, int app);
/**
* Returns whether a user owns/has a license for the given application.
*
* @param authid 32-bit account ID of the user to check.
* @param app Application (AppID) to check ownership of.
* @return An EUserHasLicenseForAppResult value; k_EUserHasLicenseResultNoAuth
* if not connected to Steam.
*/
native EUserHasLicenseForAppResult SteamWorks_HasLicenseForAppId(int authid, int app);
/**
* Retrieves a client's 64-bit Steam ID (community ID) as a string.
*
* @param client Client index.
* @param sSteamID Buffer to store the rendered 64-bit Steam ID.
* @param length Maximum length of the buffer.
* @return Number of bytes written, including the null terminator.
* @error Invalid client index.
*/
native int SteamWorks_GetClientSteamID(int client, char[] sSteamID, int length);
/**
* Asynchronously requests the stats of a user from Steam. Stats become available
* afterwards through SteamWorks_GetStatAuthIDCell / SteamWorks_GetStatAuthIDFloat.
*
* @param authid 32-bit account ID of the user whose stats to request.
* @param appid Application (AppID) to request stats for.
* @return True if the request was sent, false if not connected to Steam.
*/
native bool SteamWorks_RequestStatsAuthID(int authid, int appid);
/**
* Asynchronously requests the stats of a client from Steam. Stats become available
* afterwards through SteamWorks_GetStatCell / SteamWorks_GetStatFloat.
*
* @param client Client index.
* @param appid Application (AppID) to request stats for.
* @return True if the request was sent, false if not connected to Steam.
* @error Invalid client index.
*/
native bool SteamWorks_RequestStats(int client, int appid);
/**
* Retrieves an integer stat for a client. The client's stats must have been
* requested first with SteamWorks_RequestStats.
*
* @param client Client index.
* @param sKey Stat name.
* @param value Variable to store the stat value in.
* @return True on success, false on failure or if not connected to Steam.
* @error Invalid client index.
*/
native bool SteamWorks_GetStatCell(int client, const char[] sKey, int &value);
/**
* Retrieves an integer stat for a user. The user's stats must have been
* requested first with SteamWorks_RequestStatsAuthID.
*
* @param authid 32-bit account ID of the user.
* @param sKey Stat name.
* @param value Variable to store the stat value in.
* @return True on success, false on failure or if not connected to Steam.
*/
native bool SteamWorks_GetStatAuthIDCell(int authid, const char[] sKey, int &value);
/**
* Retrieves a floating-point stat for a client. The client's stats must have been
* requested first with SteamWorks_RequestStats.
*
* @param client Client index.
* @param sKey Stat name.
* @param value Variable to store the stat value in.
* @return True on success, false on failure or if not connected to Steam.
* @error Invalid client index.
*/
native bool SteamWorks_GetStatFloat(int client, const char[] sKey, float &value);
/**
* Retrieves a floating-point stat for a user. The user's stats must have been
* requested first with SteamWorks_RequestStatsAuthID.
*
* @param authid 32-bit account ID of the user.
* @param sKey Stat name.
* @param value Variable to store the stat value in.
* @return True on success, false on failure or if not connected to Steam.
*/
native bool SteamWorks_GetStatAuthIDFloat(int authid, const char[] sKey, float &value);
/**
* Creates a new HTTP request. The URL must be absolute and start with http:// or https://.
*
* The returned handle must be freed with CloseHandle/delete once the request is finished.
*
* @param method HTTP method to use.
* @param sURL Absolute URL for the request.
* @return A handle to the new HTTP request, or INVALID_HANDLE on failure
* (including when not connected to Steam).
*/
native Handle SteamWorks_CreateHTTPRequest(EHTTPMethod method, const char[] sURL);
/**
* Sets one or two context values that will be passed back to the request's callbacks.
* These let you associate arbitrary data with a request.
*
* @param hHandle HTTP request handle.
* @param data1 First context value.
* @param data2 Second context value.
* @return True on success, false on an invalid handle or if the request was
* already sent.
*/
native bool SteamWorks_SetHTTPRequestContextValue(Handle hHandle, any data1, any data2=0);
/**
* Sets a network-activity timeout, in seconds, for the request. Must be called before sending.
* The default is 60 seconds. The timer resets whenever more data is received.
*
* @param hHandle HTTP request handle.
* @param timeout Timeout in seconds.
* @return True on success, false on an invalid handle or if the request was
* already sent.
*/
native bool SteamWorks_SetHTTPRequestNetworkActivityTimeout(Handle hHandle, int timeout);
/**
* Sets a request header value. Must be called before sending the request.
*
* @param hHandle HTTP request handle.
* @param sName Header name.
* @param sValue Header value.
* @return True on success, false on an invalid handle or if the request was
* already sent.
*/
native bool SteamWorks_SetHTTPRequestHeaderValue(Handle hHandle, const char[] sName, const char[] sValue);
/**
* Sets a GET or POST parameter on the request (which is used depends on the request method).
* Must be called before sending the request.
*
* @param hHandle HTTP request handle.
* @param sName Parameter name.
* @param sValue Parameter value.
* @return True on success, false on an invalid handle or if the request was
* already sent.
*/
native bool SteamWorks_SetHTTPRequestGetOrPostParameter(Handle hHandle, const char[] sName, const char[] sValue);
/**
* Appends extra user-agent info to the request. This does not clobber the normal user
* agent; it is added to the end.
*
* @param hHandle HTTP request handle.
* @param sUserAgentInfo Extra user-agent info string.
* @return True on success, false on an invalid handle.
*/
native bool SteamWorks_SetHTTPRequestUserAgentInfo(Handle hHandle, const char[] sUserAgentInfo);
/**
* Enables or disables verification of SSL/TLS certificates. By default, certificates
* are verified for all HTTPS requests.
*
* @param hHandle HTTP request handle.
* @param bRequireVerifiedCertificate True to require a verified certificate, false to disable.
* @return True on success, false on an invalid handle.
*/
native bool SteamWorks_SetHTTPRequestRequiresVerifiedCertificate(Handle hHandle, bool bRequireVerifiedCertificate);
/**
* Sets an absolute timeout, in milliseconds, on the request. Unlike the network-activity
* timeout, this is a total time limit that does not reset as data arrives.
*
* @param hHandle HTTP request handle.
* @param unMilliseconds Total timeout in milliseconds.
* @return True on success, false on an invalid handle.
*/
native bool SteamWorks_SetHTTPRequestAbsoluteTimeoutMS(Handle hHandle, int unMilliseconds);
/**
* Called when an HTTP request has completed (or failed). The number of trailing context
* parameters matches how many values were passed to SteamWorks_SetHTTPRequestContextValue.
*
* @param hRequest HTTP request handle.
* @param bFailure True if the request failed due to an internal or network
* error (no response from the server).
* @param bRequestSuccessful True if any response was received from the server (even an
* error response).
* @param eStatusCode HTTP status code returned by the server.
* @param data1 First context value, if one was set.
* @param data2 Second context value, if one was set.
*/
typeset SteamWorksHTTPRequestCompleted
{
function void (Handle hRequest, bool bFailure, bool bRequestSuccessful, EHTTPStatusCode eStatusCode);
@@ -302,6 +583,15 @@ typeset SteamWorksHTTPRequestCompleted
function void (Handle hRequest, bool bFailure, bool bRequestSuccessful, EHTTPStatusCode eStatusCode, any data1, any data2);
};
/**
* Called when the response headers for a streaming request have been received. The number
* of trailing context parameters matches the context values set on the request.
*
* @param hRequest HTTP request handle.
* @param bFailure True if the request failed due to an internal or network error.
* @param data1 First context value, if one was set.
* @param data2 Second context value, if one was set.
*/
typeset SteamWorksHTTPHeadersReceived
{
function void (Handle hRequest, bool bFailure);
@@ -309,6 +599,18 @@ typeset SteamWorksHTTPHeadersReceived
function void (Handle hRequest, bool bFailure, any data1, any data2);
};
/**
* Called when a chunk of data for a streaming request has been received. Pass the offset
* and byte count to SteamWorks_GetHTTPStreamingResponseBodyData to read the chunk. The
* number of trailing context parameters matches the context values set on the request.
*
* @param hRequest HTTP request handle.
* @param bFailure True if the request failed due to an internal or network error.
* @param offset Offset of this chunk within the response body.
* @param bytesreceived Number of bytes in this chunk.
* @param data1 First context value, if one was set.
* @param data2 Second context value, if one was set.
*/
typeset SteamWorksHTTPDataReceived
{
function void (Handle hRequest, bool bFailure, int offset, int bytesreceived);
@@ -316,6 +618,15 @@ typeset SteamWorksHTTPDataReceived
function void (Handle hRequest, bool bFailure, int offset, int bytesreceived, any data1, any data2);
};
/**
* Called by SteamWorks_GetHTTPResponseBodyCallback with the response body. Use the string
* overload for text bodies or the int[] overload for binary bodies.
*
* @param sData Response body as a string (text overload).
* @param data Response body as a byte array (binary overload).
* @param value The context value passed to SteamWorks_GetHTTPResponseBodyCallback.
* @param datalen Length of the body, in bytes (binary overload).
*/
typeset SteamWorksHTTPBodyCallback
{
function void (const char[] sData);
@@ -323,39 +634,294 @@ typeset SteamWorksHTTPBodyCallback
function void (const int[] data, any value, int datalen);
};
/**
* Sets the callbacks fired for a request. Must be called before sending the request.
* The completion callback is used by both regular and streaming requests; the headers and
* data callbacks are only fired for streaming requests.
*
* @param hHandle HTTP request handle.
* @param fCompleted Callback fired when the request completes, or INVALID_FUNCTION.
* @param fHeaders Callback fired when streaming headers arrive, or INVALID_FUNCTION.
* @param fData Callback fired when a streaming data chunk arrives, or INVALID_FUNCTION.
* @param hCalling Handle of the plugin that owns the callbacks, or INVALID_HANDLE for
* the calling plugin.
* @return True on success, false on an invalid handle.
* @error Invalid plugin handle or invalid function.
*/
native bool SteamWorks_SetHTTPCallbacks(Handle hHandle, SteamWorksHTTPRequestCompleted fCompleted = INVALID_FUNCTION, SteamWorksHTTPHeadersReceived fHeaders = INVALID_FUNCTION, SteamWorksHTTPDataReceived fData = INVALID_FUNCTION, Handle hCalling = INVALID_HANDLE);
/**
* Sends an HTTP request. The result is delivered asynchronously to the completion callback
* set with SteamWorks_SetHTTPCallbacks.
*
* @param hRequest HTTP request handle.
* @return True if the request was sent, false on an invalid handle.
*/
native bool SteamWorks_SendHTTPRequest(Handle hRequest);
/**
* Sends an HTTP request and streams the response. Headers and data are delivered
* asynchronously to the callbacks set with SteamWorks_SetHTTPCallbacks.
*
* @param hRequest HTTP request handle.
* @return True if the request was sent, false on an invalid handle.
*/
native bool SteamWorks_SendHTTPRequestAndStreamResponse(Handle hRequest);
/**
* Moves an already-sent request to the tail of the client's request queue.
*
* @param hRequest HTTP request handle.
* @return True on success, false on an invalid handle or if the request has
* not been sent.
*/
native bool SteamWorks_DeferHTTPRequest(Handle hRequest);
/**
* Moves an already-sent request to the head of the client's request queue.
*
* @param hRequest HTTP request handle.
* @return True on success, false on an invalid handle or if the request has
* not been sent.
*/
native bool SteamWorks_PrioritizeHTTPRequest(Handle hRequest);
/**
* Checks whether a response header is present and retrieves the size of its value, so a
* correctly-sized buffer can be allocated for SteamWorks_GetHTTPResponseHeaderValue.
* Call from the completion callback.
*
* @param hRequest HTTP request handle.
* @param sHeader Header name.
* @param size Variable to store the header value size in.
* @return True if the header is present, false otherwise.
*/
native bool SteamWorks_GetHTTPResponseHeaderSize(Handle hRequest, const char[] sHeader, int &size);
/**
* Retrieves a response header value. Call from the completion callback. Use
* SteamWorks_GetHTTPResponseHeaderSize first to size the buffer.
*
* @param hRequest HTTP request handle.
* @param sHeader Header name.
* @param sValue Buffer to store the header value in.
* @param size Maximum length of the buffer.
* @return True on success, false if the header is not present or the buffer
* is too small.
*/
native bool SteamWorks_GetHTTPResponseHeaderValue(Handle hRequest, const char[] sHeader, char[] sValue, int size);
/**
* Retrieves the size of the response body. Call from the completion callback.
*
* @param hRequest HTTP request handle.
* @param size Variable to store the body size in.
* @return True on success, false on an invalid handle.
*/
native bool SteamWorks_GetHTTPResponseBodySize(Handle hRequest, int &size);
/**
* Retrieves the response body. Call from the completion callback. Use
* SteamWorks_GetHTTPResponseBodySize first to size the buffer. Not valid for streaming
* responses.
*
* @param hRequest HTTP request handle.
* @param sBody Buffer to store the body in.
* @param length Length of the buffer, which must match the body size.
* @return True on success, false on an invalid handle, a streaming response,
* or an incorrectly-sized buffer.
*/
native bool SteamWorks_GetHTTPResponseBodyData(Handle hRequest, char[] sBody, int length);
/**
* Retrieves a chunk of a streaming response body. Call from the data-received callback,
* passing the offset and length reported by that callback.
*
* @param hRequest HTTP request handle.
* @param cOffset Offset of the chunk, as provided by the data-received callback.
* @param sBody Buffer to store the chunk in.
* @param length Length of the chunk, as provided by the data-received callback.
* @return True on success, false on an invalid handle, a non-streaming
* response, or a mismatched offset/length.
*/
native bool SteamWorks_GetHTTPStreamingResponseBodyData(Handle hRequest, int cOffset, char[] sBody, int length);
/**
* Retrieves download progress for the request. This is zero until a response header with a
* content-length has been received; for responses with no content-length it stays zero.
*
* @param hRequest HTTP request handle.
* @param percent Variable to store the progress percentage in.
* @return True on success, false on an invalid handle.
*/
native bool SteamWorks_GetHTTPDownloadProgressPct(Handle hRequest, float &percent);
/**
* Checks whether the request failed because it timed out (rather than a harder failure).
*
* @param hRequest HTTP request handle.
* @param bWasTimedOut Variable to store the result in.
* @return True on success, false on an invalid handle.
*/
native bool SteamWorks_GetHTTPRequestWasTimedOut(Handle hRequest, bool &bWasTimedOut);
/**
* Sets a raw body for a POST request. Fails on a GET request or if GET/POST parameters
* were already set. This makes the raw body the entire contents of the POST.
*
* @param hRequest HTTP request handle.
* @param sContentType Value for the Content-Type header.
* @param sBody Raw body data.
* @param bodylen Length of the body, in bytes.
* @return True on success, false on failure.
*/
native bool SteamWorks_SetHTTPRequestRawPostBody(Handle hRequest, const char[] sContentType, const char[] sBody, int bodylen);
/**
* Sets a raw POST body read from a file (relative to the game directory). Same constraints
* as SteamWorks_SetHTTPRequestRawPostBody.
*
* @param hRequest HTTP request handle.
* @param sContentType Value for the Content-Type header.
* @param sFileName Path to the file, relative to the game directory.
* @return True on success, false on failure (e.g. an empty file).
* @error Unable to open the file for reading.
*/
native bool SteamWorks_SetHTTPRequestRawPostBodyFromFile(Handle hRequest, const char[] sContentType, const char[] sFileName);
/**
* Retrieves the full response body and passes it to a callback. Useful for bodies larger
* than a single fixed buffer. Call from the completion callback.
*
* @param hRequest HTTP request handle.
* @param fCallback Callback that receives the body.
* @param data Context value passed through to the callback.
* @param hPlugin Handle of the plugin that owns the callback, or INVALID_HANDLE for
* the calling plugin.
* @return True on success, false on an invalid handle or if the body could not
* be retrieved.
* @error Invalid plugin handle or invalid function.
*/
native bool SteamWorks_GetHTTPResponseBodyCallback(Handle hRequest, SteamWorksHTTPBodyCallback fCallback, any data = 0, Handle hPlugin = INVALID_HANDLE);
/**
* Writes the full response body to a file (relative to the game directory). Call from the
* completion callback.
*
* @param hRequest HTTP request handle.
* @param sFileName Path to the output file, relative to the game directory.
* @return True on success, false on an invalid handle or if the body could not
* be retrieved.
* @error Unable to open the file for writing.
*/
native bool SteamWorks_WriteHTTPResponseBodyToFile(Handle hRequest, const char[] sFileName);
/**
* Deprecated alias for SteamWorks_OnValidateClient, kept for backwards compatibility.
* Use SteamWorks_OnValidateClient in new code.
*
* @param ownerauthid 32-bit account ID of the account that owns the game license.
* @param authid 32-bit account ID of the validated client.
*/
forward void SW_OnValidateClient(int ownerauthid, int authid);
/**
* Called when a client has been validated by Steam. For clients playing on a borrowed
* (Family Sharing) license, the owner and client account IDs differ.
*
* @param ownerauthid 32-bit account ID of the account that owns the game license.
* @param authid 32-bit account ID of the validated client.
*/
forward void SteamWorks_OnValidateClient(int ownerauthid, int authid);
/**
* Called when the server successfully connects (logs on) to Steam.
*/
forward void SteamWorks_SteamServersConnected();
/**
* Called when the server fails to connect to Steam.
*
* @param result Result code describing the failure.
*/
forward void SteamWorks_SteamServersConnectFailure(EResult result);
/**
* Called when the server is disconnected from Steam.
*
* @param result Result code describing the disconnection.
*/
forward void SteamWorks_SteamServersDisconnected(EResult result);
/**
* Called when the Steam master server has requested that the server restart. Return
* Plugin_Handled or higher to indicate the restart request has been handled.
*
* @return Plugin_Handled or higher to signal the restart was handled,
* Plugin_Continue otherwise.
*/
forward Action SteamWorks_RestartRequested();
/**
* Called when the server is about to log on anonymously, giving a plugin the chance to
* supply a Game Server Login Token (GSLT) instead. Write the token into sToken.
*
* @param sToken Buffer to write the login token into.
* @param maxlen Maximum length of the buffer.
*/
forward void SteamWorks_TokenRequested(char[] sToken, int maxlen);
/**
* Called with the result of a SteamWorks_GetUserGroupStatus /
* SteamWorks_GetUserGroupStatusAuthID request.
*
* @param authid 32-bit account ID of the user.
* @param groupid 32-bit account ID of the group.
* @param isMember True if the user is a member of the group.
* @param isOfficer True if the user is an officer of the group.
*/
forward void SteamWorks_OnClientGroupStatus(int authid, int groupid, bool isMember, bool isOfficer);
/**
* Called when the game code sends a message to the Game Coordinator, letting a plugin
* observe or override it. Return a non-OK EGCResults value to supersede the send, or
* k_EGCResultOK to let it proceed.
*
* @param unMsgType Message type.
* @param pubData Message payload.
* @param cubData Size of the payload, in bytes.
* @return An EGCResults value to override the send, or k_EGCResultOK to allow it.
*/
forward EGCResults SteamWorks_GCSendMessage(int unMsgType, const char[] pubData, int cubData);
/**
* Called when a message from the Game Coordinator is available to be retrieved.
*
* @param cubData Size of the available message, in bytes.
*/
forward void SteamWorks_GCMsgAvailable(int cubData);
/**
* Called when the game code retrieves a message from the Game Coordinator, letting a plugin
* observe or override it. Return a non-OK EGCResults value to supersede the retrieval.
*
* @param punMsgType Message type.
* @param pubDest Message payload.
* @param cubDest Size of the destination buffer, in bytes.
* @param pcubMsgSize Size of the message, in bytes.
* @return An EGCResults value to override the retrieval, or k_EGCResultOK to
* allow it.
*/
forward EGCResults SteamWorks_GCRetrieveMessage(int punMsgType, const char[] pubDest, int cubDest, int pcubMsgSize);
/**
* Sends a message to the Game Coordinator.
*
* @param unMsgType Message type.
* @param pubData Message payload.
* @param cubData Size of the payload, in bytes.
* @return An EGCResults value; k_EGCResultNotLoggedOn if not connected to Steam.
*/
native EGCResults SteamWorks_SendMessageToGC(int unMsgType, const char[] pubData, int cubData);
public Extension __ext_SteamWorks =