# Facepunch.Steamworks Another fucking c# Steamworks implementation [![Build Status](http://build.facepunch.com/buildStatus/icon?job=Facepunch/Facepunch.Steamworks/master)](http://build.facepunch.com/job/Facepunch/job/Facepunch.Steamworks/job/master/) ## Why The Steamworks C# implementations I found that were compatible with Unity have worked for a long time. But I hate them all. For a number of different reasons. * They're not C#, they're just a collection of functions. * They're not up to date. * They require a 3rd party native dll. * They can't be compiled into a standalone dll (in Unity). * They have a license. C# is meant to make things easier. So lets try to wrap it up in a way that makes it all easier. ## What So say you want to print a list of your friends? ```csharp foreach ( var friend in client.Friends.All ) { Console.WriteLine( "{0}: {1}", friend.Id, friend.Name ); } ``` But what if you want to get a list of friends playing the same game that we're playing? ```csharp foreach ( var friend in client.Friends.All.Where( x => x.IsPlayingThisGame ) ) { Console.WriteLine( "{0}: {1}", friend.Id, friend.Name ); } ``` You can view examples of everything in the Facepunch.Steamworks.Test project. # Usage ## Client Compile the Facepunch.Steamworks project and add the library to your Unity project. To create a client you can do this. ```csharp var client = new Facepunch.Steamworks.Client( 252490 ); ``` Replace 252490 with the appid of your game. This should be a singleton - you should only create one client, right at the start of your game. The client is disposable, so when you're closing your game should probably call.. ```csharp client.Dispose(); ``` Or use it in a using block if you can. ## Server To create a server do this. ```csharp var server = new Facepunch.Steamworks.Server( 252490, 0, 28015, true, "MyGame453" ); ``` This will register a secure server for game 252490, any ip, port 28015. Again, more usage in the Facepunch.Steamworks.Test project. ## Lobby To create a Lobby do this. ```csharp client.Lobby.Create(Steamworks.Lobby.Type.Public, 10); ``` Created lobbies are auto-joined, but if you want to find a friend's lobby, you'd call ```csharp client.LobbyList.Refresh(); //wait for the callback client.LobbyList.OnLobbiesUpdated = () => { if (client.LobbyList.Finished) { foreach (LobbyList.Lobby lobby in client.LobbyList.Lobbies) { Console.WriteLine($"Found Lobby: {lobby.Name}"); } } }; //join a lobby you found client.Lobby.Join(LobbyList.Lobbies[0]); ``` Your can find more examples of Lobby functionality in the Lobby.cs file in the test project. Sending chat messages, assinging lobby data and member data, etc. # Unity Yeah this works under Unity. That's half the point of it. There's another repo with an example project with it working in Unity. You can find it [here](https://github.com/Facepunch/Facepunch.Steamworks.Unity/blob/master/Assets/Scripts/SteamTest.cs). The TLDR is before you create the Client or the Server, call this to let Facepunch.Steamworks know which platform we're on - because it can't tell the difference between osx and linux by itself. ```csharp Facepunch.Steamworks.Config.ForUnity( Application.platform.ToString() ); ``` You'll also want to put steam_api64.dll and steam_appid.txt (on windows 64) in your project root next to Assets. # Help Wanna help? Go for it, pull requests, bug reports, yes, do it. You can also hit up the [Steamworks Thread](http://steamcommunity.com/groups/steamworks/discussions/0/1319961618833314524/) for help/discussion. # License MIT - do whatever you want.