968e658913
Lobby game server methods, OnLobbyCreated and OnLobbyGameCreated, Achievement progress |
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Facepunch.Steamworks | ||
Facepunch.Steamworks.Test | ||
Generator | ||
UnityPlugin | ||
.gitattributes | ||
.gitignore | ||
Facepunch.Steamworks.sln | ||
Jenkinsfile | ||
LICENSE | ||
README.md |
Facepunch.Steamworks
Another fucking c# Steamworks implementation
Features
Feature | Supported |
---|---|
Windows | ✔ |
Linux | ✔ |
MacOS | ✔ |
Unity Support | ✔ |
Unity IL2CPP Support | ✔ |
Async Callbacks (steam callresults) | ✔ |
Events (steam callbacks) | ✔ |
Single C# dll (no native requirements apart from Steam) | ✔ |
Open Source | ✔ |
MIT license | ✔ |
Any 32bit OS | ❌ |
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're not free
- They have a restrictive license.
C# is meant to make things easier. So lets try to wrap it up in a way that makes it all easier.
What
Get your own information
SteamClient.SteamId // Your SteamId
SteamClient.Name // Your Name
View your friends list
foreach ( var friend in SteamFriends.GetFriends() )
{
Console.WriteLine( "{friend.Id}: {friend.Name}" );
Console.WriteLine( "{friend.IsOnline} / {friend.SteamLevel}" );
friend.SendMessage( "Hello Friend" );
}
App Info
Console.WriteLine( SteamApps.GameLanguage ); // Print the current game language
var installDir = SteamApps.AppInstallDir( 4000 ); // Get the path to the Garry's Mod install folder
var fileinfo = await SteamApps.GetFileDetailsAsync( "hl2.exe" ); // async get file details
DoSomething( fileinfo.SizeInBytes, fileinfo.Sha1 );
Get Avatars
var image = await SteamFriends.GetLargeAvatarAsync( steamid );
if ( !image.HasValue ) return DefaultImage;
return MakeTextureFromRGBA( image.Data, image.Width, image.Height );
Get a list of servers
using ( var list = new ServerList.Internet() )
{
list.AddFilter( "map", "de_dust" );
await list.RunQueryAsync();
foreach ( var server in list.Responsive )
{
Console.WriteLine( $"{server.Address} {server.Name}" );
}
}
Achievements
List them
foreach ( var a in SteamUserStats.Achievements )
{
Console.WriteLine( $"{a.Name} ({a.State}})" );
}
Unlock them
var ach = new Achievement( "GM_PLAYED_WITH_GARRY" );
ach.Trigger();
Voice
SteamUser.VoiceRecord = KeyDown( "V" );
if ( SteamUser.HasVoiceData )
{
var bytesrwritten = SteamUser.ReadVoiceData( stream );
// Send Stream Data To Server or Something
}
Auth
// Client sends ticket data to server somehow
var ticket = SteamUser.GetAuthSessionTicket();
// server listens to event
SteamServer.OnValidateAuthTicketResponse += ( steamid, ownerid, rsponse ) =>
{
if ( rsponse == AuthResponse.OK )
TellUserTheyCanBeOnServer( steamid );
else
KickUser( steamid );
};
// server gets ticket data from client, calls this function.. which either returns
// false straight away, or will issue a TicketResponse.
if ( !SteamServer.BeginAuthSession( ticketData, clientSteamId ) )
{
KickUser( clientSteamId );
}
//
// Client is leaving, cancels their ticket OnValidateAuth is called on the server again
// this time with AuthResponse.AuthTicketCanceled
//
ticket.Cancel();
Utils
SteamUtils.SecondsSinceAppActive;
SteamUtils.SecondsSinceComputerActive;
SteamUtils.IpCountry;
SteamUtils.UsingBatteryPower;
SteamUtils.CurrentBatteryPower;
SteamUtils.AppId;
SteamUtils.IsOverlayEnabled;
SteamUtils.IsSteamRunningInVR;
SteamUtils.IsSteamInBigPictureMode;
Workshop
Download a workshop item by ID
SteamUGC.Download( 1717844711 );
Get a workshop item information
var itemInfo = await Ugc.Item.Get( 1720164672 );
Console.WriteLine( $"Title: {itemInfo?.Title}" );
Console.WriteLine( $"IsInstalled: {itemInfo?.IsInstalled}" );
Console.WriteLine( $"IsDownloading: {itemInfo?.IsDownloading}" );
Console.WriteLine( $"IsDownloadPending: {itemInfo?.IsDownloadPending}" );
Console.WriteLine( $"IsSubscribed: {itemInfo?.IsSubscribed}" );
Console.WriteLine( $"NeedsUpdate: {itemInfo?.NeedsUpdate}" );
Console.WriteLine( $"Description: {itemInfo?.Description}" );
Query a list of workshop items
var q = Ugc.Query.All
.WithTag( "Fun" )
.WithTag( "Movie" )
.MatchAllTags();
var result = await q.GetPageAsync( 1 );
Console.WriteLine( $"ResultCount: {result?.ResultCount}" );
Console.WriteLine( $"TotalCount: {result?.TotalCount}" );
foreach ( Ugc.Item entry in result.Value.Entries )
{
Console.WriteLine( $" {entry.Title}" );
}
Query items created by friends
var q = Ugc.UserQuery.All
.CreatedByFriends();
Query items created by yourself
var q = Ugc.UserQuery.All
.FromSelf();
Publish your own file
var result = await Ugc.Editor.NewCommunityFile
.WithTitle( "My New FIle" )
.WithDescription( "This is a description" )
.WithContent( "c:/folder/addon/location" )
.WithTag( "awesome" )
.WithTag( "small" )
.SubmitAsync( iProgressBar );
Steam Cloud
Write a cloud file
SteamRemoteStorage.FileWrite( "file.txt", fileContents );
Read a cloud file
var fileContents = SteamRemoteStorage.ReadFile( "file.txt" );
List all files
foreach ( var file in SteamRemoteStorage.Files )
{
Console.WriteLine( $"{file} ({SteamRemoteStorage.FileSize(file)} {SteamRemoteStorage.FileTime( file )})" );
}
Steam Inventory
Get item definitions
foreach ( InventoryDef def in SteamInventory.Definitions )
{
Console.WriteLine( $"{def.Name}" );
}
Get items that are for sale in the item shop
var defs = await SteamInventory.GetDefinitionsWithPricesAsync();
foreach ( var def in defs )
{
Console.WriteLine( $"{def.Name} [{def.LocalPriceFormatted}]" );
}
Get a list of your items
var result = await SteamInventory.GetItems();
// result is disposable, good manners to dispose after use
using ( result )
{
var items = result?.GetItems( bWithProperties );
foreach ( InventoryItem item in items )
{
Console.WriteLine( $"{item.Id} / {item.Quantity} / {item.Def.Name} " );
}
}
Getting Started
Client
To initialize a client you can do this.
using Steamworks;
// ...
try
{
SteamClient.Init( 4000 );
}
catch ( System.Exception e )
{
// Couldn't init for some reason (steam is closed etc)
}
Replace 4000 with the appid of your game. You shouldn't call any Steam functions before you initialize.
When you're done, when you're closing your game, just shutdown.
SteamClient.Shutdown();
Server
To create a server do this.
var serverInit = new SteamServerInit( "gmod", "Garry Mode" )
{
GamePort = 28015,
Secure = true,
QueryPort = 28016
};
try
{
Steamworks.SteamServer.Init( 4000, serverInit );
}
catch ( System.Exception )
{
// Couldn't init for some reason (dll errors, blocked ports)
}
Help
Wanna help? Go for it, pull requests, bug reports, yes, do it.
You can also hit up the Steamworks Thread for help/discussion.
License
MIT - do whatever you want.