mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-27 07:05:50 +03:00
1f5b5bea5f
Wrong properties in "Get Avatars"
358 lines
8.1 KiB
Markdown
358 lines
8.1 KiB
Markdown
# Facepunch.Steamworks
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[Another fucking c# Steamworks implementation](https://wiki.facepunch.com/steamworks/)
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![Build All](https://github.com/Facepunch/Facepunch.Steamworks/workflows/Build%20All/badge.svg)
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## Features
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| Feature | Supported |
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|----------|------------ |
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| Windows | ✔ |
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| Linux | ✔ |
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| MacOS | ✔ |
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| Unity Support | ✔ |
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| Unity IL2CPP Support | ✔ |
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| Async Callbacks (steam callresults) | ✔ |
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| Events (steam callbacks) | ✔ |
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| Single C# dll (no native requirements apart from Steam) | ✔ |
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| Open Source | ✔ |
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| MIT license | ✔ |
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| Any 32bit OS | ✔ |
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## Why
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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.
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* They're not C#, they're just a collection of functions.
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* They're not up to date.
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* They require a 3rd party native dll.
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* They can't be compiled into a standalone dll (in Unity).
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* They're not free
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* They have a restrictive license.
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C# is meant to make things easier. So lets try to wrap it up in a way that makes it all easier.
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## What
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### Get your own information
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```csharp
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SteamClient.SteamId // Your SteamId
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SteamClient.Name // Your Name
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```
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### View your friends list
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```csharp
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foreach ( var friend in SteamFriends.GetFriends() )
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{
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Console.WriteLine( "{friend.Id}: {friend.Name}" );
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Console.WriteLine( "{friend.IsOnline} / {friend.SteamLevel}" );
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friend.SendMessage( "Hello Friend" );
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}
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```
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### App Info
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```csharp
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Console.WriteLine( SteamApps.GameLanguage ); // Print the current game language
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var installDir = SteamApps.AppInstallDir( 4000 ); // Get the path to the Garry's Mod install folder
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var fileinfo = await SteamApps.GetFileDetailsAsync( "hl2.exe" ); // async get file details
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DoSomething( fileinfo.SizeInBytes, fileinfo.Sha1 );
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```
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### Get Avatars
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```csharp
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var image = await SteamFriends.GetLargeAvatarAsync( steamid );
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if ( !image.HasValue ) return DefaultImage;
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return MakeTextureFromRGBA( image.Value.Data, image.Value.Width, image.Value.Height );
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```
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### Get a list of servers
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```csharp
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using ( var list = new ServerList.Internet() )
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{
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list.AddFilter( "map", "de_dust" );
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await list.RunQueryAsync();
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foreach ( var server in list.Responsive )
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{
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Console.WriteLine( $"{server.Address} {server.Name}" );
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}
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}
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```
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### Achievements
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List them
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```csharp
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foreach ( var a in SteamUserStats.Achievements )
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{
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Console.WriteLine( $"{a.Name} ({a.State}})" );
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}
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```
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Unlock them
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```csharp
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var ach = new Achievement( "GM_PLAYED_WITH_GARRY" );
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ach.Trigger();
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```
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### Voice
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```csharp
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SteamUser.VoiceRecord = KeyDown( "V" );
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if ( SteamUser.HasVoiceData )
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{
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var bytesrwritten = SteamUser.ReadVoiceData( stream );
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// Send Stream Data To Server or Something
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}
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```
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### Auth
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```csharp
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// Client sends ticket data to server somehow
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var ticket = SteamUser.GetAuthSessionTicket();
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// server listens to event
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SteamServer.OnValidateAuthTicketResponse += ( steamid, ownerid, rsponse ) =>
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{
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if ( rsponse == AuthResponse.OK )
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TellUserTheyCanBeOnServer( steamid );
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else
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KickUser( steamid );
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};
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// server gets ticket data from client, calls this function.. which either returns
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// false straight away, or will issue a TicketResponse.
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if ( !SteamServer.BeginAuthSession( ticketData, clientSteamId ) )
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{
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KickUser( clientSteamId );
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}
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//
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// Client is leaving, cancels their ticket OnValidateAuth is called on the server again
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// this time with AuthResponse.AuthTicketCanceled
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//
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ticket.Cancel();
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```
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### Utils
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```csharp
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SteamUtils.SecondsSinceAppActive;
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SteamUtils.SecondsSinceComputerActive;
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SteamUtils.IpCountry;
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SteamUtils.UsingBatteryPower;
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SteamUtils.CurrentBatteryPower;
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SteamUtils.AppId;
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SteamUtils.IsOverlayEnabled;
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SteamUtils.IsSteamRunningInVR;
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SteamUtils.IsSteamInBigPictureMode;
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```
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### Workshop
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Download a workshop item by ID
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```csharp
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SteamUGC.Download( 1717844711 );
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```
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Get a workshop item information
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```csharp
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var itemInfo = await Ugc.Item.Get( 1720164672 );
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Console.WriteLine( $"Title: {itemInfo?.Title}" );
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Console.WriteLine( $"IsInstalled: {itemInfo?.IsInstalled}" );
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Console.WriteLine( $"IsDownloading: {itemInfo?.IsDownloading}" );
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Console.WriteLine( $"IsDownloadPending: {itemInfo?.IsDownloadPending}" );
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Console.WriteLine( $"IsSubscribed: {itemInfo?.IsSubscribed}" );
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Console.WriteLine( $"NeedsUpdate: {itemInfo?.NeedsUpdate}" );
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Console.WriteLine( $"Description: {itemInfo?.Description}" );
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```
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Query a list of workshop items
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```csharp
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var q = Ugc.Query.All
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.WithTag( "Fun" )
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.WithTag( "Movie" )
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.MatchAllTags();
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var result = await q.GetPageAsync( 1 );
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Console.WriteLine( $"ResultCount: {result?.ResultCount}" );
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Console.WriteLine( $"TotalCount: {result?.TotalCount}" );
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foreach ( Ugc.Item entry in result.Value.Entries )
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{
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Console.WriteLine( $" {entry.Title}" );
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}
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```
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Query items created by friends
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```csharp
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var q = Ugc.UserQuery.All
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.CreatedByFriends();
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```
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Query items created by yourself
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```csharp
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var q = Ugc.UserQuery.All
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.FromSelf();
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```
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Publish your own file
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```csharp
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var result = await Ugc.Editor.NewCommunityFile
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.WithTitle( "My New FIle" )
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.WithDescription( "This is a description" )
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.WithContent( "c:/folder/addon/location" )
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.WithTag( "awesome" )
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.WithTag( "small" )
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.SubmitAsync( iProgressBar );
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```
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### Steam Cloud
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Write a cloud file
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```csharp
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SteamRemoteStorage.FileWrite( "file.txt", fileContents );
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```
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Read a cloud file
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```csharp
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var fileContents = SteamRemoteStorage.ReadFile( "file.txt" );
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```
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List all files
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```csharp
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foreach ( var file in SteamRemoteStorage.Files )
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{
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Console.WriteLine( $"{file} ({SteamRemoteStorage.FileSize(file)} {SteamRemoteStorage.FileTime( file )})" );
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}
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```
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### Steam Inventory
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Get item definitions
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```csharp
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foreach ( InventoryDef def in SteamInventory.Definitions )
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{
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Console.WriteLine( $"{def.Name}" );
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}
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```
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Get items that are for sale in the item shop
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```csharp
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var defs = await SteamInventory.GetDefinitionsWithPricesAsync();
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foreach ( var def in defs )
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{
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Console.WriteLine( $"{def.Name} [{def.LocalPriceFormatted}]" );
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}
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```
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Get a list of your items
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```csharp
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var result = await SteamInventory.GetItems();
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// result is disposable, good manners to dispose after use
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using ( result )
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{
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var items = result?.GetItems( bWithProperties );
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foreach ( InventoryItem item in items )
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{
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Console.WriteLine( $"{item.Id} / {item.Quantity} / {item.Def.Name} " );
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}
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}
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```
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# Getting Started
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## Client
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To initialize a client you can do this.
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```csharp
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using Steamworks;
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// ...
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try
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{
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SteamClient.Init( 4000 );
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}
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catch ( System.Exception e )
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{
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// Couldn't init for some reason (steam is closed etc)
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}
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```
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Replace 4000 with the appid of your game. You shouldn't call any Steam functions before you initialize.
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When you're done, when you're closing your game, just shutdown.
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```csharp
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SteamClient.Shutdown();
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```
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## Server
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To create a server do this.
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```csharp
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var serverInit = new SteamServerInit( "gmod", "Garry Mode" )
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{
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GamePort = 28015,
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Secure = true,
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QueryPort = 28016
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};
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try
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{
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Steamworks.SteamServer.Init( 4000, serverInit );
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}
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catch ( System.Exception )
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{
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// Couldn't init for some reason (dll errors, blocked ports)
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}
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```
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# Help
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Wanna help? Go for it, pull requests, bug reports, yes, do it.
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You can also hit up the [Steamworks Thread](http://steamcommunity.com/groups/steamworks/discussions/0/1319961618833314524/) for help/discussion.
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We also have [a wiki you can read](https://wiki.facepunch.com/steamworks/) and help fill out with examples and advice.
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# License
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MIT - do whatever you want.
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