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https://github.com/Facepunch/Facepunch.Steamworks

Another fucking c# Steamworks implementation
https://github.com/Facepunch/Facepunch.Steamworks

cloud dll facepunch game steamworks unity

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Another fucking c# Steamworks implementation

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# Facepunch.Steamworks

[Another fucking c# Steamworks implementation](https://wiki.facepunch.com/steamworks/)

![Build All](https://github.com/Crytilis/Facepunch.Steamworks/workflows/Build%20All/badge.svg)

## 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

```csharp
SteamClient.SteamId // Your SteamId
SteamClient.Name // Your Name
```

### View your friends list

```csharp
foreach ( var friend in SteamFriends.GetFriends() )
{
Console.WriteLine( $"{friend.Id}: {friend.Name}" );
Console.WriteLine( $"{friend.IsOnline} / {friend.SteamLevel}" );

friend.SendMessage( "Hello Friend" );
}
```

### App Info

```csharp
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

```csharp
var image = await SteamFriends.GetLargeAvatarAsync( steamid );
if ( !image.HasValue ) return DefaultImage;

return MakeTextureFromRGBA( image.Value.Data, image.Value.Width, image.Value.Height );
```

### Get a list of servers

```csharp
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

```csharp
foreach ( var a in SteamUserStats.Achievements )
{
Console.WriteLine( $"{a.Name} ({a.State})" );
}
```

Unlock them

```csharp
var ach = new Achievement( "GM_PLAYED_WITH_GARRY" );
ach.Trigger();
```

### Voice

```csharp
SteamUser.VoiceRecord = KeyDown( "V" );

if ( SteamUser.HasVoiceData )
{
var bytesrwritten = SteamUser.ReadVoiceData( stream );
// Send Stream Data To Server or Something
}
```

### Auth

```csharp
// 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

```csharp
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

```csharp
SteamUGC.Download( 1717844711 );
```

Get a workshop item information

```csharp
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

```csharp
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

```csharp
var q = Ugc.UserQuery.All
.CreatedByFriends();
```

Query items created by yourself

```csharp
var q = Ugc.UserQuery.All
.FromSelf();
```

Publish your own file

```csharp
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

```csharp
SteamRemoteStorage.FileWrite( "file.txt", fileContents );
```

Read a cloud file

```csharp
var fileContents = SteamRemoteStorage.FileRead( "file.txt" );
```

List all files

```csharp
foreach ( var file in SteamRemoteStorage.Files )
{
Console.WriteLine( $"{file} ({SteamRemoteStorage.FileSize(file)} {SteamRemoteStorage.FileTime( file )})" );
}
```

### Steam Inventory

Get item definitions

```csharp
foreach ( InventoryDef def in SteamInventory.Definitions )
{
Console.WriteLine( $"{def.Name}" );
}
```

Get items that are for sale in the item shop

```csharp
var defs = await SteamInventory.GetDefinitionsWithPricesAsync();

foreach ( var def in defs )
{
Console.WriteLine( $"{def.Name} [{def.LocalPriceFormatted}]" );
}
```

Get a list of your items

```csharp
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.

```csharp
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.

```csharp
SteamClient.Shutdown();
```

## Server

To create a server do this.

```csharp
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](http://steamcommunity.com/groups/steamworks/discussions/0/1319961618833314524/) for help/discussion.

We also have [a wiki you can read](https://wiki.facepunch.com/steamworks/) and help fill out with examples and advice.

# License

MIT - do whatever you want.