steamworks | Steamworks implementation in Go that does n't require CGo | Video Game library
kandi X-RAY | steamworks Summary
kandi X-RAY | steamworks Summary
Go implementation of the Steamworks API that aims to load the Steam API dynamic-link libraries without the use of CGo. This package was built so that I could utilize the synchronous functions such as SetAchievement, ClearAchievement and GetAchievement. You will will not be able to utilize methods that rely on callbacks as Go functions cannot be called from C-code without CGo. If you're looking for a package with more API calls supported such as callbacks, consider looking at BenLubar's Steamworks implementation.
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Top functions reviewed by kandi - BETA
- GetAchievement returns true if the steam user has achievement .
- ClearAchievement clears the game name .
- SetAchievement sets the scoreboard for the given name .
- getHSteamPipe returns the HStreamPipe interface .
- getISteamUserStats retrieves statistics for a given steam user .
- contextInit runs a context .
- getHSteamUser retrieves the current steam user .
- onContextInit executes on context initialization .
- lazyDLLInit initializes the steam library .
- createInterface creates an interface .
steamworks Key Features
steamworks Examples and Code Snippets
Community Discussions
Trending Discussions on steamworks
QUESTION
Goal: Syncronize player position in a multiplayer game in Unity that uses the Mirror Networking API
Problem:
Using the NetworkTransform component the position seems to not be precisely syncronized, both the client and the server sees the player in the wrong position, players tend to fly with no reason
I tried making a separated script:
ANSWER
Answered 2021-Jun-08 at 17:34I understood that the problem was the Character controller I was using, so in the player script I checked if the player had authority, if not I destroyed the character controller, and if i was destroying it on the server I replaced it with a normal collider without physics, so i could still have collisions
QUESTION
Im attempting to save information about users SteamID and his position in game, here is the code through which I teleport the person to the saved position each 0.5 seconds, and it works perfectly returning this information in console
Key: 76561198333850828, Value: (605.0, 41.8, 618.5)
...ANSWER
Answered 2021-May-06 at 19:36How have you defined numberNames? If there are 2 definitions, one in each class, then they are completely different objects even though they share the same name.
Even if there is one definition in one class then, unless it is static different instances of the same class will have different objects.
QUESTION
So I'm currently trying to make use of the Steamworks API within my C# based mod for a game.
So far so good, however since the game doesn't have an inbuilt function I am trying to use the SteamWorks API (the DLL for which is packed with the game) to get the players Steam ID for later use in another process.
To get this started I've tried to define this in a string and call upon the SteamUser.GetSteamID to obtaint the information needed:
...ANSWER
Answered 2020-Sep-24 at 22:12You first need to call Steamworks.SteamAPI.Init
or TaleWorlds.PlatformService.PlatformServices.Initialize
if you want to use TaleWorlds API.
QUESTION
[Steamworks.Net] SteamAPI_Init() failed. Refer to Valve's documentation or the comment above this line for more information.
It works fine in the Unity editor, but somehow I get an error with something built for Windows. The code is below. Very simple.
...ANSWER
Answered 2020-Jul-20 at 00:46I don't know why, but when I submitted the build to Steamworks and installed it on Steam, I got no errors.
But uploading a build every time is very tedious...
QUESTION
ANSWER
Answered 2020-May-10 at 21:10For some reason it created this:
QUESTION
I'm looking to make a hobbie website using the steam API, mostly focusing on the actual products and not really any user info. According to an article by the man behind Steamspy, Valve decided to change their API sometime in 2018, removing a lot of relevant data related to the store. I went through the steamworks documentation and the closest thing to any specific information about the applications/games were in: https://partner.steamgames.com/doc/webapi/ISteamApps - I figured their API must offer more than just a list of all the apps and their ID's, but thus far I have only found some other API:s.
Seems to be popular in a lot of threads
Some kind of collection of APIs?
- https://github.com/Autarc/steam-store/blob/master/README.md Not sure if this is still usable?
- https://steamspy.com/api.php
Question: If I want the name, ID, genre/tags and picture of a game (and potentially price), is really the only way to use these non-valve related API:s? Or have I missed something in Valves own API documentation?
I'm super new to API:s so please forgive my insolence, I did search a ton of threads but seeing as the API changed I'm not sure which answers still are up to date in 2020.
...ANSWER
Answered 2020-Jan-30 at 19:57The storefront API is still up-to-date and should give you what you need, mostly.
There is no API for game tags. You have to get the directly from the store pages or from any of the third party API providers if they have them.
Question: If I want the name, ID, genre/tags and picture of a game (and potentially price), is really the only way to use these non-valve related API:s? Or have I missed something in Valves own API documentation?
No, you have not missed anything. Yes you need to use unoffical APIs. Compared to other gaming stores you still get more data on Steam than anywhere else.
QUESTION
I am trying to get around and understand how to properly use Steamworks.NET C# wrapper as I want to use it with my discord bot. Now, most of the functions work, which uses normal callback methods. I got into a wall when I was trying to use three methods which have the same callback interface, none of which triggers the callback. So in the ISteamMatchmakinServers
interface, there are 3 methods which I want to use - PlayerDetails, PingServer, ServerRules
to get the response you need to use of these interfaces ISteamMatchmakingPingResponse, ISteamMatchmakingPlayersResponse, ISteamMatchmakingRulesResponse
. In the official Steamworks documentation it states:
ANSWER
Answered 2019-Dec-22 at 20:22Made it work by creating another method ran every 50miliseconds which calls SteamAPI.RunCallbacks();
and now callbacks are called properly
QUESTION
I'm not much of a C++ programmer, and I'm looking for help with implementing Steam Input into my Unreal Engine 3 game (yes, that's 3 and not 4). I'm under NDAs to both Epic (for Unreal 3) and Valve (for Steamworks), so I don't think I'm able to copy any of their code, but I'm going to do my best here to describe what's going on. And if you know of a better place I can ask these questions, please let me know. And if you think I'm violating an NDA, please let me know that too so I can delete the offending portions.
I have a UE3 game that works with mouse and keyboard. Steam Input, which is part of the Steamworks SDK, provides a way to get input from any controller. Basically, your controller, your actions (such as "shoot" or "walk forward"), and action sets (control schemes that can change based on game state, such as "in menu," "walking," or "driving") all get assigned unique UINT64 handles. I'm at the stage where I'm using the provided functions to assign handles, and it's crashing my game.
I have a class that contains these variables...
...ANSWER
Answered 2019-Dec-02 at 18:01I found the problem. I was declaring all of my InputActionSetHandle_t variables in the cpptext area of my UnrealScript classes. I'm not supposed to do that. I declared all of those variables as UnrealScript qwords instead, and they work just fine for holding the C++ uint64 handles that get sent back by the Steam API. And no more crashes.
QUESTION
Unity, C#, Steamworks API
I've created a lobby and now need to be able to invite someone through the GameOverlay. To invite someone I need the 'steamIDLobby' value, but I can't seem to retrieve it, I have no clue how.
Currently I've got:
...ANSWER
Answered 2018-Nov-13 at 13:13Okay, so a few hours after posting this question, I figured out the answer. It's kind of stupid how I lost so much time trying to figure this out, so I hope my answer can help other developers to continue fairly quick.
When using the Steamworks API you can just cast ulong variables to CSteamID... So in my case, all I had to do was:
QUESTION
I get an exception thrown when the program exits when using Steamworks and SFML together:
Exception thrown at 0x00007FFA919D024E (ntdll.dll) in Project1.exe: 0xC0000005: Access violation reading location 0x0000000000000010.
I've cut back the program to its very basics while still getting the problem:
...ANSWER
Answered 2018-Oct-01 at 18:26So it turns out the solution was as simple as moving the Steamworks API initialisation to after the creation of the window.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install steamworks
Copy DLL into your project directory (provided in the Steamworks SDK zip file)
Initialize Steamworks API
Build your project directly into the Steam directory for testing
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