Документация Steamworks
Steam Cloud
In Brief
Steam Cloud automatically stores files from your game on Steam's servers so your players can log into Steam and access their saved games from any computer.
Level of integration
Configuration of file paths required on Steamworks website. Optionally, some API calls required from within game code to Steamworks for upload, download, enumerate, and delete.

Обзор Steam Cloud

The Steam Cloud provides an easy and transparent remote file storage system for your game. Files specified in the Auto-Cloud configuration or written to disk (created, modified, deleted, etc.) using the Cloud API will automatically be replicated to the Steam servers after the game exits.

If the user changes computers, the files are automatically downloaded to the new computer prior to the game launching. The game can then access the files by reading them through the Cloud API or reading them directly from disk as usual. Avoid machine specific configurations such as video settings.

The Steam Client does the work of ensuring that the files are kept synchronized across all computers the user may be accessing.

Users can globally disable Cloud synchronization in the Steam Settings under Cloud by unchecking "Enable Steam Cloud synchronization for applications which support it."

Users can also disable the Cloud synchronization on a per game basis in each games properties.

Spacewar_Cloud_Properties.png

Notes and Best Practices


It is important to remember that Steam will synchronize the user's Steam Cloud files for your game before and after every session. Any matching files which change during the session will be uploaded to Cloud storage immediately afterward. If your game writes very large files, or many small files, to Steam Cloud, then this may cause a noticeable impact on the user's internet bandwidth and also delay their ability to shut down Steam or re-launch the game.

As a general rule, smaller files will work better. If the saved state for a given user can be split up into different categories - things which may change frequently, and things which may not change often - then we recommend using separate files for those categories. That way, the un-changed state will not be re-uploaded after every session.

File Size Limits


The absolute limits on file sizes for Steam Cloud may change over time. Here are some current limits and thresholds:

SizeRestriction
100MBMaximum size for a call to ISteamRemoteStorage::FileWrite or ISteamRemoteStorage:;FileWriteStreamWriteChunk
256MBMay result in a non-optimal storage endpoint choice for the user's location, negatively impacting upload/download performance

Initial Setup

To set up Steam Cloud you must set the Byte quota per user and Number of files allowed per user options on the Steam Cloud Settings page in the Steamworks App Admin panel.

This quota is enforced on each Cloud-enabled game, on a per-user-per-game basis. It's recommended to set the values to reasonable amounts for your game title.

ВНИМАНИЕ: Don't forget to click Save at the bottom of the page, and Publish your updated settings. Once published the cloud icon will be visible in the Steam client for anyone that owns your game.

If your game has already been released to the public then you can check the box labeled Enable cloud support for developers only. If developers-only mode is enabled then only the steam accounts which own a "Developer Comp" license for your title will see the cloud icon and will be able to use the Steam Cloud. This is useful to safely test Steam Cloud integration without breaking the public user experience. This has no effect on unreleased games since no one owns the game yet, they won't be able to see or access any cloud storage for the specific app ID.

You are able to share Cloud storage space between two app IDs by filling out the Shared cloud APP ID field. This is most commonly used to share saved games between a demo and a full game. A value of 0 disables this feature.

Steam Cloud API and Steam Auto-Cloud

Steam provides two different methods of utilizing the Steam Cloud, read up on how the two methods differ, and determine which would be the best for your application.

First up is the Steam Cloud API.
The Cloud API provides a series of functions which allows you to directly integrate the Steam Cloud into your game. The Cloud API isolates individual Steam users files from each other and provides a greater level of control over the Steam Cloud.

The Steam Cloud API is exposed via the ISteamRemoteStorage API interface, and you can find example usage in the Приложение-образец с API Steamworks (SpaceWar) project.

The second is Steam Auto-Cloud.
Steam Auto-Cloud was designed for legacy games where you can not easily integrate the Steam Cloud API. It provides a quick and easy way to get started but lacks the power and flexibility that is available with the Steam Cloud API.

It is generally recommended that you use the Cloud API if possible as it allows for deeper integration and customization, and it enables you to best provide the high quality experience that Steam users have come to expect from the Steam Cloud.

Steam Auto-Cloud

Steam Auto-Cloud is an alternative to the Steam Cloud API that allows apps to use Steam Cloud without writing code or modifying the game in any way. It only requires that you specify the file groups which you want persisted to the Cloud. Steam will automatically sync the groups of files when the application launches and exits. Avoid machine specific configurations such as video quality.

Setup

After completing the Initial Setup the Steam Auto-Cloud configuration section will unlock on the Steam Cloud Settings page.

Root Paths describe groups of files which will be persisted to the Steam Cloud. Each Root Path can be as specific as a single file or as wide as all files under a given subfolder. Use a new path for each group of files to sync.

A Root Path is composed of 5 parts:
  1. Корень

    Это предопределенный список путей, где обычно сохраняются игры.
    КореньПоддерживаемые ОСПуть
    Директория установки приложенияВсе[Папка установки Steam]\SteamApps\common\[Папка игры]\
    SteamCloudDocumentsВсеСпецифический для платформы путь, к примеру на Linux: ~/.SteamCloud/[username]/[Game Folder]/
    WinMyDocumentsWindows%USERPROFILE%\Документы\
    WinAppDataLocalWindows%USERPROFILE%\AppData\Local\
    WinAppDataLocalLowWindows%USERPROFILE%\AppData\LocalLow\
    WinAppDataRoamingWindows%USERPROFILE%\AppData\Roaming\
    WinSavedGamesWindows%USERPROFILE%\Сохраненные игры\
    MacHomemacOS~/
    MacAppSupportmacOS~/Library/Application Support/
    MacDocumentsmacOS~/Documents/
    LinuxHomeLinux~/
    LinuxXdgDataHomeLinux$XDG\_DATA\_HOME/
  2. Подкаталог

    Путь подкаталога к файлам в облаке является относительным по отношению к корню. Если подкаталога нет, используется `.`

    Специальный путь при автосинхронизации
    Auto-Cloud позволяет использовать индентификаторы пользователей Steam в пути Подкаталог. Это позволяет хранить файлы каждого пользователя Steam на одном компьютере отдельно. Для получения SteamID или AccountID текущего пользователя при сохранении и чтении файлов используется ISteamUser::GetSteamID.
    • {64BitSteamID} — эта переменная используется для вставки в путь 64-битного SteamID. 64-битный SteamID выглядит так: 76561198027391269
    • {Steam3AccountID} — эта переменная используется для вставки в путь AccountID. AccountID выглядит так: 67125541
    Пример: SavesDir/{64BitSteamID}
  3. Шаблон

    Это шаблон, которому должна соответствовать маска имени файлов. Можно использовать * в качестве символа-джокера. Если вам нужны все файлы в папке, просто используйте *.

    Пример: *.sav
  4. ОС

    Здесь выбираются операционные системы, для которых будут синхронизироваться файлы. Это необходимо только если файлы относятся только к той или иной операционной системе. Надеемся, что это не так!
  5. Вкл. подпапки

    Искать подходящие файлы во вложенных папках. Это можно использовать для подпапок, с неопредленными названиями, такими как имена пользователей или ID извне Steam. Если используется Steam ID, рекомендуется использовать специальные значения пути в поле «Подкаталог».

Root Overrides

If your application is cross-platform and requires different directories for each OS. You can use the Root Overrides functionality to specify an override the Root Paths that you set above.

The root paths specified above can be overridden to correspond to a different path on another OS. If you use Root Overrides, you must specify [All OSes] in the Root OS drop down above.

A Root Override consists of 5 parts.
  1. Исходный корень

    Соответствует одному из значений для пункта «Корень».
  2. ОС

    Операционная система, в которой применяется замена корня.
  3. Новый корень

    Новый путь, который используется на месте исходного в определенной выше ОС.
  4. Добавление/замена пути

    Эта настройка позволяет при необходимости добавить путь подкаталога, который вставляется между новым путем и исходным подкаталогом.
  5. Заменить путь

    При включении подкаталог, определённый в поле «Добавление или замена пути», не дополнит, а заменит корневой подкаталог.

Example: Configuring Auto-Cloud for Unity Applications

The following is an example of setting up Auto-Cloud for use with Unity and the Application.persistentDataPath property where the value is different per OS. The Windows version is configured as the Root Path with the company in Unity set to DefaultCompany and the Project called AutocloudSample. On macOS and Linux/SteamOS, the alternate paths from Application.persistentDataPath are set in the Add/Replace Path field and Replace Path is enabled.

With these settings, Auto-Cloud files will be synchronized between the three folders as shown in the Preview samples.

Cloud_Unity_Auto-Cloud_Example.png

Pre-release Testing

If you are adding Steam Auto-Cloud to a game which is already released and you have enabled developer-only mode during the Initial Setup then you must complete some additional steps to test the functionality.
  1. Зайдите в Steam, используя аккаунт, который комплектом разработчика Developer Comp для тестируемого приложения.
  2. Откройте консоль Steam (steam://open/console в браузере).
  3. Введите в консоль testappcloudpaths <AppId>, где App ID — номер приложения, которое вы тестируете. К примеру: testappcloudpaths 480
  4. Введите в консоль set_spew_level 4 4.
  5. Запустите приложение из Steam.
  6. Если в каталогах, которые использует функция Auto-Cloud, уже находятся файлы, в консоли вы увидите их загрузку. В противном случае сохраните несколько файлов для этого приложения и затем закройте его, чтобы запустить синхронизацию.
  7. Перейдите на другой компьютер и повторите описанные выше действия, чтобы протестировать, как работает загрузка из Auto-Cloud.
  8. Протестируйте на всех операционных системах, которые поддерживает приложение.
  9. Для завершения тестирования введите testcloudapppaths 0 и set_spew_level 0 0. Перезагрузите клиент Steam для закрытия консоли.

Don't forget to disable developers-only mode and publish the changes when you're done testing.

Debugging

First, always ensure that you have published your changes on the Steam partner website and have waited up to 10 minutes or restarted your Steam client to receive the published changes.

If you run into issues with Steam Cloud you should check the log file located at %Steam Install%\logs\cloud_log.txt.

See Отладка API Steamworks for additional information.