Steamworks Documentation
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ISteamHTTP Interface

Otherwise, [b]false[/b] if the handle is invalid or [code-inline]pflPercentOut[/code-inline] is [b]NULL[/b]. [subsection=GetHTTPRequestWasTimedOut]GetHTTPRequestWasTimedOut[/subsection] [code=cpp]bool GetHTTPRequestWasTimedOut( HTTPRequestHandle hRequest, bool *pbWasTimedOut );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]hRequest[/b][/td][td][apitype]ISteamHTTP::HTTPRequestHandle[/apitype][/td][td]The request handle to check the failure reason for.[/td][/tr] [tr][td][b]pbWasTimedOut[/b][/td][td]bool *[/td][td]Returns whether the request was timed out or not.[/td][/tr] [/table] Check if the reason the request failed was because we timed it out (rather than some harder failure). …

Free Weekends

In general, Free Weekends tend to perform best for games with lots of replayable content or games with strong multiplayer elements that benefit from an influx of new players (such as improved matchmaking or enhanced social gameplay). To find out if your game is a good fit for a Free Weekend, please [url=https://help.steampowered.com/en/wizard/HelpWithPublishing?issueid=901]contact us[/url] with the details and your desired timing at least one month in advance. …

Keep in mind Steam's global audience will be downloading your game through a wide variety of internet speeds and data plans, which can represent a significant investment for some players, especially for games with larger file sizes. Please also note that Steam may spread out Free Weekend events on the calendar to avoid overlapping promotions. [section]Setup[/section] To run a Free Weekend, you'll first need approval from the Steam Team as described in the [doclink=marketing/discounts/freeweekends#1]Overview[/doclink] above. …

ISteamUtils Interface

[subsection=FilterText]FilterText[/subsection] [code=cpp]int FilterText( ETextFilteringContext eContext, CSteamID sourceSteamID, const char *pchInputMessage, char *pchOutFilteredText, uint32 nByteSizeOutFilteredText );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]eContext[/b][/td][td][apitype]steam_api::ETextFilteringContext[/apitype][/td][td]the type of content in the input string[/td][/tr] [tr][td][b]sourceSteamID[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]the Steam ID that is the source of the input string (e.g. the player with the name, or who said the chat text)[/td][/tr] [tr][td][b]pchInputText[/b][/td][td]const char*[/td][td]the input string that should be filtered, which can be ASCII or UTF-8[/td][/tr] [tr][td][b]pchOutFilteredText[/b][/td][td]char*[/td][td]where the output will be placed, even if no filtering is performed[/td][/tr] [tr][td][b]nByteSizeOutFilteredText [/b][/td][td]uint32[/td][td]the size (in bytes) of pchOutFilteredText, should be at least strlen(pchInputText)+1[/td][/tr] [/table] Filters the provided input message and places the filtered result into pchOutFilteredText. …

[b]Returns:[/b] bool [b]true[/b] upon success if the image handle is valid and the sizes were filled out, otherwise [b]false[/b]. [b]See Also:[/b] [api]ISteamFriends::GetSmallFriendAvatar[/api], [api]ISteamFriends::GetMediumFriendAvatar[/api], [api]ISteamFriends::GetLargeFriendAvatar[/api], [api]ISteamUserStats::GetAchievementIcon[/api] [subsection=GetIPCCallCount]GetIPCCallCount[/subsection] [code=cpp]uint32 GetIPCCallCount();[/code] Returns the number of IPC calls made since the last time this function was called. …

Getting Started

The Steamworks partner portal is where you'll be able to manage each of your products, and your account and company information. If you're trying to just get up to speed on Steam, check out our [doclink=quickstart]quick-start guide here.[/doclink] [olist] [*] [h4]Set Up Steamworks Account[/h4] The first step in getting started is to sign up to become a Steamworks partner. …

Roadmaps

A roadmap can take many forms, and can include as much or as little detail as you want--it all depends on your goals, development plans, and how you intend to adapt to player feedback. Some roadmaps may describe the coming months, and others may lay out plans for the next few years. Some roadmaps may take a creative approach and display a percentage-completion bar for game features in progress. …

Steam Screenshots

After receiving this callback you should then check the result, and if it was successful, you can then use the [apitype]ISteamScreenshots::ScreenshotHandle[/apitype] provided to set tags with: [list] [*] [api]ISteamScreenshots::SetLocation[/api] [*] [api]ISteamScreenshots::TagUser[/api] [*] [api]ISteamScreenshots::TagPublishedFile[/api] [/list] If you want to take a screenshot either with your own button, or automatically at some point, such as the end of a round, you can do that programmatically with [api]ISteamScreenshots::TriggerScreenshot[/api] or by writing the RGB bytes out with [api]ISteamScreenshots::WriteScreenshot[/api], or by adding a file from the disk with [api]ISteamScreenshots::AddScreenshotToLibrary[/api]/[api]ISteamScreenshots::AddVRScreenshotToLibrary[/api].…

Steam Networking

This API works best when used with [doclink=features/multiplayer/matchmaking][/doclink], depending on the types of packets you could route everything through one player that is acting as the host (typically the lobby owner) or game server, or send everything out directly to each player. For there are many great articles on various networking topics around the internet. A few recommendations from us: [list] [*] [url=http://gafferongames.com/networking-for-game-programmers/]Gaffer on Games - Game Networking[/url] [*] [url=https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking]Source Multiplayer Networking on the Valve Developer Community[/url] [/list] See the [doclink=sdk/api/example][/doclink] for an example of using the [api]ISteamNetworkingSockets[/api] for client-server communication. …

Input Source Modes

Note that game settings often have this same setting, so you need to ensure they don't cancel each other out.[/td][/tr] [/table] [section]Joystick Move[/section] This input will operate as a simple Joystick. This is intended for traditional joystick applications. …

Note that game settings often have this same setting, so you need to ensure they don't cancel each other out.[/td][/tr] [/table] [section]Joystick Camera[/section] This input will operate as a joystick optimized for controlling a first or third person camera. …

steamnetworkingtypes.h

If you close the connection now, /// we will make our best effort to flush out any reliable sent data that /// has not been acknowledged by the peer. (But note that this happens /// from within the application process, so unlike a TCP connection, you are /// not totally handing it off to the operating system to deal with it.) …

float m_flConnectionQualityLocal; /// Packet delivery success rate as observed from remote host float m_flConnectionQualityRemote; /// Current data rates from recent history. float m_flOutPacketsPerSec; float m_flOutBytesPerSec; float m_flInPacketsPerSec; float m_flInBytesPerSec; /// Estimate rate that we believe that we can send data to our peer. /// Note that this could be significantly higher than m_flOutBytesPerSec, /// meaning the capacity of the channel is higher than you are sending data. /// (That's OK!) …

ISteamController Interface (Deprecated)

[/td][/tr] [tr][td][b]handlesOut[/b][/td][td][apitype]ISteamController::ControllerActionSetHandle_t[/apitype]*[/td][td]This must point to a [apitype]ISteamController::STEAM_CONTROLLER_MAX_COUNT[/apitype] sized array of ControllerHandle_t.…

[/td][/tr] [/table] Get the origin(s) for an analog action within an action set by filling originsOut with EControllerActionOrigin handles. Use this to display the appropriate on-screen prompt for the action. [b]Returns:[/b] int The number of origins supplied in [code-inline]originsOut[/code-inline]. …

Update Visibility Rounds

[subsection]Runs for up to 30 days[/subsection] A visibility round can run for up to 30 days from the date it started or cap out at 1M impressions on the homepage, whichever comes first. [callout]If you start your round before or during one of the big seasonal sales (Spring, Summer, Autumn, Winter) your game will not have Update Round visibility during those days because the front page will be dedicated to the seasonal sale and won't have the regular update section, but those days are still counted toward the 30-day span of the round.…

Sales and Marketing

[/td] [/tr] [tr] [td][doclink=marketing/upcoming_events]Upcoming Events[/doclink][/td] [td]Check out upcoming opportunities to participate in seasonal sales, themed events, festivals, and more, hosted by Steam.[/td] [/tr] [tr] [td][doclink=marketing/visibility]Visibility on Steam[/doclink][/td] [td]Prominent visibility of products on the front page of the Steam Store is a careful balancing act. …

Getting Started

Patrons of your venue will be able to log in with their personal Steam account, view the game licenses that you offer through their Steam library and have the option to "check them out" temporarily while in your establishment. They can also play the games they already own on their personal Steam account; this will not affect the game licenses in your license pool. …

Anti-Cheat Integration

The game can use the [doclink=api]Steamworks API[/doclink] to find out whether or not a user is banned. There following result returned in the [api]ISteamUser::ValidateAuthTicketResponse_t[/api] callback from [api]ISteamUser::BeginAuthSession[/api] will tell your game server if the user has been banned: [list] [*] [apitype]steam_api::k_EAuthSessionResponsePublisherIssuedBan[/apitype] - Returned when the user is banned via the RequestPlayerGameBan webapi. …

Bringing Mobile Games to Steam

None of the below are hard-and-fast rules, but are simply some observations we have from games we’ve seen release on Steam. In addition to these suggestions, you might want to check out James Vaughan’s GDC talk about bringing the game Plague Inc. from mobile to PC: http://www.gdcvault.com/play/1021963/Evolving-Plague-Inc-Taking-a [section]Things to keep in mind[/section] [h4]Context[/h4] PC gamers appear to prefer longer-form experiences that they can sink some time into. …

Age Ratings in Indonesia

https://partner.steamgames.com/healthcheck/missingrequiredratings [section]The Indonesian Age-Rating System[/section] Age ratings in Indonesia are made up of 6 tiers of rating [list] [*]3+ [*]7+ [*]13+ [*]15+ [*]18+ [*]Refused Classification [/list] You can learn more by visiting the official IGRS website: https://igrs.id/rating-info [section]Frequently Asked Questions[/section] [b]Q. If I fill out the questionnaire, is my game guaranteed to remain available in Indonesia?[/b] A. No. There are certain kinds of content that are not allowed for sale to customers in Indonesia. …

steam_api.h

[/td][/tr] [tr=k_EDenySteamConnectionError][td][b]k_EDenySteamConnectionError[/b][/td][td]12[/td][td]The server had a general error connecting to Steam.[/td][/tr] [tr=k_EDenySteamResponseTimedOut][td][b]k_EDenySteamResponseTimedOut[/b][/td][td]13[/td][td]The server timed out connecting to Steam.[/td][/tr] [tr=k_EDenySteamValidationStalled][td][b]k_EDenySteamValidationStalled[/b][/td][td]14[/td][td]The client has not authed with Steam yet.…

[/td][/tr] [tr=k_EResultRequirePasswordReEntry][td][b]k_EResultRequirePasswordReEntry[/b][/td][td]77[/td][td]The user cannot complete the action until they re-enter their password.[/td][/tr] [tr=k_EResultValueOutOfRange][td][b]k_EResultValueOutOfRange[/b][/td][td]78[/td][td]The value entered is outside the acceptable range.[/td][/tr] [tr=k_EResultUnexpectedError][td][b]k_EResultUnexpectedError[/b][/td][td]79[/td][td]Something happened that we didn't expect to ever happen.…

Events and Announcements Tools

This post-time will be used by Steam algorithms to determine whether a Steam customer has "seen" the event or not. [*]Moving the start time of an event might confuse customers, as calendar entries a player manually creates or downloads may become out-of-sync with the actual event. [/list] [*]End dates - you can always edit the end date on an active event to end it immediately, or conversely, extend the event. …

Like any tool, following best practices will help you get the most out of it. [doclink=marketing/event_tools/event_examples]Click here[/doclink] to see examples of how events and announcements appear in the Steam store, community, and library. …

Distributing Source Engine Games / Mods

I wish to distribute a Source Engine Mod through Steam. Should I fill out the paperwork?[/h4] [b]A.[/b] Yes, please complete the regular [url=https://partner.steamgames.com/doc/gettingstarted/onboarding]digital paperwork [/url]to get signed up as a Steamworks developer. …

A mod can control which items are equipped, have small changes or completely re-imagine what they do within the mod. [*] [h4]Q. Can playing a TF2 mod change my inventory or load-out?[/h4] [b]A.[/b] Mods cannot change your loadout, inventory or properties of items in TF2 proper. [*] [h4]Q. Can I make a TF2 mod where there are no items?…

Wishlists

Many users will wait for a reason to buy your title, such as a transition out of Early Access, a content update, discount, or a friend to play the game with. [*]Look back at Wishlist data after a sale or promotional event to guide your future decisions. …

[/olist] [section]Frequently Asked Questions[/section] [h4]Q: How long after trigger are e-mail notifications sent?[/h4] [b]A:[/b] E-mail notifications may be sent out over multiple hours depending on how many users the system needs to send to. Additionally, notification emails may include several titles, depending on how many a customer has on their wishlist. …

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