Steamworks Documentation
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Curators and Curator Connect

If you are unable to find a specific profile in the Connect tool, it is likely that they have not reviewed a title or been active in the Community in the last 6 months. …

ISteamClient Interface

[b]Example:[/b] [code=cpp]extern "C" void __cdecl SteamAPIDebugTextHook( int nSeverity, const char *pchDebugText ) { ::OutputDebugString( pchDebugText ); if ( nSeverity >= 1 ) { // place to set a breakpoint for catching API errors int x = 3; x = x; } } void EnableWarningMessageHook() { SteamUtils()->SetWarningMessageHook( &SteamAPIDebugTextHook ); }[/code] [section=typedefs]Typedefs[/section] These are typedefs which are defined for use with ISteamClient. …

General Concepts

Standard joystick- and mouse- driven actions will usually have two axes, X and Y, but single-axis analog actions are possible too (such as those commonly bound to analog triggers); in this case the action data will still report two axes, but the Y axis will always be zero. …

Step by Step: Stats

. // Initialize Steam bool bRet = SteamAPI_Init(); // Create the SteamStats object if Steam was successfully initialized if (bRet) { g_SteamStats = new CSteamStats(g_Stats, 6); } ... [/code] [subsection]Processing Callbacks[/subsection] To ensure that we process all Steam callbacks we need to regularly pump for new messages. …

Steam Themed Sale Events

If Valve has requested an additional opt-in for marketing materials inclusion consideration, the deadline to opt in (to the event and the marketing materials permissions) as well as enter your discount is typically 6 weeks prior to event start. Exact deadlines are provided in the Important Dates section of the event-specific documentation. For more information about marketing materials inclusion, see the [doclink=#permissions]Marketing Materials Permissions[/doclink] section below. …

Stats and Achievements

[/section] Ask questions on the [url=http://steamcommunity.com/groups/steamworks/discussions/6/]Stats and Achievements discussion board[/url] …

ISteamNetworkingUtils Interface

[subsection=GetLocalTimestamp]GetLocalTimestamp[/subsection] [code=cpp]SteamNetworkingMicroseconds GetLocalTimestamp();[/code] A general purpose high resolution local timer with the following properties: [list] [*] Monotonicity is guaranteed. [*] The initial value will be at least 24*3600*30*1e6, i.e. about 30 days worth of microseconds. In this way, the timestamp value of 0 will always be at least "30 days ago". …

Steam Frame Debugging

. [*]On PC: [b]adb connect frame[/b] [*]On PC: Open [b]RenderDoc[/b] and in the lower left hand corner select the [b]Android 5.x [/b]device [*]On PC: [b]adb install[/b] your app [*]On PC: In [b]RenderDoc [/b]under [b]Launch Application[/b] select the executable path for your app. …

ISteamRemoteStorage Interface

[/td][/tr] [tr=k_EWorkshopFileTypeGame][td][b]k_EWorkshopFileTypeGame[/b][/td][td]6[/td][td]Unused, used to be for Greenlight game entries[/td][/tr] [tr=k_EWorkshopFileTypeSoftware][td][b]k_EWorkshopFileTypeSoftware[/b][/td][td]7[/td][td]Unused, used to be for Greenlight software entries.…

[/td][/tr] [tr=k_EWorkshopFileTypeControllerBinding][td][b]k_EWorkshopFileTypeControllerBinding[/b][/td][td]12[/td][td]Steam Controller bindings.[/td][/tr] [tr=k_EWorkshopFileTypeSteamworksAccessInvite][td][b]k_EWorkshopFileTypeSteamworksAccessInvite[/b][/td][td]13[/td][td]Only used internally in Steam.…

Steam Playtest

Release State Override keys will continue to grant access to the base game until they are banned, so be sure to read up on [doclink=/features/keys#6]key management[/doclink] and have a plan in place for your Release Override keys after your confidential playtest is over. [/olist] [callout][b]Surfacing an App on Steam[/b]: Keys aside, details of an app on Steam will become visible to many players and/or third party web crawlers once the app: 1) publishes a Store page, 2) becomes available for Pre-Load or 3) gets Released, even if it is released with a 'Hidden' store page. …

ISteamNetworking Interface

[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_ESNetSocketStateInvalid][td][b]k_ESNetSocketStateInvalid[/b][/td][td]0[/td][td][/td][/tr] [tr=k_ESNetSocketStateConnected][td][b]k_ESNetSocketStateConnected[/b][/td][td]1[/td][td]communication is valid[/td][/tr] [tr=k_ESNetSocketStateInitiated][td][b]k_ESNetSocketStateInitiated[/b][/td][td]10[/td][td]states while establishing a connection the connection state machine has started[/td][/tr] [tr=k_ESNetSocketStateLocalCandidatesFound][td][b]k_ESNetSocketStateLocalCandidatesFound[/b][/td][td]11[/td][td]p2p connections we've found our local IP info[/td][/tr] [tr=k_ESNetSocketStateReceivedRemoteCandidates][td][b]k_ESNetSocketStateReceivedRemoteCandidates[/b][/td][td]12[/td][td]we've received information from the remote machine, via the Steam back-end, about their IP info[/td][/tr] [tr=k_ESNetSocketStateChallengeHandshake][td][b]k_ESNetSocketStateChallengeHandshake[/b][/td][td]15[/td][td]direct connections we've received a challenge packet from the server[/td][/tr] [tr=k_ESNetSocketStateDisconnecting][td][b]k_ESNetSocketStateDisconnecting[/b][/td][td]21[/td][td]failure states the API shut it down, and we're in the process of telling the other end[/td][/tr] [tr=k_ESNetSocketStateLocalDisconnect][td][b]k_ESNetSocketStateLocalDisconnect[/b][/td][td]22[/td][td]the API shut it down, and we've completed shutdown[/td][/tr] [tr=k_ESNetSocketStateTimeoutDuringConnect][td][b]k_ESNetSocketStateTimeoutDuringConnect[/b][/td][td]23[/td][td]we timed out while trying to creating the connection[/td][/tr] [tr=k_ESNetSocketStateRemoteEndDisconnected][td][b]k_ESNetSocketStateRemoteEndDisconnected[/b][/td][td]24[/td][td]the remote end has disconnected from us[/td][/tr] [tr=k_ESNetSocketStateConnectionBroken][td][b]k_ESNetSocketStateConnectionBroken[/b][/td][td]25[/td][td]connection has been broken; either the other end has disappeared or our local network connection has broke[/td][/tr] [/table] [section=typedefs]Typedefs[/section] These are typedefs which are defined for use with ISteamNetworking. …

ISteamHTTP Interface

[/td][/tr] [tr=k_EHTTPMethodOPTIONS][td][b]k_EHTTPMethodOPTIONS[/b][/td][td]6[/td][td]The HTTP Method is set to OPTIONS.[/td][/tr] [tr=k_EHTTPMethodPATCH][td][b]k_EHTTPMethodPATCH[/b][/td][td]7[/td][td]The HTTP Method is set to PATCH.…

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