Steamworks Documentation
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ISteamNetworkingUtils Interface

To get the first iterable value, pass k_ESteamNetworkingConfig_Invalid. Returns k_ESteamNetworkingConfig_Invalid to signal end of list. The bEnumerateDevVars argument can be used to include "dev" vars. These are vars that are recommended to only be editable in "debug" or "dev" mode and typically should not be shown in a retail environment where a malicious local user might use this to cheat. …

This can be extremely useful during development, but it can also be useful for troubleshooting problems with tech savvy end users. If you have a console or other log that customers can examine, these log messages can often be helpful to troubleshoot network issues.…

Trailers

Note: Deletion / re-submission will move the trailer to the back of the queue. [h4]Q. What do I do if my trailer processing ended with an error?[/h4] A. The most common reason for a trailer to fail is the resolution of the video. Please ensure you use a common resolution such as 1920x1080 or 1280x720 to avoid any downstream processing issues. …

ISteamUserStats Interface

[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]AppID that we're getting global stats for[/td][/tr] [tr][td][b]count[/b][/td][td]uint32[/td][td]✔[/td][td]Number of stats get data for[/td][/tr] [tr][td][b]name[0][/b][/td][td]string[/td][td]✔[/td][td]Names of stat to get data for[/td][/tr] [tr][td][b]startdate[/b][/td][td]uint32[/td][td][/td][td]Start date for daily totals (unix epoch timestamp)[/td][/tr] [tr][td][b]enddate[/b][/td][td]uint32[/td][td][/td][td]End date for daily totals (unix epoch timestamp)[/td][/tr] [/table] Retrieves the global stats percentages for the specified app. …

Steam Inventory Web Functions

. [*] auth - is the HMAC-SHA1 authentication code computed from the five preceding values in order, separated by newlines, using your Itemcart Secret Key. See sample PHP at end of document. Your secret key is visible from the Economy tab of your app's Steamworks configuration page. [*] lang - is an optional ICU language code ('en' for English) that sets the default language on the checkout page. …

ISiteLicenseService Interface

[/td][/tr] [/table] [code-inline]game_names[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]id[/b][/td][td]uint32[/td][td]ID number of entry; referenced in site info below[/td][/tr] [tr][td][b]name[/b][/td][td]string[/td][td]Game name[/td][/tr] [/table] [code-inline]sites[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]siteid[/b][/td][td]uint64[/td][td]64-bit SiteID of the site[/td][/tr] [tr][td][b]site_name[/b][/td][td]string[/td][td]Site name you have assigned to the site[/td][/tr] [tr][td][b]clients[/b][/td][td]see below[/td][td]list of active clients at the site[/td][/tr] [/table] [code-inline]clients[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]ip_address[/b][/td][td]string[/td][td]IP address of client computer[/td][/tr] [tr][td][b]hostname[/b][/td][td]string[/td][td]machine name of client computer[/td][/tr] [tr][td][b]games[/b][/td][td]see below[/td][td]list of active game sessions on the client computer[/td][/tr] [/table] [code-inline]games[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]id[/b][/td][td]uint32[/td][td]ID of game in the [code-inline]game_names[/code-inline] section of the response[/td][/tr] [tr][td][b]start_time[/b][/td][td]string[/td][td]time this game session started (RFC 3339 UTC format)[/td][/tr] [tr][td][b]license_type[/b][/td][td]string[/td][td]see below[/td][/tr] [/table] [code-inline]license_type[/code-inline] may have one of the following values: [table] [tr][th]Value[/th][th]Description[/th][/tr] [tr][td][b]user[/b][/td][td]The user owns a license for the game[/td][/tr] [tr][td][b]commercial[/b][/td][td]The user is playing via a paid commercial license applied to the site[/td][/tr] [tr][td][b]free[/b][/td][td]The user is playing via a free commercial license applied to the site[/td][/tr] [/table] [section=GetTotalPlaytime]GetTotalPlaytime[/section] [code=http]GET https://api.steampowered.com/ISiteLicenseService/GetTotalPlaytime/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key[/td][/tr] [tr][td][b]start_time[/b][/td][td]string[/td][td]✔[/td][td]Report activity starting on or after this time. RFC 3339 UTC format.[/td][/tr] [tr][td][b]end_time[/b][/td][td]string[/td][td]✔[/td][td]Report activity starting before this time. RFC 3339 UTC format.[/td][/tr] [tr][td][b]siteid[/b][/td][td]uint64[/td][td][/td][td]Site ID to see; zero for all sites[/td][/tr] [/table] Get total playtime amounts for all games over a period of time; for one or all sites. …

Steam Next Fest: June 2027

Just return to the registration page for your game by inserting your base game's appID at the end of this URL https://partner.steamgames.com/optin/sale/nextfest_june_2027/<appid> and deselect the checkbox at the very bottom of the page to remove your game from the festival. …

Steam Next Fest: February 2027

Just return to the registration page for your game by inserting your base game's appID at the end of this URL https://partner.steamgames.com/optin/sale/nextfest_feb_2027/<appid> and deselect the checkbox at the very bottom of the page to remove your game from the festival. …

IGameInventory Interface

[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appid of game[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]The Steam ID to fetch history for[/td][/tr] [tr][td][b]contextid[/b][/td][td]uint64[/td][td]✔[/td][td]The context to fetch history for[/td][/tr] [tr][td][b]starttime[/b][/td][td]uint32[/td][td]✔[/td][td]Start time of the history range to collect[/td][/tr] [tr][td][b]endtime[/b][/td][td]uint32[/td][td]✔[/td][td]End time of the history range to collect[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …

Steam Cloud

. [*] Set [code-inline]testappcloudpaths 0[/code-inline] and [code-inline]set_spew_level 0 0[/code-inline] to end testing. You can restart the Steam client to get rid of the console tab. [/olist] Don't forget to disable developers-only mode and publish the changes when you're done testing. …

See also [api]ISteamRemoteStorage::BeginFileWriteBatch[/api] and [api]ISteamRemoteStorage::EndFileWriteBatch[/api] - these wrappers should be used to provide hints to Steam which will help it safely sync up to the Steam Cloud at the time when the user initiates a system suspend. …

Setting Up A Stream

. [*]Go to the “Options” tab and confirm the start and stop times of the event are correct. You can continue your stream for up to 24 hours past the end time of your event. [*]Save and publish your event. When you start streaming during the event, your stream will appear on your store page. …

ISteamLeaderboards Interface

[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appid of game[/td][/tr] [tr][td][b]rangestart[/b][/td][td]int32[/td][td]✔[/td][td]range start or 0[/td][/tr] [tr][td][b]rangeend[/b][/td][td]int32[/td][td]✔[/td][td]range end or max LB entries[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td][/td][td]SteamID used for friend & around user requests[/td][/tr] [tr][td][b]leaderboardid[/b][/td][td]int32[/td][td]✔[/td][td]ID of the leaderboard to view[/td][/tr] [tr][td][b]datarequest[/b][/td][td]string[/td][td]✔[/td][td]type of request: RequestGlobal, RequestAroundUser, RequestFriends[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …

ISteamNetworkingMessages Interface

You'll have to call [api]ISteamNetworkingMessages::ReceiveMessagesOnChannel[/api] with the same channel number in order to retrieve the data on the other end. Using different channels to talk to the same user will still use the same underlying connection, saving on resources. If you don't need this feature, use 0. …

Sale Page Tools - Section Types

[/list] [subsection]How to Link a Sale Page[/subsection] Find the unique event ID at the end of the URL in the event editor. Example: For the URL the event ID is 1234. [code]https://steamcommunity.com/group/examplegroup/partnerevents/edit/1234[/code] Use this ID to link the sale page in the editor. …

ISteamApps Interface

[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]AppID of game[/td][/tr] [tr][td][b]starttime[/b][/td][td]uint32[/td][td][/td][td]Start time, set as a Unix timestamp[/td][/tr] [tr][td][b]endtime[/b][/td][td]uint32[/td][td][/td][td]End time, set as a Unix timestamp[/td][/tr] [tr][td][b]continue_token[/b][/td][td]string[/td][td][/td][td]Pagination token from the previous response. …

ISteamRemoteStorage Interface

[subsection=BeginFileWriteBatch]BeginFileWriteBatch[/subsection] [code=cpp]bool BeginFileWriteBatch( );[/code] Use this along with [apitype]ISteamRemoteStorage::EndFileWriteBatch[/apitype] to wrap a set of local file writes/deletes that should be considered part of one single state change. For example, if saving game progress requires updating both [code-inline]savegame1.dat[/code-inline] and [code-inline]maxprogress.dat[/code-inline], wrap those operations with calls to [code-inline]BeginFileWriteBatch[/code-inline] and [code-inline]EndFileWriteBatch[/code-inline]. …

[b]Returns:[/b] [apitype]steam_api::SteamAPICall_t[/apitype] to be used with a [apitype]ISteamRemoteStorage::RemoteStorageDeletePublishedFileResult_t[/apitype] call result. [subsection=EndFileWriteBatch]EndFileWriteBatch[/subsection] [code=cpp]bool EndFileWriteBatch( );[/code] Use this along with [apitype]ISteamRemoteStorage::BeginFileWriteBatch[/apitype] - see that documentation for more details. …

Bundles

[/olist] [section]How store bundles work[/section] Steam Bundles work by applying a discount percentage (defined when creating the bundle) to all of the packages in the bundle not already in the account of the purchasing customer. The three scenarios illustrated below show what the customer ends up paying based on the titles they already have and what happens to the price when an item in the bundle is discounted. [docimg=DocumentationIllustration_01-02.png]DocumentationIllustration_01-02.png[/docimg] [section]Why Steam Bundles?…

UTM Analytics

Traffic through these widgets and subsequent conversions can then appear in your UTM reporting. For this to work, simply add your UTM parameters to the end of the URL in the iframe code. For example: [code]<iframe src="https://store.steampowered.com/widget/546560/?utm_source=mywebsite&utm_campaign=summer_sale&utm_medium=web" frameborder="0" width="646" height="190"></iframe>[/code] For more details, please see Store Page Widget documentation: [url="https://partner.steamgames.com/doc/marketing/widget"]https://partner.steamgames.com/doc/marketing/widget[/url] [section]Known Challenges[/section] [subsection]Tracked Visits[/subsection] Tracked Traffic reports the users that are signed in to Steam in some way, including the desktop client, desktop web browser, mobile app, or mobile web browser. …

Steam Keys

[/callout] You may ban keys to revoke access from users whose license has expired (for example, the end of a beta) or to revoke keys that have been stolen or purchased fraudulently. If you have a lot of keys to ban, you may want to break them up into groups of 10K per text file. …

ISteamMatchmaking Interface

The old request will be canceled if a new one is started. Depending on the users connection to the Steam back-end, this call can take from 300ms to 5 seconds to complete, and has a timeout of 20 seconds. [b]NOTE:[/b] To filter the results you MUST call the [code-inline]AddRequestLobbyList*[/code-inline] functions before calling this. …

So for the choose-a-character scenario, the user who is picking a character would send the binary message 'I want to be Zoe', the lobby owner would see that message, see if it was OK, and broadcast the appropriate result (user X is Zoe). These messages are sent via the Steam back-end, and so the bandwidth available is limited. For higher-volume traffic like voice or game data, you'll want to use the [doclink=features/multiplayer/networking]Steam Networking API[/doclink]. …

Stats and Achievements

This is to help ensure consistency and to avoid making it possible for a malicious game server to set anyone's stats at any time. Given the restriction, it is important not to wait until the end of a round to set stats. Set them continuously so you can store them as a user quits. Clients will get automatic updates when a game server changes their stats. …

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