Steamworks Documentation
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ISteamMicroTxn Interface

[/list] [/list] [/list] [b]Example Response:[/b] [code=json] { "response": { "result": "OK", "params": { "count": 4, "orders": [ { "orderid": "1233", "transid": "1234567890123456788", "steamid": "76561197972751825", "status": "PartialRefund", "currency": "USD", "time": "2024-01-23T18:30:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:15:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Refunded" }, { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1234", "transid": "1234567890123456789", "steamid": "76561197972751825", "status": "Failed", "currency": "USD", "time": "2024-01-23T18:40:30Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Failed" } ] }, { "orderid": "1235", "transid": "1234567890123456790", "steamid": "76561197972751825", "status": "Succeeded", "currency": "USD", "time": "2024-01-23T18:40:40Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:30Z", "items": [ { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1236", "transid": "1234567890123456791", "steamid": "76561197972751825", "status": "Chargedback", "currency": "USD", "time": "2024-01-23T19:55:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:40:00Z", "items": [ { "itemid": 102, "qty": 1, "amount": 999, "vat": 89, "itemstatus": "Chargedback" } ] } ] } } } [/code] [section=GetUserAgreementInfo]GetUserAgreementInfo[/section] [code=http]GET https://partner.steam-api.com/ISteamMicroTxn/GetUserAgreementInfo/v2/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…

[/list] [/list] [/list] [b]Example Response:[/b] [code=xml] <response> <result>OK</result> <params> <state>WA</state> <country>US</country> <currency>USD</currency> </params> </response> [/code] [section=InitTxn]InitTxn[/section] [code=http]POST https://partner.steam-api.com/ISteamMicroTxn/InitTxn/v3/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…

Game Servers

This is the best choice for highly competitive games (such as Dota 2) or games with persistent servers that stay around after players leave (such as Team Fortress 2). [section]Steam Server Browser[/section] A large part of the game server experience on Steam comes from the unified server browser. …

Web API Overview

[section]Example Query[/section] The following example retrieves the 3 most recent news entries for Team Fortress 2. The request specifies that the response should be returned as JSON and includes: a required appid parameter (Team Fortress 2's AppID is 440), and an optional count parameter to limit the number of results returned. …

Multiplayer

This is the best choice for highly competitive games (such as Dota 2) or games with persistent servers that keep running even after all players leave (such as Team Fortress 2). You can read more about it in the [doclink=features/multiplayer/game_servers][/doclink] documentation.…

Developing for SteamOS and Linux

This is the approach used by older Valve Source games such as Team Fortress 2 and Counter-Strike: Source. If you choose OpenGL then we recommend using the core functionality in OpenGL 3.0 for your game. …

The following libraries provide support for other aspects of game development: [list] [*] [url=http://www.freetype.org/index.html]FreeType[/url] - font rendering (both vector-based and bitmap fonts) on Linux [*] [url=http://www.freedesktop.org/wiki/Software/fontconfig]Fontconfig[/url] - configuring and customizing font access [*] [url=http://www.radgametools.com/miles.htm]Miles Sound System[/url] - a middleware sound engine for Linux development [*] [url=http://www.radgametools.com/bnkmain.htm]Bink Video[/url] - a video codec designed for game developers [*] [url=http://www.webmproject.org/]WebM[/url] - an open media file format; used for recording Team Fortress 2 video instead of QuickTime. [/list] [section]Linux Runtime[/section] Titles with native Linux support may select a specific version of the Steam for Linux runtime to execute under. …

ISteamUser Interface

[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EDurationControlNotification_None][td][b]k_EDurationControlNotification_None[/b][/td][td]0[/td][td]Callback is just informing you about progress, no notification to show[/td][/tr] [tr=k_EDurationControlNotification_1Hour][td][b]k_EDurationControlNotification_1Hour[/b][/td][td]1[/td][td]player has been playing for an hour - game can show something at this time if desired[/td][/tr] [tr=k_EDurationControlNotification_3Hours][td][b]k_EDurationControlNotification_3Hours[/b][/td][td]2[/td][td](deprecated)[/td][/tr] [tr=k_EDurationControlNotification_HalfProgress][td][b]k_EDurationControlNotification_HalfProgress[/b][/td][td]3[/td][td](deprecated)[/td][/tr] [tr=k_EDurationControlNotification_ExitSoon_3h][td][b]k_EDurationControlNotification_ExitSoon_3h[/b][/td][td]4[/td][td]player has been playing for the allowed time and should exit the game[/td][/tr] [tr=k_EDurationControlNotification_ExitSoon_5h][td][b]k_EDurationControlNotification_ExitSoon_5h[/b][/td][td]4[/td][td]player has been playing for the allowed time and should exit the game[/td][/tr] [tr=k_EDurationControlNotification_ExitSoon_Night][td][b]k_EDurationControlNotification_ExitSoon_Night[/b][/td][td]4[/td][td]player has been playing until the locally allowed time of day (10PM) and should exit the game[/td][/tr] [/table] [b]Associated Functions:[/b] [api]ISteamUser::GetDurationControl[/api] [api]ISteamUser::BSetDurationControlOnlineState[/api] [subsection=EDurationControlOnlineState]EDurationControlOnlineState[/subsection] Describes the online/offline play state of a game. Currently this is only used to support the game being able to prevent steam from exiting the game automatically when the user's playtime is consumed. If the game calls BSetDurationControlOnlineState(k_EDurationControlOnlineState_OnlineHighPri) then Steam will not force exit the game - in this case it is up to the game to do so! …

Steam Workshop Implementation Guide

These files will not be downloaded by users through the Workshop, but will be viewable by the community to rate. This is the implementation that Team Fortress 2 uses. [/list] [/list] [*] Register a call result handler for [apitype]ISteamUGC::CreateItemResult_t[/apitype] [*] First check the [code-inline]m_eResult[/code-inline] to ensure that the item was created successfully. [*] When the call result handler is executed, read the [code-inline]m_nPublishedFileId[/code-inline] value and store for future updates to the workshop item (e.g. in a project file associated with the creation tool). [*] The [code-inline]m_bUserNeedsToAcceptWorkshopLegalAgreement[/code-inline] variable should also be checked and if it's [b]true[/b], the user should be redirected to accept the legal agreement. …

[code=cpp] "workshopitem" { "appid" "480" "publishedfileid" "5674" "contentfolder" "D:\\Content\\workshopitem" "previewfile" "D:\\Content\\preview.jpg" "visibility" "0" "title" "Team Fortress Green Hat" "description" "A green hat for Team Fortress" "changenote" "Version 1.2" } [/code] Notes: [list] [*] The keys map to the various ISteamUGC::SetItem[...] methods. …

Distributing Source Engine Games / Mods

[/b] The best way to contact us with questions about shipping your mod is by filing a support ticket on https://help.steampowered.com. [/list] [section=TF2FAQ]Team Fortress 2 Mods FAQ[/section] [list] [*] [h4]Q. Where do I get the TF2 SDK?[/h4] [b]A.[/b] The TF2 SDK is part of the Source SDK 2013, which is available on [url=https://github.com/ValveSoftware/source-sdk-2013]Github[/url] or via [url=steam://rungameid/243750]Steam[/url] . [*] [h4]Q. …

Steam Cloud

Steam will automatically sync the groups of files when the application launches and exits. Avoid machine-specific configurations such as video quality. [callout]Note: The file steam_autocloud.vdf will be created in each location specified by your Steamworks cloud paths. …

Steam will suspend your game process and upload any changed files to the Steam Cloud. [*] Optional: play the game on another device, creating further progress, and then exit and let that Steam client upload progress to the Steam Cloud. [*] Back on the original device, in the Steam Console, enter [code-inline]resume_suspended_games[/code-inline]. …

Error Codes &amp;amp; Responses

. [*] Documentation is available on the [url=https://developer.valvesoftware.com/wiki/KeyValues]Valve Developer Community wiki[/url] and on the [url=https://wiki.teamfortress.com/wiki/WebAPI/VDF]Official Team Fortress 2 wiki[/url]. [*] Arrays in the data are represented as a VDF array with the name of the type of the objects in the array, with a VDF array being an object with each item being prefixed with its numeric key as a quoted string. [*] Null is represented as an empty string. [*] [b]Example[/b]: [code=nohighlight] "appnews" { "appid" "440" "newsitems" { "0" { "gid" "1904306376092568991" "title" "Prince of Prolander Event " "url" "http://store.steampowered.com/news/externalpost/tf2_blog/1904306376092568991" "is_external_url" "1" "author" "" "contents" "<a href=\"http://rgl.gg/default.aspx\"><img src=\"https://steamcdn-a.akamaihd.net/steam/news/29555/prince.png?…

Action Set Layers

"sniper" [docimg=action_set_layers_sniper_2.png]action_set_layers_sniper_2.png[/docimg] The code for this might look something like: [code=cpp] void changeClass(EClassID myClass) { if(myClass == SNIPER) { SteamInput()->ActivateActionSetLayer( controllerHandle1, sniperLayerHandle ); } //logic for other classes } [/code] If the player enters or exits a vehicle, the controls for the vehicle layer are activated/deactivated on those state changes, adding or removing new controls for vehicle specific functions. …

Franchise Pages

When a Steam customer follows your franchise, they are giving Steam a strong signal that they enjoy that content and allows Steam to expand the customer store experience in the following ways: [list] [*] [b]Email notification[/b] - Followers of your franchise will receive an email when a game in your franchise releases or enters early access or exits early access. [*] [b]Featuring games[/b] - When followers are browsing either the Steam front page or a genre and/or tag Steam hub page, Steam will mix in recently released games from the franchise into the main capsules on those pages. …

Steam Frame Debugging

. [*]Then to get the files you'll want to ssh into the headset: [b]ssh steamos@frame[/b] [*]Run this command to zip up the latest dataset: [code]zip -r latestDataset.zip "$(ls -td /home/steamos/.config/openvr/config/cv/xrservice/datasets/ | head -n 1)"[/code] [*]Exit ssh (just type [b]exit[/b]) [*]Download the zip from your headset into your current directory with scp: [code]scp steamos@frame:/home/steamos/latestDataset.zip[/code] [*]Then upload to your favorite file host and email us a link to the file. …

Performance Assessment Overlay (VR titles)

However, the [b]Performance Assessment[/b] section of the overlay is only displayed while a VR title is running. After exiting a VR title, the [b]Performance Assessment[/b] section of the overlay remains visible for up to 30 seconds with the current results, even if a VR title is launched immediately. …

Features

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.[/td][/tr] [tr][td][doclink=features/steam_controller][/doclink][/td][td]Steam Input is a flexible input library that supports over three hundred devices including all common variants of Xbox, Playstation, Nintendo Switch, and Steam Controllers.…

Uploading to Steam

/steamcmd.sh [*] SteamCmd will then run and update to the latest build, leaving you in the SteamCmd prompt [*] Type exit and press return to exit the prompt [/olist] You can then follow the rest of this documentation (substituting paths as appropriate) to create depot and app config files for uploading your content to Steam. …

\Build\GameDataSku.txt" c:\destination beta_key beta_password +exit [/code] [subsection]Installing DLC from a retail installer[/subsection] In some circumstances, you may wish to create a retail installer that includes your DLC packages. …

Steam Workshop Item Versioning

If so, you can call [api]ISteamApps::SetActiveBeta[/api] to switch to a specific older version of the game that is known to support the mods. Calling this API will cause Steam to exit the running game, switch build branches (kicking off an install of that branches content), and restart the game in that new version. …

Step by Step: Leaderboards

[/code] [subsection]Shutdown[/subsection] The call to [api]steam_api::SteamAPI_Shutdown[/api] is probably something you already have in your code. It shuts down steam and must be called before you application exits. Finally we delete the helper object we created. [code=cpp] ... // Shutdown Steam SteamAPI_Shutdown(); // Delete the SteamLeaderboards object if (g_SteamLeaderboards) delete g_SteamLeaderboards; ... …

Steam Workshop

You can start off with a basic uploader that just asks the item-maker to select a .zip file and a preview image, or you can build more validation into your submission path. For example, Team Fortress 2 started with just a submission form that asked the item author to pick a .zip file and preview image. But as we iterated on the process, we added a test environment and validation to make sure that the file that was submitted to the Workshop would be easier to integrate into the game. …

Steam Datagram Relay

Indeed, the Steamworks [api]ISteamMatchmaking[/api] and [api]ISteamMatchmakingServers[/api] APIs have this property, as do some of our own games, such as Team Fortress 2. In this case, you can use the Steamworks "Fake IP" system. A FakeIP is an IP that "looks" like a valid IPv4 address for most purposes, but comes from a reserved address space that is not used on the Internet. …

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