Steamworks Documentation
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ISteamMicroTxn Interface

[/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.…

[/list] [/list] [/list] [b]Example Response:[/b] [code=xml] <response> <result>OK</result> <params> <orderid>938474</orderid> <transid>374839</transid> </params> </response> [/code]…

Reporting and Payments

Pierre And Miquelon [*]United States[/list] [subsection]Oceania[/subsection] [list][*]American Samoa [*]Australia [*]Cocos (Keeling) Islands [*]Cook Islands [*]Christmas Island [*]Fiji [*]Micronesia, Federated States of [*]Guam [*]Kiribati [*]Marshall Islands [*]Northern Mariana Islands [*]New Caledonia [*]Norfolk Island [*]Nauru [*]Niue [*]New Zealand [*]French Polynesia [*]Papua New Guinea [*]Palau [*]Solomon Islands [*]Tokelau [*]East Timor [*]Tonga [*]Tuvalu [*]U.S. Minor Islands [*]Vanuatu [*]Wallis And Futuna Islands [*]Samoa[/list] [subsection]Other[/subsection] [list][*]Antarctica [*]Bouvet Island [*]Heard and McDonald Islands [*]Pitcairn [*]Saint Helena [*]French Southern Territories[/list] [subsection]Central Asia[/subsection] [list][*]Armenia [*]Azerbaijan [*]Belarus [*]Kyrgyzstan [*]Kazakhstan [*]Moldova, Republic of [*]Russian Federation [*]Tajikistan [*]Turkmenistan [*]Ukraine [*]Uzbekistan[/list] [subsection]South Asia[/subsection] [list][*]Afghanistan [*]Bangladesh [*]Bhutan [*]India [*]British Indian Ocean Territory [*]Sri Lanka [*]Maldives [*]Nepal [*]Pakistan[/list] [subsection]South East Asia[/subsection] [list][*]Brunei Darussalam [*]Indonesia [*]Cambodia [*]Laos [*]Myanmar (Burma) [*]Malaysia [*]Philippines [*]Singapore [*]Thailand [*]Viet Nam[/list] [subsection]Western Europe[/subsection] [list][*]Andorra [*]Austria [*]Aland Islands [*]Belgium [*]Switzerland [*]Cyprus [*]Germany [*]Denmark [*]Spain [*]Finland [*]Faroe Islands [*]France [*]United Kingdom [*]Guernsey [*]Gibraltar [*]Greenland [*]Ireland [*]Isle of Man [*]Iceland [*]Italy [*]Jersey [*]Liechtenstein [*]Luxembourg [*]Monaco [*]Malta [*]Netherlands [*]Norway [*]Portugal [*]Sweden [*]Svalbard And Jan Mayen Islands [*]San Marino [*]Holy See (Vatican City State)[/list]…

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?…

Some of the common ones are: [table] [tr][th]Code[/th][th]Text[/th][th]Description[/th][/tr] [tr][td]200[/td][td]OK[/td][td]Success![/td][/tr] [tr][td]400[/td][td]Bad Request[/td][td]Please verify that all required parameters are being sent.[/td][/tr] [tr][td]401[/td][td]Unauthorized[/td][td]Access is denied. …

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. …

Steam Keys

This means you need to be onboarded as a Steamworks partner and have an App credit or App ID for the product. It’s not OK to use the Valve or Steam logos to market a product that is not currently under Steam Distribution Agreement. [*]Release State Override Steam Keys and Alpha/Beta Access for Backers: It’s OK to request a relatively small number of Release State Override keys that allow early, pre-release access to your game on Steam—these keys can be used to fulfill your most passionate crowdfunding supporters so that they can help test your game ahead of launch. …

Steam Keys are a convenient way for you to add players to your Steam Playtest. However, please keep in mind that it’s not OK to charge customers to access your Steam Playtest, and you should never sell Steam Playtest Steam keys or include them in paid Steam key bundles or subscriptions. …

ISteamGameCoordinator Interface

[subsection=RetrieveMessage]RetrieveMessage[/subsection] [code=cpp]EGCResults RetrieveMessage( uint32 *punMsgType, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]punMsgType[/b][/td][td][apitype]steam_api::uint32[/apitype] *[/td][td][/td][/tr] [tr][td][b]pubDest[/b][/td][td]void *[/td][td][/td][/tr] [tr][td][b]cubDest[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td][/td][/tr] [tr][td][b]pcubMsgSize[/b][/td][td][apitype]steam_api::uint32[/apitype] *[/td][td][/td][/tr] [/table] Fills the provided buffer with the first message in the queue and returns k_EGCResultOK or returns k_EGCResultNoMessage if there is no message waiting. pcubMsgSize is filled with the message size. If the provided buffer is not large enough to fit the entire message, k_EGCResultBufferTooSmall is returned and the message remains at the head of the queue. …

[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EGCResultOK][td][b]k_EGCResultOK[/b][/td][td]0[/td][td]Success.[/td][/tr] [tr=k_EGCResultNoMessage][td][b]k_EGCResultNoMessage[/b][/td][td]1[/td][td]There is no message in the queue.…

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. …

It is acceptable to apply a new certificate at any time, and so if you want to issue certificates more often, for example at the start of every match, that is OK. Every client must have a unique identity. If possible, use the platform-specific identities. (For Steam clients, this is a requirement.) …

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. …

Step by Step: Stats

[code=cpp] void CSteamStats::OnUserStatsStored( UserStatsStored_t *pCallback ) { // we may get callbacks for other games' stats arriving, ignore them if ( m_iAppID == pCallback->m_nGameID ) { if ( k_EResultOK == pCallback->m_eResult ) { OutputDebugString( "StoreStats - success\n" ); } else if ( k_EResultInvalidParam == pCallback->m_eResult ) { // One or more stats we set broke a constraint. …

OutputDebugString( "StoreStats - some failed to validate\n" ); // Fake up a callback here so that we re-load the values. UserStatsReceived_t callback; callback.m_eResult = k_EResultOK; callback.m_nGameID = m_iAppID; OnUserStatsReceived( &callback ); } else { char buffer[128]; _snprintf( buffer, 128, "StoreStats - failed, %d\n", pCallback->m_eResult ); OutputDebugString( buffer ); } } } [/code] [section]Step 3 - Integrating into your game[/section] The following is a complete listing of code snippets that you would need to integrate into your game in the appropriate locations. …

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. …

ISteamVideo Interface

[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_eResult[/b][/td][td][apitype]steam_api::EResult[/apitype][/td][td]The result of the operation. Possible values: [list] [*] [apitype]steam_api::k_EResultOK[/apitype] - Success [*] [apitype]steam_api::k_EResultInvalidParam[/apitype] - This application is not a video and cannot be streamed. [*] [apitype]steam_api::k_EResultFileNotFound[/apitype] - This video has not been processed for streaming. [*] [apitype]steam_api::k_EResultAccessDenied[/apitype] - The video could not be accessed. …

[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_eResult[/b][/td][td][apitype]steam_api::EResult[/apitype][/td][td]The result of the operation. [list] [*] [apitype]steam_api::k_EResultOK[/apitype] if the call is successful. [*] [apitype]steam_api::k_EResultInvalidParam[/apitype] if the app ID provided is not a video app ID or if the user does not own a license for it. …

Removing a product from Steam

. [*][b]Contact other retailers if you sell your product via Steam key[/b] - If your title is no longer sold on Steam, it should also be retired from any other stores where you sell Steam keys, including retail and your own website. It’s not OK to continue selling Steam keys if the game is no longer listed on the Steam store. You will need to get a list of unsold keys from each of your retailers and ban them using the [url=https://partner.steamgames.com/partnerbatchbancdkeys/]Ban CD Key Tool[/url] [*][b]Communicate the change to your customers[/b] - It’s important to explain the situation to your customers. …

steam_api.h

[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EAuthSessionResponseOK][td][b]k_EAuthSessionResponseOK[/b][/td][td]0[/td][td]Steam has verified the user is online, the ticket is valid and ticket has not been reused.…

[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EResultOK][td][b]k_EResultOK[/b][/td][td]1[/td][td]Success.[/td][/tr] [tr=k_EResultFail][td][b]k_EResultFail[/b][/td][td]2[/td][td]Generic failure.…

ISteamNetworkingSockets Interface

On entry, nLanes specifies the length of the pLanes array. This may be 0 if you do not wish to receive any lane data. It's OK for this to be smaller than the total number of configured lanes. pLanes points to an array that will receive lane-specific info. …

Returns: [list] [*][b]-1[/b]: failure (bad connection handle) [*][b]0[/b]: OK, your buffer was filled in and '\0'-terminated [*][b]>0[/b]: Your buffer was either nullptr, or it was too small and the text got truncated. …

Uploading Steam Input Configs to Steam Workshop

" [docimg=steamworks_steam_controller_custom2.png]steamworks_steam_controller_custom2.png[/docimg] [*] Paste the file ID of your public configuration into the box, and click the OK button. [docimg=steamworks_steam_controller_custom3.png]steamworks_steam_controller_custom3.png[/docimg] [*] Publish your app changes in the partner site as usual. …

Graphical Asset Rules

. [*][b]Only to describe new content that is currently available for Steam users[/b] - The only acceptable additional text on a game capsule are words describing a current major update to the game (new update), content that is currently available to a user (new seasonal event, battle pass, DLC), or similar new content for the game. It’s OK to include text like “DLC now available!” or “Major Update now Live!”. [b]Text cannot include[/b] any other call-to-action not related to the new content, such as “Wishlist now!” …

Steam Playtest

Steam Keys are a convenient way for you to add players to your Steam Playtest. However, please keep in mind that it’s not OK to charge customers to access your Steam Playtest, and you should never sell Steam Playtest Steam keys or include them in paid Steam key bundles or subscriptions.…

[/h4][/b] [b]A:[/b] Some multiplayer games may wish to open up servers during limited time windows, and that’s an ok use of Steam Playtest. We’d recommend using [url=https://partner.steamgames.com/doc/marketing/event_tools]Steam Events and Announcements[/url] to talk to your players about scheduled updates or coordinated playtests. …

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