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.…

Activators

When you press the button, it activates and stays on until you release it. [/td][/tr] [tr][td]Double Press[/td][td]Double Press Activator requires a quick double tap of the input to activate. If held on the second press, it will remain pressed. …

If not interruptable, it ignores the other activator in regards to behavior.[/td][/tr] [tr][td]Double Tap Time[/td][td]0.0-1.0[/td][td]Double Press[/td][td]Determines how fast you must double tap to activate the activator. Any interruptable activators also on this input will not fire until this time has passed.…

Input Source Modes

[/td][/tr] [tr][td]Double Tap Duration[/td][td]0.0-1.0[/td][td]Double Tap Duration sets the time required between times to register as a double tap. Lower values will require a very fast double tap while higher values will allow a long time between taps.…

[/td][/tr] [tr][td]Double Tap Duration[/td][td]0.0-1.0[/td][td]Double Tap Duration sets the time required between times to register as a double tap. Lower values will require a very fast double tap while higher values will allow a long time between taps.…

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. …

Setup instructions for the PC Café model (incl. PC Café Server and Content Cache)

. [*]Navigate to the folder that the server files have been extracted to and double click steamcmd.exe, enter the Steam account credentials of your Steam Server account for the location. You can double check what account has been assigned to the location [url=https://partner.steamgames.com/sitelicense/editsites/]here[/url] by logging in with your master account. [*]The first time you're launching the server on a new machine, you will need to enter the Steam Guard code that will be sent to the email address associated with the Steam Server account.…

Please navigate to Steamworks and make sure you log in with your master account. You can double check the account credentials under the "Sites" option at the top or by clicking [url=https://partner.steamgames.com/sitelicense/editsites/]here[/url]. …

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 Direct Fee

As all payments on the Steam Store, including that for the Steam Direct Fee, are made by individual user accounts and not corporate accounts, the invoice for the Steam Direct Fee will also be issued to the individual user that was logged in when the Steam Direct Fee was paid. Please note that Valve cannot issue double invoices for the same transaction; if you have paid the Steam Direct Fee on behalf of another party such as your employer then the easiest solution is often to file an expense report with them. …

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. …

ISteamGameServerStats Interface

[subsection=UpdateUserAvgRateStat]UpdateUserAvgRateStat[/subsection] [code=cpp]bool UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamIDUser[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The Steam ID of the user to update the AVGRATE stat for.…

[/td][/tr] [tr][td][b]flCountThisSession[/b][/td][td]float[/td][td]The value accumulation since the last call to this function.[/td][/tr] [tr][td][b]dSessionLength[/b][/td][td]double[/td][td]The amount of time in seconds since the last call to this function.[/td][/tr] [/table] Updates an AVGRATE stat with new values for the specified user. …

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?…

How to load and run games on Steam Deck and Steam Machine

After running this command, output normally shown in the Steam client [b]Console[/b] tab (when launched with [code-inline]-console[/code-inline]) will show up here highlighted as [b]SteamClient[/b]. To execute console commands, wrap the entire command in double quotes in a call to [code-inline]SteamClient.Console.ExecCommand()[/code-inline]. The example below shows two such calls, one to enable testing Dynamic Cloud Sync for app 480, and the subsequent one to disable it: [docimg=deck_cef_client_console_example.png]deck_cef_client_console_example.png[/docimg] …

Action Manifest Files

[subsection]Starting with an In-Game Actions file[/subsection] [subsection]Step 1 - Setting up Dev-mode for Steam Input[/subsection] Before editing the Action Manifest File, we need to enable Steam Input dev-mode so that we can export configurations as a developer and receive error messages if we make mistakes when editing the actions manifest. 1) Go to Steam Big PIcture Mode ->Settings->System and turn on Dev mode for Steam [docimg=export_prestep_1.png]export_prestep_1.png[/docimg] 2) Go to the developer section and turn on "Steam Input Layout Dev Mode" [docimg=export_prestep_2.png]export_prestep_2.png[/docimg] [subsection]Step 2 - Save a configuration[/subsection] If you have an existing IGA file you can save your current configuration out in the controller configuration screen. 1) Select the Gear Icon [docimg=export_step_1.png]export_step_1.png[/docimg] 2) Select "Export layout" [docimg=export_step_2.png]export_step_2.png[/docimg] 3) Select a Title and Description for you game and export the configuration. [callout]Reminder: you will want to double check that you've setup localization tokens in the action manifest for each language supported by your game [/callout] [subsection]Step 3 - Find your configuration[/subsection] Next you will run the following Steam URL to dump the configuration into your OS-specific documents folder, ex: My Documents on Windows (replace [code-inline][your app id][/code-inline] with your title's AppID): Windows Commandline: [code] start steam://dumpcontrollerconfig?…

ISteamHTMLSurface Interface

[b]Returns:[/b] void Triggers a [apitype]ISteamHTMLSurface::HTML_StartRequest_t[/apitype] callback. [subsection=MouseDoubleClick]MouseDoubleClick[/subsection] [code=cpp]void MouseDoubleClick( HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unBrowserHandle[/b][/td][td][apitype]ISteamHTMLSurface::HHTMLBrowser[/apitype][/td][td]The handle of the surface to send the interaction to.[/td][/tr] [tr][td][b]eMouseButton[/b][/td][td][apitype]ISteamHTMLSurface::EHTMLMouseButton[/apitype][/td][td]The mouse button which was double clicked.[/td][/tr] [/table] Tells an HTML surface that a mouse button has been double clicked. The click will occur where the surface thinks the mouse is based on the last call to [api]ISteamHTMLSurface::MouseMove[/api]. …

ISteamUserStats Interface

[/td][/tr] [tr][td][b]pData[/b][/td][td][apitype]steam_api::int64[/apitype] * / double *[/td][td]The variable to return the stat value into.[/td][/tr] [/table] Gets the lifetime totals for an aggregated stat. You must have called [api]ISteamUserStats::RequestGlobalStats[/api] and it needs to return successfully via its callback prior to calling this. …

Must not be longer than [apitype]ISteamUserStats::k_cchStatNameMax[/apitype].[/td][/tr] [tr][td][b]pData[/b][/td][td]double *[/td][td]Array that the daily history will be returned into.[/td][/tr] [tr][td][b]cubData[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total size [b]in bytes[/b] of the [code-inline]pData[/code-inline] array.…

Creating and using InstallScripts

Why doesn't my install script seem to run at all?[/b] [b]A.[/b] Please double check that your configuration is properly prepared. [b]Q. How do I add macOS redistributables? Why doesn't Run Process work in my macOS install script?…

Radial Menus

Note especially that we bind an action set layer command to the fifth menu button, which deactivates the action set layer: [docimg=slime_rancher_radial_menu_config_6.png]slime_rancher_radial_menu_config_6.png[/docimg] And there you have it! A double-layered radial menu. Once again, here's the link to configuration: steam://controllerconfig/433340/1360133345 And the IGA file: [docfile=slime_rancher_nested_radial_menus.vdf]slime_rancher_nested_radial_menus.vdf[/docfile] [section]Further Reading[/section] [list] [*] [url=http://www.gamasutra.com/blogs/LarsDoucet/20170125/289904/The_Steam_Controller_Configurators_Untapped_Power.php]The Steam Controller Configurator's Untapped Power[/url] [*] [doclink=features/steam_controller/input_source][/doclink] [*] [doclink=features/steam_controller/input_source_modes][/doclink] [*] [doclink=features/steam_controller/mode_shifting][/doclink] [*] [doclink=features/steam_controller/mouse_regions][/doclink] [*] [doclink=features/steam_controller/touch_menus][/doclink] [/list] …

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. …

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