Steamworks Documentation
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ISteamNetworkingSockets Interface

([apitype]steamnetworkingtypes::SteamNetworkingMessage_t[/apitype]::m_nConnUserData might also be useful.) Delivery order of messages among different connections will usually match the order that the last packet was received which completed the message. …

Usually you will call this function once, near the start of the connection, perhaps after exchanging a few messages. [*] To assign all lanes the same priority, you may use pLanePriorities=NULL. [*] If you wish all lanes with the same priority to share bandwidth equally (or if no two lanes have the same priority value, and thus priority values are irrelevant), you may use pLaneWeights=NULL [*] Priorities and weights determine the order that messages are SENT on the wire. There are NO GUARANTEES on the order that messages are RECEIVED! Due to packet loss, out-of-order delivery, and subtle details of packet serialization, messages might still be received slightly out-of-order! …

Sale Page Tools - Livestreaming (Broadcasting)

[docimg=live_stream_widget.png]live_stream_widget.png[/docimg] [subsection]Prioritization order[/subsection] When a person visits your sale page, the Broadcast player will choose a livestream to show based on the following logic: [olist] [*] Broadcasts from Steam accounts explicitly added on the "Broadcast" tab and set to priority "Primary" [*] Broadcasts from either of these sources: [list] [*] Steam accounts explicitly added on the "Broadcast" tab and set to priority "Featured" [*] Broadcasts who have a current live slot in the Event Schedule widget (if a schedule widget is included in the sales events) are treated as equal to "Featured" above [doclink=marketing/event_tools/sales/sections#schedule]Learn more about the event schedule sale section.…

This at least provides a fair distribution of viewers. The capsules are presented in descending order by priority bucket and by viewer count within each priority bucket. …

Action Set Layers

. [*] Activating an action set layer that is already active will not change its order in the stack. [*] Deactivating an action set layer, and then activating it, will set it to the top of the stack. [*] Calling [apitype]ISteamInput::ActivateActionSetLayer[/apitype] is cheap and can be safely called repeatedly (but see callout below) [callout=red] [h3]Careful with multiple layers!…

The last layer applied will override any conflicting information that came before, so take special care to apply them in the correct order. Your code could easily have race conditions or other subtle timing bugs that could swap the order. Action set layers are intended for narrow use cases and a good practice is to apply and remove them only on specific game state changes. …

Package Pricing CSV Import/Export

. [*][b]Export filtered packages[/b] - You can apply filters to the visible grid of packages in order to export a subset of packages. This can be useful if you wish to focus on a subset of your packages, say for just one game or franchise. …

Here are a couple of helpful tips to keep in mind: [list] [*][b]Reorder columns[/b] - You can change the order of columns without breaking the upload. Just make sure the first row in your file always has the right currency name for each column. [*][b]Removing rows or columns[/b] - You can remove rows or columns from the spreadsheet with two exceptions: [list] [*]Don't remove the first row. …

Sale Page Tools - Section Types

[docimg=sectionType_Broadcast.jpg]sectionType_Broadcast.jpg[/docimg] [section=schedule]Event Schedule[/section] This can be used to display events scheduled during the selected times by any game listed on your page. The events that appear are ordered by their start time. If multiple events start at the same time then their order is random. If there is an active event with type 'livestream', that game's broadcast will take priority in the broadcast player at 'Featured' priority. …

You can display these games using various layouts (carousel, list, grid, etc.). [/list] [b]Game Ordering:[/b] [list] [*]Based on user interest, determined by revenue or wishlists. [*]For upcoming games, wishlist-based ordering is recommended since revenue data may not yet exist. …

Activators

[/td][/tr] [tr][td]Cycle Binding[/td][td]On, Off[/td][td]Cycle bindings will make this activator cycle through each of its bindings in order each time it is activated. Order is determined by the order they were selected in the button binding process.[/td][/tr] [/table] Here's a description of the various activation types: [table] [tr][th]Activation Type[/th][th]Description[/th][/tr] [tr][td]Regular Press[/td][td]Regular Press Activator is the default type. …

Homepage Example

You can then select a space here on your homepage to display all your public lists. The lists will display here in the order you set for your lists in your list management interface. [section]"Multiplayer" Section[/section] [docimg=multiplayer_tag_01.jpg]multiplayer_tag_01.jpg[/docimg] This multiplayer section is achieved by selecting "Multiplayer" as a tag so that the section automatically populates with all the game's Valve has made that are tagged with "Multiplayer". …

This section will then automatically populate with the titles we've made, sorted in order of revenue. [section]Customized Tags[/section] [docimg=custom_tags_01.jpg]custom_tags_01.jpg[/docimg] You can also customize the tags that are shown in the left-most column of your tabbed area. …

ISteamPublishedItemSearch Interface

For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=RankedByPublicationOrder]RankedByPublicationOrder[/section] [code=http]POST https://partner.steam-api.com/ISteamPublishedItemSearch/RankedByPublicationOrder/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.…

Testing On Steam

[section=Overview]Overview[/section] In order to properly test your application on Steam, you should understand how Steam delivers files to the user. Before getting started you should be familiar with all of the concepts outlined in the [doclink=store/application][/doclink] documentation. …

The DLC has an AppID, and that AppID needs to be in a Dev Comp package that you own (or acquired with a Key) in order to test. Some DLCs contain content and others are just used as a license check by the game to determine features to unlock. You can toggle the ownership (license) on and off using the Steam Console (launch Steam.exe -console), and then using the command [code-inline]enable_license[/code-inline] [section]Adding Friends to Test[/section] If you need to add brand-new Steam accounts to your friends list in order to test multiplayer functionality in your game, you will need to take an extra step. …

Game Soundtracks on Steam

When available, this metadata will be used to determine the playback order of tracks. For multi-disc soundtracks, track numbers must be unique across disks. For example, "disc 1, track 1" might have track ID 1 and "disc 2, track 1" might have track ID 10. [h4]Track Numbering[/h4] The Steam Music Player determines play order from the filenames, not the metadata. If your soundtrack's play order is important, the track number should be included at the start of the filename. …

Steam Themed Sale Events

Some games have a particular mode, or portion of the game that matches a theme. However, in order to be eligible, a game must be primarily about the theme. For example, an adventure game that includes a racing mini-game would not be eligible for the Racing Sale. …

Do I need to register my game before entering a discount?[/b] A. Yes, you need to do the following things in order: [olist] [*]Follow the link in the invitation email, or click the opt-in link provided in each event's dedicated documentation. …

ISteamMatchmaking Interface

[/td][/tr] [tr][td][b]nIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP address of the server in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]nConnPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port used to connect to the server, in host order.…

[/td][/tr] [tr][td][b]nIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP address of the server in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]nConnPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port used to connect to the server, in host order.…

Managing Your Steamworks Account

[/td] [/tr] [tr] [td] [b]Manage Users[/b] [/td] [td] User can add and manage permissions for other users. You must already have this permission in order to grant it to other users. [/td] [/tr] [tr] [td] [b]View Financials[/b] [/td] [td] User can view financial details for all Applications in the partner account. …

Once enabled, the user will need to confirm their email address in order to start receiving emails. [doclink=gettingstarted/managing_users/communication]Click here for details [/doclink] [/td] [/tr] [/table] [subsection]Group Permissions[/subsection] Group-level permissions are assigned for an individual within a permissions group. …

Events and Announcements Visibility

. [*] You can always manage homepage visibility from the Events and Announcement Dashboard [/list] [callout]Don't fret, those "hidden" events are not deleted. They continue to appear in chronological order within your game's Library Detail page and anywhere the Steam players engage with a past event. Players can scroll to see those older events.…

[/list] [section]Featured Event[/section] On your game page in the library, we usually show events in chronological order with the newest at the top. However, when the user goes to your library page, we also look for any event with the "Featured Event" flag set. …

DLC Visibility

. [*][b]Your Game's Store Page[/b] - Your base game's store page lists the available DLC in an order that you can specify [*][b]Your Game's DLC Browse Page [/b]- Each game automatically has a page that displays all of the available DLC, whether that is a single item or hundreds of items. [*][b]Store DLC Hub[/b] - A dedicated DLC Hub is currently an experiment in Steam Labs, where players can explore DLC for the games they play. …

[docimg=doc_store_dlc_gamePageList.jpg]doc_store_dlc_gamePageList.jpg[/docimg] You can control which items and in which order they appear on your store page, by modifying the list of DLC in your edit store admin on the "Special Settings" tab. You can also highlight one item of DLC at the top of the DLC list in a bigger way. …

Steam Timelines

If you need the overlay enabled, you can do so by: [olist] [*]Making sure your Steam account has the Edit App Metadata permission [*]Navigate from the App's landing page to > Edit Steamworks Settings > Installation tab > General Installation [*]Check box for Enable Steam Overlay for Application [*]Publish [/olist] [/callout] [section=activating]Integrating Steam Timeline functionality in your app[/section] The Steam Timeline API calls can be found here: [api]ISteamTimeline[/api] [section=icons]Timeline Icons[/section] Steam Timelines includes a set of icons ready to use for your game. …

Transferring Applications

To ensure uninterrupted functionality during the transfer, we recommend the following process: [olist] [*] When the recipient confirms the transfer, they must check the [doclink=gettingstarted/managing_apps/sharing]Share management rights[/doclink] box at the bottom of the page so the apps remain in the sender's existing web API group(s) after the transfer. Granting financial data access is not required. [*]Once the transfer is approved by Valve, the recipient will need to create new API key(s) under their Steamwork's partner account with the affected apps. [*]Update the game's server infrastructure to use the new API key(s) and confirm expected functionality using the new web api key(s). [*]When ready, either partner can [url=https://partner.steamgames.com/appsharing/details/]cancel the application share[/url] to remove management and web API access of the transferred apps from the old partner account. …

Tip - Renaming a live exe

[subsection]Situation[/subsection] You've got a released game with customers already playing it and you need to rename your exe. [subsection]Solution[/subsection] The order of operations can matter here, as setting a build live doesn’t go through the publish process but changing the launch options does. …

ISteamMatchmakingServers Interface

[subsection=PingServer]PingServer[/subsection] [code=cpp]HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP of the game server you are querying in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]usPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port of the game server you are querying, in host order.…

[subsection=PlayerDetails]PlayerDetails[/subsection] [code=cpp]HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP of the game server you are querying in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]usPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port of the game server you are querying, in host order.…

Advance Access (Beta)

[h4]Q: Can my game use Advance Access if it's the only Pre-Purchase incentive?[/h4] A: No, in order to use Advance Access, the Pre-Purchase incentive must contain additional value beyond just the Advance Access time period. [h4]Q: Can all editions of my game have Advance Access?…

You will still need to set the store page live. [h4]Q: What happens with retail keys I've ordered for the Advance Access Package?[/h4] A: If you have keys for the advance access edition of the game, Valve will need to manually set those keys as usable during that advance access period. …

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