Steamworks Documentation
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IGameInventory Interface

","background_color":"993300","tradable": true,"marketable": true,"commodity": true,"tags":"class:human;type:bag"}, {"appid": "30400","itemdefid":"403","type":"item","display_type":"cat","name":"Cat of Bags","description":"This cat contains multitudes."}]' "https://api.steampowered.com/IGameInventory/UpdateItemDefs/v0001?…

Steam Matchmaking & Lobbies

Users can create a new lobby; associate data with a lobby; search for lobbies based on that data; join lobbies; and share information with other users in the lobby. A single lobby can have up to 250 users in it, although typically most games have at most 2-16 players. Skill-based matchmaking is built on top of this system. The Steam peer-to-peer matchmaking API is a set of functions that enable users to find other users to play a game with. …

[section=friends]Friends, invites, and lobbies[/section] You can find out all the lobbies a user's friends are in with the friends API: [code] int cFriends = SteamFriends()->GetFriendCount( k_EFriendFlagImmediate ); for ( int i = 0; i < cFriends; i++ ) { FriendGameInfo_t friendGameInfo; CSteamID steamIDFriend = SteamFriends()->GetFriendByIndex( i, k_EFriendFlagImmediate ); if ( SteamFriends()->GetFriendGamePlayed( steamIDFriend, &friendGameInfo ) && friendGameInfo.m_steamIDLobby.IsValid() ) { // friendGameInfo.m_steamIDLobby is a valid lobby, you can join it or use RequestLobbyData() get its metadata } } [/code] You can invite a friend to a lobby with [api]ISteamMatchmaking::InviteUserToLobby[/api] That user will receive a chat dialog with a link to join the game. …

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.…

ISteamMatchmaking Interface

[/td][/tr] [tr][td][b]m_nConnPort[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]If [code-inline]m_nIP[/code-inline] is set then this is the new servers connection port, in host order.[/td][/tr] [tr][td][b]m_nAppID[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]If [code-inline]m_nIP[/code-inline] is set then this is the App ID the game server belongs to.…

ISteamGameServer Interface

Only set if [code-inline]m_bBanned[/code-inline] is [b]true[/b].[/td][/tr] [tr][td][b]m_usBannedPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port of the banned server. Only set if [code-inline]m_bBanned[/code-inline] is [b]true[/b].[/td][/tr] [tr][td][b]m_ulBannedGameID[/b][/td][td][apitype]steam_api::uint64[/apitype][/td][td]The game ID the banned server is serving. …

Creating a retail and "Gold Master" disk

. [*] [code-inline]FontName[/code-inline] - Font used for menu text [*] [code-inline]FontHeight[/code-inline] - Height of menu text [*] [code-inline]MenuPos[/code-inline] - X and Y coordinates (in pixels) for the top left corner of the menu (ex: "200 324") [*] [code-inline]MenuStyle[/code-inline] - Alignment of menu text (0 = left, 1 = center, 2 = right) [*] [code-inline]ColorDefault[/code-inline] - RGB color for menu text (ex: "255 255 255") [*] [code-inline]ColorHover[/code-inline] - RGB color for menu text when the mouse is hovering over the text (ex: "250 180 60") [*] [code-inline]ColorDown[/code-inline] - RGB color for menu text when a mouse button is depressed over the text (ex: "0 0 0") [/olist] Setup can also display a EULA before installing your game. …

Step by Step: Stats

[code=cpp] #define _STAT_ID( id,type,name ) { id, type, name, 0, 0, 0, 0 } enum EStatTypes { STAT_INT = 0, STAT_FLOAT = 1, STAT_AVGRATE = 2, }; struct Stat_t { int m_ID; EStatTypes m_eStatType; const char *m_pchStatName; int m_iValue; float m_flValue; float m_flAvgNumerator; float m_flAvgDenominator; }; [/code] Next we define a helper class that will wrap all of the Steam Stats API calls as well as creating all of the [doclink=sdk/api#callbacks]Steam callbacks[/doclink]. [code=cpp] class CSteamStats { private: int64 m_iAppID; // Our current AppID Stat_t *m_pStats; // Stats data int m_iNumStats; // The number of Stats bool m_bInitialized; // Have we called Request stats and received the callback? …

Step by Step: Leaderboards

[code=cpp] CSteamLeaderboards::CSteamLeaderboards() : m_CurrentLeaderboard( NULL ), m_nLeaderboardEntries( 0 ) { } [/code] [h4]FindLeaderboard()[/h4] [b]Parameters[/b] - The string identifier of the leaderboard that you want to find (ie. …

bIOFailure) { m_nLeaderboardEntries = min(pCallback->m_cEntryCount, 10); for (int index = 0; index < m_nLeaderboardEntries; index++) { SteamUserStats()->GetDownloadedLeaderboardEntry( pCallback->m_hSteamLeaderboardEntries,index,&m_leaderboardEntries[index],NULL,0); } } } [/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. …

steamnetworkingtypes.h

float m_flOutPacketsPerSec; float m_flOutBytesPerSec; float m_flInPacketsPerSec; float m_flInBytesPerSec; /// Estimate rate that we believe that we can send data to our peer. /// Note that this could be significantly higher than m_flOutBytesPerSec, /// meaning the capacity of the channel is higher than you are sending data. /// (That's OK!) …

[code] struct SteamNetworkingConfigValue_t { /// Which option is being set ESteamNetworkingConfigValue m_eValue; /// Which field below did you fill in? ESteamNetworkingConfigDataType m_eDataType; /// Option value union { int32_t m_int32; int64_t m_int64; float m_float; const char *m_string; // Points to your '\0'-terminated buffer void *m_functionPtr; } m_val; }; [/code] [section=valve_data_centers]Valve data centers[/section] Used to describe the topology of the Valve network, identify data centers, etc. …

ISteamRemoteStorage Interface

[/td][/tr] [tr][td][b]m_nAppID[/b][/td][td][apitype]steam_api::AppId_t[/apitype][/td][td]ID of the app that created this file.[/td][/tr] [tr][td][b]m_nSizeInBytes[/b][/td][td][apitype]steam_api::int32[/apitype][/td][td]The size of the file that was downloaded, in bytes.…

[subsection=SteamParamStringArray_t]SteamParamStringArray_t[/subsection] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_ppStrings[/b][/td][td]const char **[/td][td]Array of strings.[/td][/tr] [tr][td][b]m_nNumStrings[/b][/td][td][apitype]steam_api::int32[/apitype][/td][td]The number of strings that are in [param]m_ppStrings[/param].…

ISteamFriends Interface

\n", pCallback->m_nResultsReturned, pCallback->m_nTotalResultCount ); for ( int i = 0; i < pCallback->m_nResultsReturned; ++i ) { printf( " %d: %lld\n", i, pCallback->m_rgSteamID[i].ConvertToUint64() ); } m_nFollowersParsed += pCallback->m_nResultsReturned; // There are more followers! …

= k_EResultOK || bIOFailure ) { printf( "OnFriendsGetFollowerCount failed for %lld with m_eResult: %d and bIOFailure: %d!", pCallback->m_steamID.ConvertToUint64(), pCallback->m_eResult, bIOFailure ); return; } printf( "Got a FriendsGetFollowerCount_t, we have %d followers.…

ISteamNetworkingSockets Interface

Examine [apitype]steamnetworkingtypes::SteamNetworkingMessage_t[/apitype]::m_conn to know which connection. ([apitype]steamnetworkingtypes::SteamNetworkingMessage_t[/apitype]::m_nConnUserData might also be useful.) …

(See steamdatagram_gamecoordinator.h) Before calling the function: [list] [*] Populate the app data in pLoginInfo (m_cbAppData and m_appData). You can leave all other fields uninitialized. [*] *pcbSignedBlob contains the size of the buffer at pBlob. …

Step by Step: Achievements

[code=cpp] class CSteamAchievements { private: int64 m_iAppID; // Our current AppID Achievement_t *m_pAchievements; // Achievements data int m_iNumAchievements; // The number of Achievements bool m_bInitialized; // Are we ready to use the API? …

[code=cpp] CSteamAchievements::CSteamAchievements(Achievement_t *Achievements, int NumAchievements): m_iAppID( 0 ), m_bInitialized( false ), m_CallbackUserStatsStored( this, &CSteamAchievements::OnUserStatsStored ), m_CallbackAchievementStored( this, &CSteamAchievements::OnAchievementStored ) { m_iAppID = SteamUtils()->GetAppID(); m_pAchievements = Achievements; m_iNumAchievements = NumAchievements; m_bInitialized = Initialize(); } [/code] [h4]Initialize()[/h4] [b]Parameters[/b] - None [b]Returns[/b] - a bool representing if the call succeeded or not. …

ISteamRemotePlay Interface

[subsection=RemotePlayInputMouseMotion_t]RemotePlayInputMouseMotion_t[/subsection] Mouse motion event data, valid when RemotePlayInput_t::m_eType is k_ERemotePlayInputMouseMotion. [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_bAbsolute[/b][/td][td]bool[/td][td]True if this is absolute mouse motion and m_flNormalizedX and m_flNormalizedY are valid.[/td][/tr] [tr][td][b]m_flNormalizedX[/b][/td][td]float[/td][td]The absolute X position of the mouse, normalized to the display, if m_bAbsolute is true.[/td][/tr] [tr][td][b]m_flNormalizedY[/b][/td][td]float[/td][td] The absolute Y position of the mouse, normalized to the display, if m_bAbsolute is true.…

ISteamUser Interface

[/td][/tr] [tr][td][b]m_cubTicket[/b][/td][td][apitype]int [/apitype][/td][td]The length of the ticket that was created.[/td][/tr] [tr][td][b]m_rgubTicket[/b][/td][td][apitype]uint8[2560][/apitype][/td][td]The ticket that was created.…

[/td][/tr] [tr][td][b]m_pubParam[/b][/td][td][apitype]steam_api::uint8[/apitype] *[/td][td]The pointer to the callback data.[/td][/tr] [tr][td][b]m_cubParam[/b][/td][td]int[/td][td]The size of [param]m_pubParam[/param].…

ISteamUserStats Interface

You should use a for loop from 0 to [code-inline]LeaderboardScoresDownloaded_t.m_cEntryCount[/code-inline] to get all the downloaded entries. Once you've accessed all the entries, the data will be freed, and the [apitype]ISteamUserStats::SteamLeaderboardEntries_t[/apitype] handle will become invalid. …

SteamUserStats()->GetDownloadedLeaderboardEntry( pCallback->m_hSteamLeaderboardEntries, i, &leaderboardEntry, details, 3 ); assert( leaderboardEntry.m_cDetails == 3 ); //... } }[/code] [subsection=GetGlobalStat]GetGlobalStat[/subsection] [code=cpp]bool GetGlobalStat( const char *pchStatName, int64 *pData ); bool GetGlobalStat( const char *pchStatName, double *pData );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchStatName[/b][/td][td]const char *[/td][td]The 'API Name' of the stat. …

ISteamVideo Interface

[/list][/td][/tr] [tr][td][b]m_unVideoAppID[/b][/td][td][apitype]steam_api::AppId_t[/apitype][/td][td]The App ID provided in the original call to [api]ISteamVideo::GetVideoURL[/api].[/td][/tr] [tr][td][b]m_rgchURL[/b][/td][td]char[256][/td][td]If the call was successful this contains the URL to the [url=http://en.wikipedia.org/wiki/Dynamic_Adaptive_Streaming_over_HTTP]MPEG-DASH Standard[/url] schema formatted xml document which can be used to stream the content.…

ISteamUGC Interface

Otherwise, the [i]dependency[/i] is a soft one that is displayed on the web and can be retrieved via the [api]ISteamUGC[/api] API using a combination of the m_unNumChildren member variable of the [apitype]ISteamUGC::SteamUGCDetails_t[/apitype] struct and [api]ISteamUGC::GetQueryUGCChildren[/api]. …

You should create [code-inline]pvecPublishedFileID[/code-inline] with [code-inline]m_unNumChildren[/code-inline] provided in [apitype]ISteamUGC::SteamUGCDetails_t[/apitype] after getting the UGC details with [api]ISteamUGC::GetQueryUGCResult[/api]. …

ISteamParties Interface

[/td][/tr] [tr][td][b]m_ulBeaconID[/b][/td][td][apitype]ISteamParties::PartyBeaconID_t[/apitype][/td][td]Beacon ID used in the attempt.[/td][/tr] [tr][td][b]m_SteamIDBeaconOwner[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]Creator of the beacon used in the attempt.…

[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_ulBeaconID[/b][/td][td][apitype]ISteamParties::PartyBeaconID_t[/apitype][/td][td]Beacon ID of your beacon.[/td][/tr] [tr][td][b]m_steamIDJoiner[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]SteamID of the user following your beacon.…

ISteamApps 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][/td][/tr] [tr][td][b]m_nAppID[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td][/td][/tr] [tr][td][b]m_cchKeyLength[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td][/td][/tr] [tr][td][b]m_rgchKey[/b][/td][td]char[[apitype]ISteamApps::k_cubAppProofOfPurchaseKeyMax[/apitype]][/td][td][/td][/tr] [/table] [subsection=DlcInstalled_t]DlcInstalled_t[/subsection] Triggered after the current user gains ownership of DLC and that DLC is installed. …

[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_unAppID[/b][/td][td][apitype]steam_api::AppId_t[/apitype][/td][td]AppID that is in a timed trial.[/td][/tr] [tr][td][b]m_bIsOffline[/b][/td][td][apitype]steam_api::bool[/apitype][/td][td]If true, the user is currently offline. …

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