Steamworks Documentation
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Steam Deck and Steam Machine Compatibility Review

. [*]Proton is a work in progress, and it's possible that your game may not yet be fully supported. If your game's compatibility review turns up blocking bugs or performance problems specific to Proton, those issues will be added to our internal issue tracking system and your game will appear with an [docimg=unsupported_18.png]Unsupported badge[/docimg] [b]Unsupported[/b] badge. …

If you believe we tested the wrong version of your product, you can always submit for a re-review and specify the platform you'd like us to test. [b]Are there other, non-blocking recommendations for my game to play great on Deck or Machine?[/b] While every point listed in the [url=https://partner.steamgames.com/doc/steamdeck/compat#CompatibilityChecklist]Compatibility Checklist[/url] section on this page is required for a game to be certified as [docimg=verified_18.png]Verified badge[/docimg] [b]Verified[/b], we have an additional set of technical recommendations that do not affect compatibility badging. …

Steam Datagram Relay

. [*] [b]SDR_PRIVATE_KEY[/b]: The private key from your certificate. It's an OpenSSH PEM block that begins with "-----BEGIN OPENSSH PRIVATE KEY-----". [*] [b]SDR_CERT[/b]: Your signed certificate. It's a proprietary format PEM-like block that begins with "-----BEGIN STEAMDATAGRAM CERT-----". [*] [b]SDR_NETWORK_CONFIG[/b]: Full path to a local, recent copy of the SDR network configuration file for your app. …

Microtransactions (In-Game Purchases)

Alternatively, fraudsters may attempt to sell the entire account, again while being paid outside of the system. Your team will need to find a balance within your economy that blocks bad users, yet does not impact your legitimate users. Here are some general suggestions as starting points for basic protection against easy forms of fraud: [olist] [*] Use in-game knowledge of a user’s history to limit actions that can contribute to fraud. …

ISteamFriends Interface

[/td][/tr] [/table] Gets the number of users the client knows about who meet a specified criteria. (Friends, blocked, users on the same server, etc) This can be used to iterate over all of the users by calling [api]ISteamFriends::GetFriendByIndex[/api] to get the Steam IDs of each user. …

[/td][/tr] [/table] Checks if the user meets the specified criteria. (Friends, blocked, users on the same server, etc) [b]Returns:[/b] bool [b]true[/b] if the specified user meets any of the criteria specified in [code-inline]iFriendFlags[/code-inline]; otherwise, [b]false[/b]. …

ICheatReportingService Interface

This is used before a user enters matchmaking or joins a game. If the player is blocking VAC in some way and VAC can not scan the computer for cheats, it will report success = true and session_verified = false. Checking this webapi will allow you to prevent the user from matchmaking or joining a server and then just getting kicked by VAC a short time later ( with a [code-inline]k_EAuthSessionResponseVACCheckTimedOut[/code-inline] result from an authentication callback ). …

ISteamRemoteStorage Interface

[/td][/tr] [/table] Opens a binary file, reads the contents of the file into a byte array, and then closes the file. [b]NOTE:[/b] This is a synchronous call and as such is a will block your calling thread on the disk IO, and will also block the SteamAPI, which can cause other threads in your application to block. …

If the target file already exists, it is overwritten. [b]NOTE:[/b] This is a synchronous call and as such is a will block your calling thread on the disk IO, and will also block the SteamAPI, which can cause other threads in your application to block. …

Pricing

[/b] A: No. Steam does not support models where a customer is blocked and needs to pay to continue playing. If you would like to have a free demo to show off your game, you're welcome to do so. Your demo and full game can share files as well to continue game play. …

ISteamNetworkingUtils Interface

If you are running under the debugger and stop the process, the clock might not advance the full wall clock time that has elapsed between calls. If the process is not blocked from normal operation, the timestamp values will track wall clock time, even if you don't call the function frequently. The value is only meaningful for this run of the process. …

ICloudService Interface

Failing to call [code-inline]CompleteAppUploadBatch[/code-inline] will result in a time period of several minutes where new upload attempts for this user and app are blocked with a "too many pending requests" response. [subsection]BeginAppUploadBatch[/subsection] The first operation for a set of file modifications is to call [code-inline]BeginAppUploadBatch[/code-inline]. …

ISteamNetworking Interface

If the [code-inline]cubDest[/code-inline] buffer is too small for the packet, then the message will be truncated. This call is not blocking, and will return false if no data is available. Before calling this you should have called [api]ISteamNetworking::IsP2PPacketAvailable[/api]. …

[/td][/tr] [tr=k_EP2PSessionErrorTimeout][td][b]k_EP2PSessionErrorTimeout[/b][/td][td]4[/td][td]The connection timed out because the target user didn't respond, perhaps they aren't calling [api]ISteamNetworking::AcceptP2PSessionWithUser[/api]. Corporate firewalls can also block this (NAT traversal is not firewall traversal), make sure that UDP ports 3478, 4379, and 4380 are open in an outbound direction.[/td][/tr] [tr=k_EP2PSessionErrorMax][td][b]k_EP2PSessionErrorMax[/b][/td][td]5[/td][td]Unused.…

Step by Step: Achievements

[/b] This keeps the base game's completion separate, so players who don't own the DLC aren't blocked from completing your game. [*] [b]Keep set names short and descriptive.[/b] Set names are shown to players in many places, including in the Steam Client. [*] [b]Localize set names[/b] for each language your game supports, using the set localization CSV or the editor. [*] [b]Test with developer-only sets[/b] before releasing new achievements to players. …

Uploading to Steam

Content can be hosted by external CDN providers, which can be easily added to our content network. Most consumer firewalls allow HTTP traffic and won't block downloads. SteamPipe has an efficient patching algorithm based on binary deltas, only changing the modified portions of existing content files. …

ISteamNetworkingSockets Interface

[subsection=ConfigureConnectionLanes]ConfigureConnectionLanes[/subsection] [code=cpp]EResult ConfigureConnectionLanes( HSteamNetConnection hConn, int nNumLanes, const int *pLanePriorities, const uint16 *pLaneWeights );[/code] Configure multiple outbound messages streams ("lanes") on a connection, and control head-of-line blocking between them. Messages within a given lane are always sent in the order they are queued, but messages from different lanes may be sent out of order. …

ISteamController Interface (Deprecated)

When updating a Minor revision only one new configuration needs to be update with the "Use Action Block" flag set. Major revisions are to be used when changing the number of action sets or otherwise reworking configurations to the degree that older configurations are no longer usable. …

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