Facepunch.Steamworks: Another Fucking C# Steamworks Implementation


Another fucking c# Steamworks implementation


Unity Support
Unity IL2CPP Support
Async Callbacks (steam callresults)
Events (steam callbacks)
Single C# dll (no native requirements apart from Steam)
Open Source
MIT license
Any 32bit OS


The Steamworks C# implementations I found that were compatible with Unity have worked for a long time. But I hate them all. For a number of different reasons.

  • They're not C#, they're just a collection of functions.
  • They're not up to date.
  • They require a 3rd party native dll.
  • They can't be compiled into a standalone dll (in Unity).
  • They're not free
  • They have a restrictive license.

C# is meant to make things easier. So lets try to wrap it up in a way that makes it all easier.


Get your own information

    SteamClient.SteamId // Your SteamId
    SteamClient.Name // Your Name

View your friends list

foreach ( var friend in SteamFriends.GetFriends() )
    Console.WriteLine( $"{friend.Id}: {friend.Name}" );
    Console.WriteLine( $"{friend.IsOnline} / {friend.SteamLevel}" );
    friend.SendMessage( "Hello Friend" );

App Info

    Console.WriteLine( SteamApps.GameLanguage ); // Print the current game language
    var installDir = SteamApps.AppInstallDir( 4000 ); // Get the path to the Garry's Mod install folder

    var fileinfo = await SteamApps.GetFileDetailsAsync( "hl2.exe" ); // async get file details
    DoSomething( fileinfo.SizeInBytes, fileinfo.Sha1 );

Get Avatars

    var image = await SteamFriends.GetLargeAvatarAsync( steamid );
    if ( !image.HasValue ) return DefaultImage;

    return MakeTextureFromRGBA( image.Value.Data, image.Value.Width, image.Value.Height );

Get a list of servers

using ( var list = new ServerList.Internet() )
    list.AddFilter( "map", "de_dust" );
    await list.RunQueryAsync();

    foreach ( var server in list.Responsive )
        Console.WriteLine( $"{server.Address} {server.Name}" );


List them

    foreach ( var a in SteamUserStats.Achievements )
        Console.WriteLine( $"{a.Name} ({a.State})" );

Unlock them

    var ach = new Achievement( "GM_PLAYED_WITH_GARRY" );


    SteamUser.VoiceRecord = KeyDown( "V" );

    if ( SteamUser.HasVoiceData )
        var bytesrwritten = SteamUser.ReadVoiceData( stream );
        // Send Stream Data To Server or Something


    // Client sends ticket data to server somehow
    var ticket = SteamUser.GetAuthSessionTicket();

    // server listens to event
    SteamServer.OnValidateAuthTicketResponse += ( steamid, ownerid, rsponse ) =>
        if ( rsponse == AuthResponse.OK )
            TellUserTheyCanBeOnServer( steamid );
            KickUser( steamid );

    // server gets ticket data from client, calls this function.. which either returns
    // false straight away, or will issue a TicketResponse.
    if ( !SteamServer.BeginAuthSession( ticketData, clientSteamId ) )
        KickUser( clientSteamId );

    // Client is leaving, cancels their ticket OnValidateAuth is called on the server again
    // this time with AuthResponse.AuthTicketCanceled




Download a workshop item by ID

    SteamUGC.Download( 1717844711 );

Get a workshop item information

    var itemInfo = await Ugc.Item.Get( 1720164672 );

    Console.WriteLine( $"Title: {itemInfo?.Title}" );
    Console.WriteLine( $"IsInstalled: {itemInfo?.IsInstalled}" );
    Console.WriteLine( $"IsDownloading: {itemInfo?.IsDownloading}" );
    Console.WriteLine( $"IsDownloadPending: {itemInfo?.IsDownloadPending}" );
    Console.WriteLine( $"IsSubscribed: {itemInfo?.IsSubscribed}" );
    Console.WriteLine( $"NeedsUpdate: {itemInfo?.NeedsUpdate}" );
    Console.WriteLine( $"Description: {itemInfo?.Description}" );

Query a list of workshop items

    var q = Ugc.Query.All
                    .WithTag( "Fun" )
                    .WithTag( "Movie" )

    var result = await q.GetPageAsync( 1 );

    Console.WriteLine( $"ResultCount: {result?.ResultCount}" );
    Console.WriteLine( $"TotalCount: {result?.TotalCount}" );

    foreach ( Ugc.Item entry in result.Value.Entries )
        Console.WriteLine( $"{entry.Title}" );

Query items created by friends

    var q = Ugc.UserQuery.All

Query items created by yourself

    var q = Ugc.UserQuery.All

Publish your own file

    var result = await Ugc.Editor.NewCommunityFile
                      .WithTitle( "My New FIle" )
                      .WithDescription( "This is a description" )
                      .WithContent( "c:/folder/addon/location" )
                      .WithTag( "awesome" )
                      .WithTag( "small" )
                      .SubmitAsync( iProgressBar );

Steam Cloud

Write a cloud file

    SteamRemoteStorage.FileWrite( "file.txt", fileContents );

Read a cloud file

    var fileContents = SteamRemoteStorage.FileRead( "file.txt" );

List all files

    foreach ( var file in SteamRemoteStorage.Files )
        Console.WriteLine( $"{file} ({SteamRemoteStorage.FileSize(file)} {SteamRemoteStorage.FileTime( file )})" );

Steam Inventory

Get item definitions

    foreach ( InventoryDef def in SteamInventory.Definitions )
        Console.WriteLine( $"{def.Name}" );

Get items that are for sale in the item shop

    var defs = await SteamInventory.GetDefinitionsWithPricesAsync();

    foreach ( var def in defs )
        Console.WriteLine( $"{def.Name} [{def.LocalPriceFormatted}]" );

Get a list of your items

    var result = await SteamInventory.GetItems();

    // result is disposable, good manners to dispose after use
    using ( result )
        var items = result?.GetItems( bWithProperties );

        foreach ( InventoryItem item in items )
            Console.WriteLine( $"{item.Id} / {item.Quantity} / {item.Def.Name} " );

Getting Started


To initialize a client you can do this.

using Steamworks;

// ...

    SteamClient.Init( 4000 );
catch ( System.Exception e )
    // Couldn't init for some reason (steam is closed etc)

Replace 4000 with the appid of your game. You shouldn't call any Steam functions before you initialize.

When you're done, when you're closing your game, just shutdown.



To create a server do this.

var serverInit = new SteamServerInit( "gmod", "Garry Mode" )
    GamePort = 28015,
    Secure = true,
    QueryPort = 28016

    Steamworks.SteamServer.Init( 4000, serverInit );
catch ( System.Exception )
    // Couldn't init for some reason (dll errors, blocked ports)


Wanna help? Go for it, pull requests, bug reports, yes, do it.

You can also hit up the Steamworks Thread for help/discussion.

We also have a wiki you can read and help fill out with examples and advice.

Author: Facepunch
Source Code: https://github.com/Facepunch/Facepunch.Steamworks
License: MIT License

#csharp #steam #unity 

What is GEEK

Buddha Community

Facepunch.Steamworks: Another Fucking C# Steamworks Implementation
Tamale  Moses

Tamale Moses


How to Run C/C++ in Sublime Text?

C and C++ are the most powerful programming language in the world. Most of the super fast and complex libraries and algorithms are written in C or C++. Most powerful Kernel programs are also written in C. So, there is no way to skip it.

In programming competitions, most programmers prefer to write code in C or C++. Tourist is considered the worlds top programming contestant of all ages who write code in C++.

During programming competitions, programmers prefer to use a lightweight editor to focus on coding and algorithm designing. VimSublime Text, and Notepad++ are the most common editors for us. Apart from the competition, many software developers and professionals love to use Sublime Text just because of its flexibility.

I have discussed the steps we need to complete in this blog post before running a C/C++ code in Sublime Text. We will take the inputs from an input file and print outputs to an output file without using freopen file related functions in C/C++.

#cpp #c #c-programming #sublimetext #c++ #c/c++

Dicey Issues in C/C++

If you are familiar with C/C++then you must have come across some unusual things and if you haven’t, then you are about to. The below codes are checked twice before adding, so feel free to share this article with your friends. The following displays some of the issues:

  1. Using multiple variables in the print function
  2. Comparing Signed integer with unsigned integer
  3. Putting a semicolon at the end of the loop statement
  4. C preprocessor doesn’t need a semicolon
  5. Size of the string matters
  6. Macros and equations aren’t good friends
  7. Never compare Floating data type with double data type
  8. Arrays have a boundary
  9. Character constants are different from string literals
  10. Difference between single(=) and double(==) equal signs.

The below code generates no error since a print function can take any number of inputs but creates a mismatch with the variables. The print function is used to display characters, strings, integers, float, octal, and hexadecimal values onto the output screen. The format specifier is used to display the value of a variable.

  1. %d indicates Integer Format Specifier
  2. %f indicates Float Format Specifier
  3. %c indicates Character Format Specifier
  4. %s indicates String Format Specifier
  5. %u indicates Unsigned Integer Format Specifier
  6. %ld indicates Long Int Format Specifier

Image for post

A signed integer is a 32-bit datum that encodes an integer in the range [-2147483648 to 2147483647]. An unsigned integer is a 32-bit datum that encodes a non-negative integer in the range [0 to 4294967295]. The signed integer is represented in twos-complement notation. In the below code the signed integer will be converted to the maximum unsigned integer then compared with the unsigned integer.

Image for post

#problems-with-c #dicey-issues-in-c #c-programming #c++ #c #cplusplus

Sadie  Ratke

Sadie Ratke


How to implement Inline functions in C++?

Hey, folks! In this article, we will be unveiling a very powerful function offered by Inline functions in C++ .

#c++ #c #c# #programming-c

Ari  Bogisich

Ari Bogisich


Loops in C++ | For, While, and Do While Loops in C++

In this Video We are going to see how to use Loops in C++. We will see How to use For, While, and Do While Loops in C++.
C++ is general purpose, compiled, object-oriented programming language and its concepts served as the basis for several other languages such as Java, Python, Ruby, Perl etc.

#c #c# #c++ #programming-c

Ari  Bogisich

Ari Bogisich


Using isdigit() in C/C++

In this article, we’ll take a look at using the isdigit() function in C/C++. This is a very simple way to check if any value is a digit or not. Let’s look at how to use this function, using some simple examples.

#c programming #c++ #c #c#