An open-source and fully functional Steamworks SDK / API module and plug-in for the Godot Game Engine (version 3.x). For the Windows, Linux, and Mac platforms.
Additional flavors include:
Documentation is available here and is mirrored on and exported from CoaguCo's site.
You can also check out the Search Help section inside Godot Engine after compiling it with GodotSteam.
Feel free to chat with us about GodotSteam on the CoaguCo Discord server.
You can download pre-compiled versions (currently v3.13.2) of this repo here.
Version 3.13.2 Changes
- Fixed: various functions and callbacks that sent back scrambled IP addresses
Version 3.13.1 Changes
- Changed: all HTML Surface functions can now have the handle passed to them or not; will use internal handle if not passed
- Changed: all HTML Surface callbacks now send back their browser handles, if applicable
- Changed: fileWrite and fileWriteAsync now allow you to pass size or not; will determine if not passed
- Fixed: fileWrite and fileWriteAsync passing wrong byte array size
Version 3.13 Changes
- Added: missing function getPlaybackStatus to Music class
- Added: missing function setDurationControlOnlineState to Users class
- Added: missing signals for Matchmaking Servers
- Added: missing PropertyInfo data for signals
- Changed: serverInit now takes the individual arguments and no longer a dictionary of arguments
- Changed: getAppName, getAppListInstallDir, and getAppListBuildId in App Lists to use uint32_t instead of uint32
- Changed: initGameServer to use correct arguments
- Changed: all signal / callback names for Game Server class to lower-case to match the all others
- Changed: server_connect_failure, policy_response, client_group_status callback to match function names
- Changed: various variables in Game Server class callbacks to match the others
- Changed: setMaxPlayerCount argument to players_max from max to be more clear
- Changed: setPasswordProtected argument to password_protected from password to be more clear
- Changed: call result / signal stat_received to stats_received
- Changed: createCookieContainer now sends back the cookie_handle
- Changed: checkResultSteamID changed argument name to match
- Changed: getItemsWithPrices return dictionary name
- Changed: getAppID now returns uint32_t
- Changed: getFavoriteGames to have more distinct port names in return dictionary
- Changed: some returned types and argument types to better match their Steamworks counterparts
- Changed: names of some keys and some integer types in getQueryUGCResult return dictionary
- Changed: keys in getBeaconDetails return dictionary to be more clear
- Changed: removed data_size argument from various Remote Storage functions and get size internally
- Changed: playerDetails and serverRules IP argument to a string
- Changed: various Networking Messages, Networking Sockets, and Networking Utils functions to use internal struct system with Networking Type functions
- Changed: a variety of miscellaneous small changes and corrections
- Fixed: some missing function binds
- Fixed: lobby_message callback data, thanks to kongo555
- Fixed: missing default value for getAvailableP2PPacketSize, readP2PPacket, sendP2PPacket
- Fixed: getAnalogActionData so the return dictionary has the right keys
- Fixed: getUserSteamFriends, getUserSteamGroups to give the correct Steam ID back
- Fixed: getFriendGamePlayed using wrong key name in return dictionary
- Fixed: toIdentityString to provide the correct string data
- Fixed: parseIdentityString to properly parse back the string data
- Fixed: getSesssionConnectionInfo now passes back all data
- Fixed: getLocalPingLocation should return both the ping and location ID in a dictionary
- Fixed: getPingToDataCenter, getPOPList, parsePingLocationString, closeConnection, getAuthenticationStatus, getConnectionInfo, createSocketPair functions
- Removed: requestAllProofOfPurchaseKeys and requestAppProofOfPurchaseKey as they are depreciated
- Removed: gameplay_stats signal from Game Server class as it wasn't connected to anything
- Removed: getUserDataFolder as it is depreciated
- Removed: leading _ in front of callbacks and call results internally
- Removed: initGameServer as it is unnecessary
- Removed: connectByIPAddress, isPingMeasurementInProgress, setLinkedLobby as they are not in the SDK
Version 3.12.1 Changes
- Fixed: incorrect case on app_installed and app_uninstalled, thanks to craftablescience
Version 3.12 Changes
- Added: missing D_METHOD to all functions, should show the right argument names in-editor
- Added: Input origin enums for PS5 and Steam Deck
- Added: Input Types, Input Glyph Style, Input Glyph Size, and Input Configuration Enable Type enums
- Added: getConnectionRealTimeStatus, configureConnectionLanes, connectP2PCustomSignaling, receivedP2PCustomSignal, getCertificateRequest, setCertificate, resetIdentity, runNetworkingCallbacks, beginAsyncRequestFakeIP, getFakeIP, createListenScoketP2PFakeIP, getRemoveFakeIPForConnection, and createFakeUDPPort functions and callback to NetworkingSockets class
- Added: dismissFloatingGamepadTextInput function to Utils class
- Added: setTimeCreatedDateRange and setTimeUpdatedDateRange to UGC class
- Added: NetworkingeDebugOutputType enums for NetworkingUtils
- Added: missing constant binds for Server API, OverlayToWebPageMode
- Fixed: minor compiler warnings
- Fixed: empty file hash being returned by file_details_result callback
- Fixed: a variety of small bugs and possible crashes, thanks to qarmin
- Fixed: missing binds for getFriendsGroupName, getFriendsGroupMembersList, getFriendsGroupIDByIndex, getFriendsGroupCount, getFriendMessage, getFriendCoplayTime, getFriendCoplayGame, getCoplayFriendCount, getCoplayFriend, getClanTag, getClanName, getClanCount, getClanChatMessage, getClanByIndex, getClanActivityCounts, fileWriteAsync, fileWriteStreamCancel, fileWriteStreamClose, fileWriteStreamOpen, fileWriteStreamWriteChunk, getCachedUGCCount, getUGCDownloadProgress, getUGCDetails, fileReadAsync, getOPFSettings, getOPFStringForApp, getVideoURL, isBroadcasting functions
- Fixed: setPNGIcon and updateCurrentEntryCoverArt in Music Remote class
- Fixed: missing getUGCDetails and getUGCDownloadProgress functions
- Changed: updated doc_class file for in-editor documentation
- Changed: updated to Steamworks 1.53
- Changed: lobby_data_update, removed lobby data queries as they should be done manually
- Changed: minor tweaks under-the-hood
- Changed: various generic 'int' to their actual types
- Changed: renamed servers and server stats to game server and game server stats respectively, to match SDK
- Changed: SteamNetworkingQuickConnectionStatus to SteamNetConnectionRealTimeStatus_t per Steamworks SDK 1.53, causes a break in previous GodotSteam versions
- Changed: getConfigValueInfo, removed name and next value from return dictionary as they are no longer passed by function in SDK 1.53
- Changed: rearranged functions in godotsteam.cpp class binds to match godotsteam.h order
- Changed: enum constant binds to match godotsteam.h enum order
- Removed: unused callback new_launch_query_parameters, broadcast_upload_start, broadcast_upload_stop
- Removed: allocateMessage as it shouldn't be used solo
- Removed: getQuickConnectionStatus and getFirstConfigValue as they were removed from SDK 1.53
- Removed: setDebugOutputFunction from Networking Utils
Version 3.11.1 Changes
- Removed: unused structs
Version 3.11 Changes
- Added: server branch merged into master
- Changed: spacing in default arguments in godotsteam.h
- Changed: renamed STEAM_GAMESERVER_CALLBACK as STEAM_CALLBACK
- Removed: SteamGameServer_RunCallbacks function
- Using MinGW causes crashes. I strongly recommend you do not use MinGW to compile at this time.
- As of Steamworks SDK 1.53, you cannot compile with previous version of GodotSteam (3.11.1 or earlier) due to a code change in the SDK.
- Using Steamworks SDK 1.53 or newer, you must use GodotSteam 3.12 or newer.
- Using Steamworks SDK 1.53 or earlier, you must use GodotSteam 3.11.1 or earlier.
- Download this repository and unpack it.
- Download and unpack the Steamworks SDK 1.53; this requires a Steam developer account.
- Please see "Known Issues" above about versions.
- Download and unpack the Godot source 3.x.
- Move the following to godotsteam/sdk/ folder:
sdk/public/
sdk/redistributable_bin/
- The repo's directory contents should now look like this:
godotsteam/sdk/public/*
godotsteam/sdk/redistributable_bin/*
godotsteam/SCsub
godotsteam/config.py
godotsteam/godotsteam.cpp
godotsteam/godotsteam.h
godotsteam/register_types.cpp
godotsteam/register_types.h
-
Now move the "godotsteam" directory into the "modules" directory of the unpacked Godot Engine source.
- You can also just put the godotsteam directory where ever you like and just apply the
custom_modules=.../path/to/dir/godotsteam
flag in SCONS when compiling. Make sure thecustom_modules=
flag points to where godotsteam is located.
- You can also just put the godotsteam directory where ever you like and just apply the
-
Recompile for your platform:
- NOTE: use SCONS flags
production=yes tools=yes target=release_debug
for your editor andproduction=yes tools=no target=release
for your templates. - Windows ( http://docs.godotengine.org/en/stable/reference/compiling_for_windows.html )
- Linux ( http://docs.godotengine.org/en/stable/reference/compiling_for_x11.html )
- If using Ubuntu 16.10 or higher and having issues with PIE security in GCC, use LINKFLAGS='-no-pie' to get an executable instead of a shared library.
- MacOS ( http://docs.godotengine.org/en/stable/reference/compiling_for_osx.html )
- When creating templates for this, please refer to this post for assistance as the documentation is a bit lacking ( http://steamcommunity.com/app/404790/discussions/0/364042703865087202/ ).
- NOTE: use SCONS flags
-
When recompiling the engine is finished do the following before running it the first time:
- Copy the shared library (steam_api), for your OS, from sdk/redistributable_bin/ folders to the Godot binary location (by default in the godot source /bin/ file but you can move them to a new folder).
- Create a steam_appid.txt file with your game's app ID or 480 in this folder. Necessary if the editor or game is run outside of Steam.
-
The finished hierarchy should look like this (if you downloaded the pre-compiles, the editor files go in place of these tools files, which are the same thing):
- Linux 32/64-bit
libsteam_api.so steam_appid.txt ./godot.linux.tools.32 or ./godot.linux.tools.64
- MacOS
libsteam_api.dylib steam_appid.txt ./godot.osx.tools.32 or ./godot.osx.tools.64
- Windows 32-bit
steam_api.dll steam_appid.txt ./godot.windows.tools.32.exe
- Windows 64-bit
steam_api64.dll steam_appid.txt ./godot.windows.tools.64.exe
-
Lack of the Steam API DLL/SO/DyLib (for your respective OS) or the steam_appid.txt will cause it fail and crash when testing or running the game outside of the Steam client.
- NOTE: For MacOS, the libsteam_api.dylib and steam_appid.txt must be in the Content/MacOS/ folder in your application zip or the game will crash.
- NOTE: For Linux, you may have to load the overlay library for Steam overlay to work:
export LD_PRELOAD=~/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so;~/.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so or export LD_PRELOAD=~/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so; export LD_PRELOAD=~/.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so;
This can be done in an .sh file that runs these before running your executable. This issue may not arise for all users and can also just be done by the user in a terminal separately.
From here you should be able to call various functions of Steamworks. You should be able to look up the functions in Godot itself under the search section. In addition, you should be able to read the Steamworks API documentation to see what all is available and cross-reference with GodotSteam.
- When uploading your game to Steam, you must upload your game's executable and Steam API DLL/SO/DyLIB (steam_api.dll, steam_api64.dll, libsteam_api.dylib, and/or libsteam_api.so). Do not include the steam_appid.txt or any .lib files as they are unnecessary.
Pull-requests are the best way to help the project out but you can also donate through Patreon or Paypal!
MIT license