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Open Steamworks is a set of reverse engineered headers for the Valve's Steam Client. More or less abandoned now that the Steamworks SDK is publically available.
I am trying to figure out how to build this with VS2015 with no luck:(
When included correctly (see #1), CSteamAPIContext
generates many extraneous warnings about unsafe functions. As its sole purpose is to provide a safe way to use those functions, the warnings should be suppressed if possible.
never mind, may be this is not a issues.
I found that some classes name ISteam2Bridge002/ISteam2Bridge001, and there is a member function is "CreateProcess", so my problem is does the function create a game process with steam ?
if so, how can I use it ?
Thx advance :)
is there any other way to login to steam3 other than with IClientEngine?
All help is appreciated, Thanks!
Is there a function for generating 2FA? That is, you submit shared_secret and get the code.
When I run the Test Platform program and it crash on
friendID = pClientFriends->GetFriendByIndex(i, k_EFriendFlagImmediate);
and the error message
Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of calling a function declared with one calling convention with a function pointer declared with a different calling convention.
what happen ?
I'm currently using the Steam4NET2
library... but since the last Steam update, it's no longer working.
I can't create the IClientEngine
interface.
The following code used to work, but now ClientEngine
is null
:
if (!Steamworks.Load())
throw new SteamException("Unable to load steamclient library.");
IClientEngine ClientEngine;
try
{
ClientEngine = Steamworks.CreateInterface<IClientEngine>();
}
catch (Exception ex)
{
throw new SteamException("Unable to get IClientEngine interface.", ex);
}
if (ClientEngine == null)
throw new SteamException("Unable to get IClientEngine interface.");
This code now throws the "Unable to get IClientEngine interface" exception. It was working before the latest Steam update.
Any ideas? Do we need to update IClientEngine
to match the one in the Steam client?
Any help would be appreciated. Thanks.
I can't seem to send people utf8 encoded messages, since the parameter is a const char*
Is there a way to do this with a workaround, or could there be an overloaded function with a wide string?
I cannot get user wallet balance.
It looks like some of IClientUser interface methods is not supported more.
Since the implementation of the 2 Factor Authentication on steam and they forcing it on everyone who wants to trade without waiting a week, when I try to use the Test Platform.exe
it gives me Logon failed with eResult 85 !
which after some search resulted to be the same error code returned on SteamCMD for users which were using 2FA.
This is generally supported it?
Hi, when i try to rund the Test Platform it crashes on
pClientFriends->SendMsgToFriend(friendID, k_EChatEntryTypeChatMsg, cszMessage, strlen(cszMessage));
with the error message:
Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of calling a function declared with one calling convention with a function pointer declared with a different calling convention.
I have opted into Steam Client Beta and the problem is still there. I also tried to use Revision 41773f7 but it didn't work either.
Thanks for your help.
Why is there no download link for the project? Who is in charge of this? The original website (open steamworks) just re-directs to github. No mention is made of who is in charge of chatlogger++ now or who the original developer was.
@asherkin @azuisleet @Netshroud @psychonic @stgn @voided, you guys are listed as the organisation staff for "SteamRE", can you please clarify who is in charge of this?
Edit : Your website (http://opensteamworks.org/) also appear sto be offline.
In SteamTypes.h line 66, i see a #undef SendMessage // for ISteamGameCoordinator001 to work right..
Because of this I can't really do much with common win32 controls that use messages to initialize themselves. Can you wrap SendMessage in a namespace or something instead?
I've tried all combinations of launching Steam first, or the logger first.. I've tried elevated permissions on one, the other and both with the sequence of launching..
It no longer connects to steam and logs no longer get saved.
..strike this.. It no longer works with Steam Beta; non beta it works but it may not for much longer depending how quickly they roll out the updates.
Is there any documentation for building any of these projects on Linux, or at least a current compatibility list?
I am having trouble getting passed an issue that prevents a .vpk file to be published to the game's workshop. A team member has actually gotten it to publish twice, but I have not, and since then, he has not been able to either. We are using Steam4NET.dll. When I hit publish, it seems to be going ok through the code, but once it hits PublishWorkshopFile(), it throws the following error:
An unhandled exception of type 'System.AccessViolationException' occurred in Steam4NET.dll
Additional information: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
When using the other Steam4NET (not Steam4NET2), it worked before the June update on Steam, when it started throwing "Failed to init Steam client engine." This one gets passed that error, but has the 'System.AccessViolationException' error.
Fix either of these issues of the separate Steam4NET libraries, I just need publishing workshop to work.
Including SteamclientAPI.h
with VERSION_SAFE_STEAM_API_INTERFACES
defined causes a number of "undeclared symbol" errors for SteamClient() etc. This appears to be caused by CSteamAPIContext.h
being included from Steamclient.h
before they are declared. (And its attempt to include same recursively is blocked by include guards, of course.) Suggest moving the inclusion from the top of the file to down below the declaration of the functions it requires.
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