• Open Steamworks
    616 replies, posted
  • Avatar of DrTaxi
  • [QUOTE=OrYgin;23716534]It already was. I have half-finished a server for a mobile device application. If some iPhone coder want to work with me to get a complete app, we could finish it.[/QUOTE] Out of curiosity, does your server handle multiple users on one machine? And does it use the "normal" OSW or the stuff that works without a running client?
  • Avatar of OrYgin
  • I don't want it to be able to run multiple connections, that would be stupid (two people at the same time on a steam account ?!) And it needs Steam to be running, it's a lot easier.
  • Avatar of DrTaxi
  • I'm sure there's a way to get multiple instances of Steam to run at the same time, I meant multiple Steam accounts, as not everyone could run their own server. Now, while people shouldn't trust strangers (who aren't even faceless companies like the guys running Nimbuzz etc.) with their Steam data, clans could set up servers for their members etc. Not having Steam running would make this a lot more plausible too - no nasty updates, no Steam clients eating all the RAM.
  • Avatar of LuaStoned
  • Voided posted something about OpenSteam on page 14 so you don't need Steam to be running at all. That's why I asked if it was possible to get OpenSteam ported to iPhones...
  • Avatar of DrTaxi
  • [QUOTE=The-Stone;23723411]Voided posted something about OpenSteam on page 14 so you don't need Steam to be running at all. That's why I asked if it was possible to get OpenSteam ported to iPhones...[/QUOTE] I'm pretty sure OpenSteam still only makes the Steam DLLs usable.
  • Avatar of Darkster
  • Has Valve responded to that email yet? It would be nice not to worry about some unexpected backlash. This is looking amazing though.
  • Avatar of Patrick
  • Was there a link posted to that MSN plugin? I've been looking for something like that for awhile now.
  • [QUOTE=Darkster;23804425]Has Valve responded to that email yet? It would be nice not to worry about some unexpected backlash.[/QUOTE] Never did. Don't expect them too now.
  • Avatar of asherkin
  • [QUOTE=Darkster;23804425]Has Valve responded to that email yet? It would be nice not to worry about some unexpected backlash. This is looking amazing though.[/QUOTE] This project has been public for 10 months now, I think anything would have happened by now.
  • Is OpenSteam still working? I tried the chat client just now and it wont log me in, saying "Unable to login!" "Unable to set email address". The comment on the project at the limetech.org repository says "Don't need this". Has it become obsolete?
  • Avatar of VoiDeD
  • 4 weeks since the last post? Aw snap. I guess a small update is in order. Progress on the steam networking stuff pretty much stopped as soon as school kicked in a while back, but luckily the semester is coming to a close and I'll have more time to work on things now. Other than that, OSW continues to be updated with the latest stuff that Valve is working on. Oh and the [url=http://store.steampowered.com/treasurehunt]Treasure hunt[/url]? Leaderboards [url=http://content.screencast.com/users/voidedweasel/folders/Jing/media/fc0923c4-5436-4d00-beb2-96ebaaebaab6/2010-12-07_0227.swf]don't mean anything[/url].
  • [QUOTE=VoiDeD;26542004]Leaderboards [url=http://content.screencast.com/users/voidedweasel/folders/Jing/media/fc0923c4-5436-4d00-beb2-96ebaaebaab6/2010-12-07_0227.swf]don't mean anything[/url].[/QUOTE] [img_thumb]http://media.comicvine.com/uploads/2/27874/600107-oh_you_super.jpg[/img_thumb] [editline]7th December 2010[/editline] Pretty nice too.
  • Avatar of VoiDeD
  • Hey everyone, just figured I'd post to update on the latest OSW news. We've recently moved over to bitbucket and Mercurial as our SCM of choice. You can check out the repo here: [url]https://bitbucket.org/VoiDeD/open-steamworks/overview[/url] I went and organized the directory structure a bit, if you're looking for the lib files you'll find them under "Resources" now.
  • Avatar of cool_myll
  • [QUOTE=VoiDeD;30209253]Hey everyone, just figured I'd post to update on the latest OSW news. We've recently moved over to bitbucket and Mercurial as our SCM of choice. You can check out the repo here: [url]https://bitbucket.org/VoiDeD/open-steamworks/overview[/url] I went and organized the directory structure a bit, if you're looking for the lib files you'll find them under "Resources" now.[/QUOTE] Does pidgin and imo.im use your api? I works excellent i wish they made a plugin for trillian which is the messenger of choice for me.
  • Avatar of VoiDeD
  • [QUOTE=cool_myll;33165882]Does pidgin and imo.im use your api? I works excellent i wish they made a plugin for trillian which is the messenger of choice for me.[/QUOTE] Not sure about either. OSW requires Steam to be installed and running on the machine using the API (for the most part). It's more likely they're using the information from the [url=http://www.facepunch.com/threads/1056407]SteamRE project of ours[/url].
  • Is there any tag support yet (getting the tag a user is in)? I couldn't find anything looking around. You know, these things... [url=http://4stor.com/LNA1][img]http://4stor.com/images/LNA1.png[/img][/url]
  • Avatar of VoiDeD
  • [QUOTE=Sassharkey;33346688]Is there any tag support yet (getting the tag a user is in)? I couldn't find anything looking around. You know, these things... [url=http://4stor.com/LNA1][img]http://4stor.com/images/LNA1.png[/img][/url][/QUOTE] [url]https://bitbucket.org/VoiDeD/open-steamworks/src/16ab5b54c3e3/Open%20Steamworks/IClientFriends.h#cl-102[/url] Just keep in mind this is in an IClient interface and will probably break your programs next time Steam updates.
  • Avatar of Winded
  • I got IClientEngine created correctly, and IClientFriends is also created without errors, but using any functions in IClientFriends causes the AccessViolationException, saying "Trying to read or write protected memory, this could be because of damaged memory". (Isn't a straigt translation but whatever).
  • Avatar of VoiDeD
  • That's a consequence of using an unsafe interface. Don't use IClient.
  • Avatar of Winded
  • [QUOTE=VoiDeD;36231309]That's a consequence of using an unsafe interface. Don't use IClient.[/QUOTE] So, is there any other way to send messages to group chats than using IClientFriends?
  • Avatar of AngryChairR
  • [CODE]SteamContext.ClientFriends.SetPersonaState(EPersonaState.k_EPersonaStateSnooze);[/CODE] Doesn't seem to be working. Have steam stopped us from being able to use it?
  • Avatar of VoiDeD
  • [QUOTE=AngryChairR;36261770][CODE]SteamContext.ClientFriends.SetPersonaState(EPersonaState.k_EPersonaStateSnooze);[/CODE] Doesn't seem to be working. Have steam stopped us from being able to use it?[/QUOTE] I really don't know how many times I have to repeat myself. [QUOTE=VoiDeD;36231309]That's a consequence of using an unsafe interface. Don't use IClient.[/QUOTE]
  • Avatar of Nielk1
  • Is there a way to recover from an AccessViolationException caused by the interface being out of date? I mean, I know there are tricks to catching that uncatchable exception for doing a graceful exit, but you can't do much else since the code before the actual exception might not have yet executed and code after might have (basically your program is in an unknown state). I am looking at caching certain information into a local SQLite3 DB that is generated from the data fetched from the IClientEngine for use when the interface is invalid until I can get the new interface in, however, if I cannot work around when the error occurs to use my cache I have an issue. One though I had was to make the code that interfaces with Steam and writes to this cache a separate executable so that when it crashes the main application does not and can look at the output. However, if there is a way to check that the interface is no longer correct without causing an AccessViolationException or other error that would be optimal. What are your thoughts on this and do you have any suggestions? I am working in Qt Creator and making use of Qt's threading and other functions in case that has any effect, though I believe that the solution to this issue is probably IDE independent. As a final note, I would like to avoid any solutions that are OS dependent (though this should not come up unless I look at Microsoft specific keywords like __try __, which are more the compiler and less the host OS). And yes, to get the data I want to get I need to use the unsafe interfaces.
  • Probably a stupid question, but is there a way to get a callback when the Steam client is closing? I tried to use SteamShutdown_t, but it's not responding at all (unless i'm misinterpreting what it does). Others such as appdata or persona state changes are working just fine. I'm using Steam4NET compiled from the latest repo version. Any ideas?
  • Avatar of VoiDeD
  • [QUOTE=Pendor;36296455]Probably a stupid question, but is there a way to get a callback when the Steam client is closing? I tried to use SteamShutdown_t, but it's not responding at all (unless i'm misinterpreting what it does). Others such as appdata or persona state changes are working just fine. I'm using Steam4NET compiled from the latest repo version. Any ideas?[/QUOTE] That's one of the issues I ran into when creating the chat logger. I've never seen SteamShutdown_t be posted, so I'm not sure.