updated SteamWorks library
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@@ -4,8 +4,11 @@ Lightweight Steamworks helper library for C# game projects.
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This package provides a simple Steam API wrapper for common tasks like initialization, callback processing, player name lookup, and achievements.
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## Features
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- Simple Steam initialization via `SteamManager.Instance`
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- Per-frame callback runner with `SteamManager.Update()`
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- Simple Steam initialization via `SteamManager.Instance` (uses `SteamAPI_InitFlat` on SDK 1.58+ and reports the error message in `InitErrorMessage`)
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- Configurable native library location with `SteamManager.ConfigureLibraryPath()` (Unity `Plugins/x86_64`, custom folders)
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- `SteamManager.RestartAppIfNecessary()` for launching through Steam
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- Per-frame manual callback dispatch with `SteamManager.Update()`: callback subscriptions, `OverlayActivated` event and async call results (`SteamManager.Instance.Callbacks`)
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- Ownership, DLC and language queries via `SteamManager.Instance.Apps` (ISteamApps)
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- Safe shutdown with `SteamManager.Shutdown()`
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- Player persona name access with `SteamManager.GetSteamName()`
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- Achievement helpers via `AchievementManager`
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@@ -89,11 +92,119 @@ var session = steam.Ugc.BeginUpdateSession(480, 123456789012345678UL)
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.WithContentFolder("/absolute/path/to/content")
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.WithPreviewFile("/absolute/path/to/preview.png");
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var submitCallHandle2 = session.Submit("Updated content", out var failedStep2);
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// Ownership / language (ISteamApps)
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bool ownsDemo = steam.Apps.BIsSubscribedApp(480);
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bool hasDlc = steam.Apps.BIsDlcInstalled(123456);
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string language = steam.Apps.GetCurrentGameLanguage(); // "english", "portuguese", ...
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```
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## Callbacks and async call results
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`SteamManager.Update()` runs Steam's manual dispatch loop (`SteamAPI_ManualDispatch_*`). Callbacks and async call results are delivered from `Update()`, on the thread that calls it. If the loaded `steam_api` has no manual dispatch exports, or you call `SteamManager.ConfigureManualDispatch(false)` before `Instance`, `Update()` falls back to `SteamAPI_RunCallbacks` and no events or results are delivered. The library never runs both.
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```cs
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var steam = SteamManager.Instance;
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// Typed overlay event (GameOverlayActivated_t)
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steam.OverlayActivated += overlay => Console.WriteLine($"Overlay open: {overlay.Active}");
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// Any callback by id, with the raw payload
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IDisposable sub = steam.Callbacks.Subscribe(SteamCallbackIds.GameOverlayActivated, data =>
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{
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bool active = data.ReadBoolean(0);
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});
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sub.Dispose(); // unsubscribe
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// Workshop results: callback style...
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steam.Ugc.SubmitItemUpdate(updateHandle, "Patch notes", result =>
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{
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if (result.IsSuccess) Console.WriteLine($"Uploaded {result.PublishedFileId}");
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if (result.UserNeedsToAcceptWorkshopLegalAgreement) { /* show the agreement link */ }
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});
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steam.Ugc.CreateItem(480, 0 /* k_EWorkshopFileTypeCommunity */, created => { /* created.PublishedFileId */ });
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steam.Ugc.SendQueryUgcRequest(queryHandle, query => { /* query.NumResultsReturned */ });
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// ...or awaitable (keep calling Update() while waiting)
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var query = await steam.Ugc.SendQueryUgcRequestAsync(queryHandle);
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// Any other SteamAPICall_t handle
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var raw = await steam.Callbacks.WaitForCallResultAsync(apiCallHandle);
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if (!raw.IoFailure) { int eResult = raw.ReadInt32(0); }
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```
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Callback structs use 8-byte packing on Windows and 4-byte packing on Linux, Steam Deck and macOS, which moves 64-bit fields in some structs. The typed results handle this. When you parse a raw payload yourself, check `SteamCallbackDispatcher.UsesLargeCallbackPack`.
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## Using in Unity
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The library has no Unity references; add the DLLs and the Steam native libraries (`steam_api64.dll` for Windows, `libsteam_api.so` for Linux) to `Assets/Plugins/x86_64/` and set their platforms in the import settings. Keep all Steam code behind your Steam-off define (for example `DISABLESTEAMWORKS`) so itch / Microsoft Store builds don't touch it.
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```cs
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#if !DISABLESTEAMWORKS
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using System.IO;
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using OmegaLeo.HelperLib.Steamworks;
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using UnityEngine;
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public class SteamBootstrap : MonoBehaviour
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{
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private const uint AppId = 480; // your AppId (full game and demo have different ids)
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private void Awake()
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{
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DontDestroyOnLoad(gameObject);
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// Player: <Game>_Data/Plugins/x86_64 (some Linux layouts use <Game>_Data/Plugins).
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// Editor: Application.dataPath is Assets/, so this finds Assets/Plugins/x86_64.
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SteamManager.ConfigureLibraryPath(Path.Combine(Application.dataPath, "Plugins", "x86_64"));
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SteamManager.ConfigureLibraryPath(Path.Combine(Application.dataPath, "Plugins"));
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#if !UNITY_EDITOR
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// Relaunch through Steam when started from the exe. Call before ConfigureAppId.
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if (SteamManager.RestartAppIfNecessary(AppId))
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{
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Application.Quit();
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return;
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}
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#endif
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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// Editor/dev only: writes steam_appid.txt. Shipped builds get the AppId from Steam.
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SteamManager.ConfigureAppId(AppId, writeSteamAppIdFile: true);
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#endif
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var steam = SteamManager.Instance;
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if (!steam.IsSteamworksInitialized)
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{
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Debug.LogWarning($"Steam not available: {steam.InitErrorMessage}");
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return;
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}
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steam.OverlayActivated += OnOverlayActivated;
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}
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private void Update()
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{
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SteamManager.Instance.Update(); // every frame, main thread
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}
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private void OnOverlayActivated(SteamOverlayActivated overlay)
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{
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Time.timeScale = overlay.Active ? 0f : 1f; // or your own pause logic
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}
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private void OnApplicationQuit()
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{
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SteamManager.Instance.OverlayActivated -= OnOverlayActivated;
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SteamManager.Instance.Shutdown();
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}
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}
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#endif
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```
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Pass an `ILogger` to `SteamManager.ConfigureLogger` (a small adapter around `Debug.Log`) to see which library path loaded and why init failed.
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## Notes
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- Steam must be running and your app must be launched in a valid Steam context.
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- Configure your AppId before first access to `SteamManager.Instance`.
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- Configure your AppId, library path and dispatch mode before first access to `SteamManager.Instance`.
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- `ConfigureAppId(appId)` only sets the `SteamAppId` / `SteamGameId` environment variables. Use `ConfigureAppId(appId, writeSteamAppIdFile: true)` to also write `steam_appid.txt` (development only; a shipped build with that file skips `RestartAppIfNecessary`).
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- `SteamManager.Update()` should be called continuously during runtime.
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- If Steam is unavailable, `GetSteamName()` falls back to `"Player"`.
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