- fix the conditions for achievement progress indication when a game updates a stat which is tied to an achievement
now the user achievements will be updated and saved, and an overlay notification will be triggered.
works withAchievement Watcher by xan105
and the built-in overlay.
you needstats.txt
andachievements.json
inside your localsteam_settings
folder for this feature to work properly - fix an old problem where games would crash on exit if the overlay was enabled, more prominent in
DirectX 12
games, also set the overlay hook procedure to an empty function before cleaning up the overlay - remove an invalid condition when resetting stats, only write to disk and share values with any gameserver if the stat value isn't already the default
- add a try-catch block when initializing
current progress
andmax progress
during user achievements construction since they throw exception for achievements without progress - always trigger
UserStatsStored_t
andUserAchievementStored_t
callbacks inSteam_User_Stats::IndicateAchievementProgress()
even if the value wasn't updated, games my halt otherwise - return false in
Steam_User_Stats::GetAchievementProgressLimits()
if the achievement has no progress - remove invalid code in the overlay which made it ignore the background transparency/alpha set by the user (
Background_A=0.55
) inconfigs.overlay.ini
, also fixed some internal defaults - fix a mistake in the overlay where the achievement description wasn't being set before posting the notification, the notification message/string is needed to calculate the height dynamically
- remove an irritating transparency effect in the overlay which was added to all popup windows (settings, achievements list, etc...) making the text blended with the game's scene and unclear
- allow specifying various notifications durations for the overlay, these are the new values in
configs.overlay.ini
you can set these values in the global settings, just like all the other settings in all# duration of achievement progress indication Notification_Duration_Progress=6.0 # duration of achievement unlocked Notification_Duration_Achievement=7.0 # duration of friend invitation Notification_Duration_Invitation=8.0 # duration of chat message Notification_Duration_Chat=4.0
.ini
files
you can also override them per-game by modifying your localsteam_settings/configs.overlay.ini
- for Windows
ColdClientLoader
: if the fileload_order.txt
is used, then only load the files mentioned with their respective order, otherwise load all valid PE files as usual
this allows placing PE files (beside your target .dll) that are not supposed to be loaded early, or handled later by your .dll - avoid setting an early/initial window size and position for the overlay, only at the relevant place (slight optimization)
- replace the overlay example font (in
steam_settings.EXAMPLE/fonts.EXAMPLE/
) with Google'sRoboto
medium, the built-in one is still the same! - in the overlay show the warning for bad appid only once until the user closes this warning
- [Detanup01] add more missing interfaces:
ISteamVideo
,ISteamGameStats
- upgrade python runtime used by the scripts (
generate_emu_config
andmigrate_gse
) to v3.12
due to recent problems with SSL library (libsssl
), also switched torequests
vsurllib
solving a problem when grabbing achievements icons - wrap
prtotoc
generated files and external libraries headers to suppress compilation warnings,
also refactored the structure a little
-
[Detanup01] add
premake
build scripts, allowing the project to be built with different toolsets with ease on different platforms for example the project could be built withVisual Studio
on Windows, or via themake
tool on Linux -
[schmurger] add progress bar to the achievements in the overlay, only for achievements that are not earned yet.
also implement notifications for these progress indications (whenever the game indicates a new progress).
you can disable the achievement progress notifications viadisable_achievement_progress
insideconfigs.overlay.ini
-
[schmurger] implement the function
Steam_User_Stats::GetAchievementProgressLimits()
-
[Detanup01] add missing interfaces
ISteamScreenshot
v001
andv002
also fix lots of build warnings in Visual Studio -
third-party dependencies could now be built with a
premake
script, offering more flexibility.
for example you can choose to extract or build certain libraries only, you can also build 32-bit or 64-bit separately
check the updated readme
and re-clone the repo recursively again!
-
enable controller support by default for the regular API library
-
fix an old buffer overrun bug in
Steam_User_Stats::UpdateAvgRateStat()
-
fix an old bug in the shutdown functions, now they will refuse incorrect requests like the original API library, solving a crash in some games
-
restore a missing export
g_pSteamClientGameServer
for the API library, removed by mistake -
avoid overriding
SteamPath
environment variable inSteamAPI_GetSteamInstallPath()
-
fix
gameid
decoding bug in matchmaking servers when usinglibssq
(source server query) -
enhance the overlay shutdown sequence, making it able to handle rapid init/shutdown sequence, fixing a crash in some games
-
for Windows
ColdClientLoader
: allow loading.ini
file with the same name as the loader
ex: if the loader is namedgame_cold_loader.exe
, then it will first try to loadgame_cold_loader.ini
,
if that doesn't exist, it will fallback toColdClientLoader.ini
-
add missing callback in
Steam_UGC::RequestUGCDetails()
-
re-implement the way the background thread is spawned & terminated to fix its cleanup sequence + spawn it for gameservers as well
-
corrected callback vs call result in
Steam_Apps::RequestAllProofOfPurchaseKeys()
-
the emu will now terminate the process and generate a file called
EMU_MISSING_INTERFACE.txt
(beside the library) if an app requested a missing interface -
reduce binaries sizes on Linux by avoiding
-Wl,--whole-archive
and using-Wl,--start-group -lmylib1 -lmylib2 ... -Wl,--end-group
instead on all libraries,
allowing the linker to go back and forth between them to resolve missing symbols -
restore accidentally removed flag for ipv6, for
SteamClient020
-
make the test achievement in the overlay include a random progress
-
add new button to the overlay
toggle user info
to show/hide user info, also make user info hidden by default -
make all overlay popups toggle-able, clicking its button another time will hide or show the popup, depending on its previous state
-
allow
Steam_User_Stats::ClearAchievement()
to reflect the status in the overlay -
initial support for building with
MSYS2
on Windows.
this is still highly experimental and non-functional, this is more of tech demo at the moment
the original SDK is created asMSVC
library, and all games on Windows link with it.
MinGW toolchain has a completely different ABI and the output binary will not work -
deprecated and removed the special Git branches
ci-build-*
, they were intended for automation but no longer maintained
- [Clompress] update Turkish translation
- fixed a mistake where the interface
ISteamUser
v022
was not added to the list of supported versions - increase polling of the run callbacks background thread to
300 ms
- refactored all code inside
.h/.cpp
pair, all source code indll/
is no longer written inside.h
files
- [schmurger] added a sliding animation for the overlay notifications
the duration of the animation could be changed using the new optionNotification_Animation
inconfigs.overlay.ini
- [Detanup01] fixed a bug which resulted in a crash when the generated auth ticket size exceeded the max buffer size
- use
std::filesystem::u8path
to supportutf-8
paths, suggested by [Clompress]
this fixes a bug where non-ascii paths were not being recognized in many places - fixed an undesired behavior where the steam pre-owned ids were being merged with user's dlc list or installed apps list,
this option is now disabled by default and the optiondisable_steam_preowned_ids
is deprecate in favor of the newenable_steam_preowned_ids
- fixed a bug where sanitizing paths in the settings parser would remove the colon ':' character,
preventing the usage of absolute paths on Windows, like:C:\aa\bb
- corrected the size of the auth ticket used in
Steam_User::GetAuthTicketForWebApi()
- added 2 new options to the overlay appearance
Notification_Margin_x
andNotification_Margin_y
which allow specifying a small gap horizontally or vertically for the notifications - added a new switch
-revert
for the toolmigrate_gse
, which allows converting.ini
files back to.txt
files,
also added some common switches for the help page/?
,-?
, etc...
note that this option isn't 100% perfect - updated the built-in overlay appearance & the example overlay ini file with a darker look and feel + changed some defaults, inspired by additions of [schmurger]
- fixed mismatching push/pop for the overlay style, resulting in a crash when the default colors are changed
- [schmurger] improved achievement notification:
- added new overlay appearance option
Notification_Rounding
which allows increasing the roundness of the notifications corners - the overlay ini file now contains color scheme similar to the one used in steam for the notification background
- added new overlay appearance option
- added a new button to the overlay
"Test achievement"
which triggers a test achievement, suggested by [Kirius88]
note that the icon for this test achievement is selected randomly from the current list of achievements - added a new overlay appearance option
Achievement_Unlock_Datetime_Format
which allows changing the date/time format of the unlocked achievements, suggested by [Clompress] - removed the condition which disabled the overlay sounds when it is shown, suggested by [Vlxst]
- calculate all notifications heights dynamically
- fixed local saving + ignore the global settings folder entirely when using the local save option for a full portable behavior
- reverted all changes made to
find_interfaces
tool and reverted the format back to the original one, which allows loadingsteam_interfaces.txt
- fixed a bug in the
settings_parser
which lead to unwanted disk write operations in thelobby_connect
tool - don't use global appdata path in
matchmaking
+matchmaking_servers
, instead use current/active save directory, in case we're using local_save_path
- [Clompress] corrected Turkish translation
- allow changing the name of the base/global folder used to store save data, suggested by [Clompress]
by default it would be the new folderGSE Saves
(instead ofGoldberg SteamEmu Saves
)
this could be changed only by setting the optionsaves_folder_name
inside the local filesteam_settings/configs.user.ini
, the global one will not work - new switches for the
generate_emu_config
tool, suggested by [M4RCK5]-skip_ach
: skip downloading & generating achievements and their images-skip_con
: skip downloading & generating controller configuration files-skip_inv
: skip downloading & generating inventory data (items.json
&default_items.json
)
-
[breaking] move most settings inside
.ini
files:configs.main.ini
: configurations for the emu itselfconfigs.user.ini
: configurations specific to the userconfigs.app.ini
: configurations specific to the game/appconfigs.overlay.ini
: configurations of the overlay
they could be placed inside the local
steam_settings
folder,
or inside the new global settings folderGSE Saves/settings
, located at%appdata%\GSE Saves\settings\
on Windows for example.
you can create a global.ini
fileGSE Saves/settings/config.xxx.ini
for the common options, and another local onesteam_settings/config.xxx.ini
for the game-specific options, and the emu will merge them.To avoid confusion, the global saves folder is changed to be
GSE Saves
by default. -
new tool
migrate_gse
to convert either your globalsettings
folder, or your localsteam_settings
folder from the old format to the new one- run the tool without arguments to let it convert the global settings folder
- run the tool and pass the target
steam_settings
orsettings
folder as an argument to convert the structure of that folder
in both cases, the tool will create a new folder
steam_settings
in the current directory with all the results of the conversioncheck its own dedicated readme
- [breaking] changed the environment variable
SteamAppPath
toGseAppPath
, which is used to override the program path detected by the emu - [breaking] removed the setting
disable_account_avatar
in favor of the new oneenable_account_avatar
, this feature is now disabled by default - introduced a new behavior in the emu, which makes it by default add a lot of Steam builtin and preowned IDs to the DLC list, and the emu's list of installed apps
you can disable this via the optiondisable_steam_preowned_ids
inconfigs.main.ini
- added a workaround for Steam Input, set
disable_steamoverlaygameid_env_var=1
insideconfigs.main.ini
, might not work though - reverted the changes to
Steam_Apps::BIsAppInstalled()
, now it will return true when the given app id is found in the DLC list, this function is also controlled viainstalled_app_ids.txt
- removed the limit on the amount of characters for local saves
- allow specifying absolute paths for local saves
- removed the warning for using
force_xxx.txt
files from the overlay, since it's no longer relevant, also removed the code which disables the user input when this warning was displayed - increase run callbacks background thread polling time to
~200ms
- changed the overlay title to give proper credits to its author
- set these env vars for a more accurate emulation:
SteamAppUser
SteamUser
SteamClientLaunch
SteamEnv
SteamPath
- [Clompress] Turkish translation for the overlay
- added callbacks alongside call results in various interfaces, allowing some games to work properly
- trigger additional
UserAchievementStored_t
callbacks inSteam_User_Stats::StoreStats()
for all the unlocked achievements prior to calling this function - trigger
UserStatsStored_t
callback inSteam_User_Stats::IndicateAchievementProgress()
instead of a call result (call result is removed), might break stuff - trigger
UserStatsReceived_t
callback as well as call result inSteam_User_Stats::RequestUserStats()
, needed by some games - trigger additional
PersonaStateChange_t
callback inSteam_Friends::SetPersonaName()
- trigger
SteamInventoryRequestPricesResult_t
callback as well as call result inSteam_Inventory::RequestPrices()
- trigger
SteamUGCQueryCompleted_t
callback as well as call result inSteam_UGC::SendQueryUGCRequest()
- trigger callback as well as call result in many places including the following classes:
Steam_User_Stats
Steam_HTTP
Steam_HTMLsurface
- [breaking] load overlay audio from
sounds
subfolder, either from the local game settings foldersteam_settings/sounds
,
or from the global settings folderGoldberg SteamEmu Settings/settings/sounds
- allow loading the overlay fonts from the global settings folder
Goldberg SteamEmu Settings/settings/fonts
- added missing example overlay
.wav
file - updated readme files + added some which were missing + removed invalid avatar example
-
properly implement
Steam_Apps::GetAvailableGameLanguages()
-
ensure current emu language is inside
supported_languages
list -
run the callbacks background thread earlier inside
Steam_Client::ConnectToGlobalUser()
since some games don't callSteamAPI_RunCallbacks()
orSteamAPI_ManualDispatch_RunFrame()
orSteam_BGetCallback()
hence all run_callbacks() will never run, also networking callbacks won't run
-
[breaking] introduced a new config file
enable_experimental_overlay.txt
, which deprecates the config filedisable_overlay.txt
in many occasions this feature was a source of crashes, so it's better to make it an opt-in option.
otherwise, theexperimental
andCold Client
builds of the emu will crash by default on startup for some apps/games
-
decrease the periodicity of the background thread to
~100ms
, also prevent it from running if the callbacks are already running -
output each function name in the debug log
-
imitate Windows resources of gameoverlayrenderer + add resources to networkingsocketslib
-
force add gameserver if
always_lan_type
was specified, not necessary but just in case -
allow injecting id string during build via command line switch
+build_str <str>
- load achievements strings before creating fonts, so that their glyphs ranges are taken into consideration
- [detiam] fix linking errors when building on archlinux
- [detiam] optimize Linux deps build script:
- new argument
-packages_skip
: allows skipping installation of distro packages, such asbuild-essential
,gcc-multilib
, etc... - the above command introduced the ability to run without root
- if the script was ran without root, and
-packages_skip
wasn't specified,
the script will attempt to detect and use the built-in toolsudo
if it was available
- new argument
- [Detanup01] Added Steamwork SDK version 159
- [detiam] added schinese and tchinese translations to the overlay
- [detiam] enhanced the overlay font
- replace the builtin font with
Unifont
- allow loading a custom font whose location is defined in
overlay_appearance.txt
fonts with relative paths will be loaded fromsteam_settings\fonts
- replace the builtin font with
- allow sharing leaderboards scores with connected players, adjust players ranks locally, and sort entries as needed by the game, suggested by [M4RCK5]
this will only work when people connected on the same network are playing the same game, once they disconnect their leaderboard entry will be lost (no data persistence for other players), also it doesn't work well with VPN clients.
this behavior could be enabled viashare_leaderboards_over_network.txt
- implemented the missing interface
ISteamGameServerStats
, allowing game servers to exchange user stats & achievements with players
could be disabled viadisable_sharing_stats_with_gameserver.txt
,
you can also createimmediate_gameserver_stats.txt
to sync data immediately, but not recommended - for windows: updated stub drm patterns and added a workaround for older variants,
this increases the compatibility, but makes it easier to be detected - for windows: new stub/mock dll
GameOverlayRenderer(64).dll
for the experimental cold client setup,
some apps verify the existence of this dll, either on disk, or inside their memory space.
not recommended to ignore it - separated the config file
disable_leaderboards_create_unknown.txt
, previously it was tied toleaderboards.txt
,
by default the emu will create any unknown leaderboards, you can disable this behavior with this file
not recommended to disable this behavior - for the tool
generate_emu_config
:- don't generate
disable_xxx
config files by default - new option
-de
: generate config files insidesteam_settings
folder to disable some extra features of the emu
note that this option deprecates the option-nd
- new option
-cve
: generate config files insidesteam_settings
folder to enable some convenient extra features of the emu - allow specifying the username and password via the environment variables
GSE_CFG_USERNAME
andGSE_CFG_PASSWORD
,
this will override the data specified inmy_login.txt
- don't generate
- properly implement
Steam_User_Stats::ResetAllStats()
- added missing example file
disable_lobby_creation.txt
insteam_settings
folder + updated releaseREADME
- allow overlay invitations to obscure game input to be able to accept/reject the request
- fixed a problem in the overlay where players connected on the same network might be ignored during startup, resulting in an empty friend list
- set the minimum game server latency/ping to
2ms
- added new function
rmCallbacks()
for the networking, to be able to cleanup callbacks on object destruction - missing
delete
(cleanup) forugc_bridge
instance + reset pointers on client objects destruction - for windows build script: prevent permissive language extensions via the compiler flag
/permissive-
-
[bitsynth] Fix Age of Empires 2: Definitive Edition, the game expects the app itself to be an owned DLC,
otherwise most options will be disabled -
Steam_Apps::GetCurrentBetaName()
make sure the out buffer is null terminated
- manage overlay cursor input/clipping and internal frame processing in a better way, should prevent more games from pausing to display notifications
- initially attempt to load the icons of all achievements, this will slow things down at startup,
but avoids having to load the achievement icon during gameplay which causes micro-stutter - avoid loading and resizing the achievement icon each time it's unlocked
- Local_Storage: avoid allocating buffers unless
stbi_load()
was successfull - changed how manual callback dispatch is handled, now it won't run the background thread,
this might break stuff - removed an outdated example file for dll injection in the
ColdClientLoader
- refactor/restructure
steam_utils
into a separate cpp file
- prevent notifications that do not require interaction from stealing focus
- check for success when creating the overlay popup window
- make the backgrounds of notifications and popups less transparent (more visible), for easier visibility
- show hidden achievement description in the overlay if it was unlocked
- don't fail loading both achievement icons, locked and unlocked, if eihter one of them wasn't loaded but the other was
- don't allow posting overlay achievements notifications when the overlay isn't ready yet
- don't run overlay callback when it isn't ready yet
- don't initialize or setup the overlay when
disable_overlay.txt
is used
-
updated the ingame overlay project, suggested by [CHESIRE721]
Thanks to [Nemirtingas] for the amazing project: https://github.com/Nemirtingas/ingame_overlay -
for Linux: new experimental build of the emu with overlay support
currently only some 64-bit games using OpenGL will work -
use a new method to initialize the overlay on a separate thread with a configurable initialization delay and renderer detection timeout
- the new config file
overlay_hook_delay_sec.txt
controls the initial delay (default =0 seconds
) - the new config file
overlay_renderer_detector_timeout_sec.txt
controls the detection timeout (default =15 seconds
)
check the updated
README
- the new config file
-
added builtin fonts to properly render all overlay translations:
NotoSansJP-SemiBold
: for japaneseNotoSansKR-SemiBold
: for koreanNotoSansSC-SemiBold
: for simplified chineseNotoSansTC-SemiBold
: for traditional chineseNotoSansThai-SemiBold
: for ThaiGoogle-Roboto-Medium
: for other languages
-
added 2 new entries for the config file
overlay_appearance.txt
Font_Glyph_Extra_Spacing_x
: controls the extra horizontal spacing of characters (default = 1.0)Font_Glyph_Extra_Spacing_y
: controls the extra vertical spacing of characters (default = 0.0)
the extra horizontal spacing is especially needed for non-latin characters, otherwise they are squeezed
-
removed the source files of the ingame overlay project, it is now a dependency,
rebuild your dependencies! -
removed the code which locks the cursor inside the overlay window
-
attempt to load the locked achievement icon from the json key
icongray
if the normal one failed, adding compatibility with older format -
cleanup/free overlay images on unhook
-
free the detector instance once it's no longer needed
-
use locks everywhere in the overlay + more debug messages
-
fixed a bug in the settings parser where lines with 1 single character would be completely erased after trimming spaces
-
fixed all compilation warnings produced by the overlay on Linux
-
updated all build scripts
-
revert the changes to
steam_matchmaking_servers
and only enable them via the 2 new config files:matchmaking_server_list_actual_type.txt
: enable the behavior which allows steam matchmaking to use the actual type of the requestd server list, otherwise it's always LANmatchmaking_server_details_via_source_query.txt
: enable the behavior which allows steam matchmaking to use actual source server query to grab the server info
thanks a lot to [LuKeSt0rm] for the help and testing
-
added a new flag
-reldir
for thegenerate_emu_config
script which allows it to generate temp files/folders, and expect input files, relative to the current workig directory, suggested by [ImportTaste]
- build the python scripts
achievements_gen.py
andparse_controller_vdf.py
into binary form usingpyinstaller
for a more user friendly usage, suggested by [DogancanYr] - change the scripts
achievements_gen.py
andparse_controller_vdf.py
to accept multiple files
-
more accurately handle and download steamhttp requests in multi-threaded manner:
- hanlde
GET
,HEAD
,POST
- properly set
POST
data (raw and parameterized), andGET
parameters - properly set request headers
- hanlde
-
new config file
force_steamhttp_success.txt
insteam_settings
folder, which forces the APISteam_HTTP::SendHTTPRequest()
to always succeed
- [breaking] deprecated the config file
http_online.txt
in favor of the new onedownload_steamhttp_requests.txt
- generate_emu_config: allow setting the steam id of apps/games owners from an external file
top_owners_ids.txt
beside the script, suggested by [M4RCK5] - generate_emu_config: support the new format for
supported_languages
- generate_emu_config: update the code which parses controller inputs
- generate_emu_config: always use the directory of the script for: the data
backup
folder, thelogin_temp
folder, themy_login.txt
file
- cold client loader: validate the PE signature before attempting to detect arch
- a hacky fix for the overlay on directx12, currently very slow when loading images
- limit the attempts to load the achievements images, to prevent a never ending FPS drop
- new persistent modes for cold client loader, mode 2 is a more accurate simulation and allows launching apps from their .exe
- allow setting the IP country via the file
ip_country.txt
- [Breaking] changed the ini sections of the cold client loader
- [Detanup01] added a new command line option for the tool
generate_emu_config
to disable the generation ofdisable_xxx.txt
files,
suggested by [Vlxst] - added new settings to the overlay which allow specifying the notifications positions, check the example file
overlay_appearance.EXAMPLE.txt
,
suggested by [ugurkahriman] - fixed a mistake when discarding the utf8 bom marker
- added new options to the overlay to allow copying a friend's ID, plus current player ID, suggested by [Vlxst]
- added a new option to the overlay to invite all friends playing the same game, suggested by [Vlxst]
- added new
auto_accept_invite.txt
setting to automatically accept game/lobby invites from this list, each SteamID64 on a separate line
also you can leave the file empty to accept invitations from anyone, check the updated release readme, suggested by [Vlxst] - added new
disable_overlay_warning_*.txt
settings to disable certain or all warnings in the overlay, suggested by [Vlxst]disable_overlay_warning_forced_setting.txt
:- disable the warning for the usage of any file
force_*.txt
in the overlay - unlocks the settings menu, this may result in an undesirable output
- disable the warning for the usage of any file
disable_overlay_warning_bad_appid.txt
: disable the warning for bad app ID (when app ID = 0) in the overlaydisable_overlay_warning_local_save.txt
: disable the warning for using local save in the overlaydisable_overlay_warning_any.txt
: all the above
- deprecated
disable_overlay_warning.txt
insteam_settings
folder in favor of new the options/files - added more Stub variants
- fixed the condition of
warn_forced_setting
, previously it may be reset back tofalse
accidentally - fixed a casting mistake when displaying friend ID
- avoid spam loading the achievements forever on failure, only try 3 times
- removed a debug flag in
UGC::GetItemState()
left by mistake
- [Detanup01] added implementation for
Steam_Remote_Storage::EnumerateUserSubscribedFiles()
+
mods files handles inSteam_Remote_Storage::UGCDownload()
+Steam_Remote_Storage::UGCDownloadToLocation()
which makes mods now work for many games - [Kola124] enhanced the settings parser to detect primary and preview mod files sizes automatically +
use the base Steam URL by default for workshop URL + auto calculate the modscore
from up/down votes
also thanks to [BTFighter] for providing logs - Breaking change mod preview image file must exist in
steam_settings\mod_images\<MOD_ID>
- an enhancement to the settings parser to attempt to auto detect mods when
mods.json
is not present, with the same behavior as when the json file was created.
this works for mods with only 1 primary file and only 1 preview file - fixed the generated path of mod
preview_url
, previously it would contain back slashes\
on Windows - use last week epoch as the default time for mods dates (created, added, etc...)
- make sure the mod path is always normalized and absolute, required by some APIs
Steam UGC
: implementSetUserItemVote()
,GetUserItemVote()
,AddItemToFavorites()
,RemoveItemFromFavorites()
,
favorite mods list are now saved infavorites.txt
in the user save data folder- cold client loader can now inject user dlls, and force inject the
steamclient(64).dll
library,
also you can control the injection order via a fileload_order.txt
, check its readme and the provided example - a new experimental dll (which must be injected first) to patch Stub drm v3.1 in memory, check the injection example of the cold client loader
- cold client loader will now treat relative paths as relative to its own path, previously it used the current active directory
- cold client loader no longer needs an explicit setting for the
ExeRunDir
, by default it would be the folder of the exe - in cold client loader, the option
ResumeByDebugger
is now available for the release build - cold client loader is now built for 32-bit and 64-bit separately, and will display a nag about architecture difference if for example the app was 32-bit and the loader was 64-bit, this could be disabled via the setting
IgnoreLoaderArchDifference=1
- the cold client loader will output useful debug info when the debug build is used
- added a very basic crashes logger/printer, enabled by creating a file called
crash_printer_location.txt
inside thesteam_settings
folder, check README.realease.md for more details - fixed a problem in the overlay which would cause a crash for the guest player when an invitation was sent
Steam UGC
: make sure returned mod folder fromGetItemInstallInfo()
is null terminated, previously some apps would get a bad malformed string because of thisSteam_RemoteStorage
: very basic implementation forGetQueryUGCNumTags()
,GetQueryUGCTag()
,GetQueryUGCTagDisplayName()
- new function in local storage to get list of folders at root level, given some path
- imitate how the DOS Stub is manipulated during/after the build
- some fixes to the win build script + use the undocumented linker flag
/emittoolversioninfo:no
to prevent adding the MSVC Rich Header - debug messages are now mostly scoped, ex:
Steam_Ugc::XXX
- added a bunch of helper functions,
common_helpers::XXX
+pe_helpers::XXX
- [Detanup01] Fixed parsing of old Steam interfaces, reported by [LuKeStorm]: https://cs.rin.ru/forum/viewtopic.php?p=2971639#p2971639
- refactored the tool
find_intrfaces
to search accurately for old interfaces
- added a new option to the Windows version of the client loader to aid in debugging.
the option is calledResumeByDebugger
, and setting it to1
will prevent the loader from
auto resuming the main app thread, giving you a chance to attach your debugger. - make the script
generate_emu_config
generate an emptyDLC.txt
if the app has no DLCs - windows build: sign each file after build with a self-signed generated certificate + note in the release readme regarding false-positives
- windows build: note in readme about Windows SDK
- windows build: added vesion resource (.rc file)
- gen emu config: readme + icon attribution
- added anonymous login to gen emu script, these accounts have very limited access
- linux + win build scripts: introduce -verbose flag
- windows build script: ensure /MT when compiling
- output protoc generated in a subfolder in dll/ for easier code reference +
don't cleanup protoc generated files, because VScode gets confused and cannot find files/types
-
[Detanup01] added option to send auth token with new Ticket! + an option to include the GC token
by default the emu will send the old token format for various APIs, like:Steam_GameServer::GetAuthSessionTicket()
Steam_User::GetAuthSessionTicket()
Steam_User::GetAuthTicketForWebApi()
this allows the emu to generate new ticket data, and additionally the GC token.
check the new config filesnew_app_ticket.txt
andgc_token.txt
in thesteam_settings
folder -
[Detanup01] fixed print issues in some places
-
[remelt] use the
index
argument to grab the preview URL from UGC query result, fixed by: https://cs.rin.ru/forum/viewtopic.php?p=2964432#p2964432 -
[remelt] allow overriding mod
path
& modpreview_url
in themods.json
file, suggested by: https://cs.rin.ru/forum/viewtopic.php?p=2964432#p2964432 -
allow setting the mod
score
in themods.json
-
when the mod
preview_url
is not overridden, don't set it automatically ifpreview_filename
was empty, otherwise thepreview_url
will be pointing to the entiremod_images
folder, like:file://C:/my_game/steam_settings/mod_images/
instead set it to an empty string -
updated
mods.EXAMPLE.json
-
added 2 new config files
is_beta_branch.txt
andforce_branch_name.txt
by default the emu will report anon-beta
branch with the namepublic
when the game callsSteam_Apps::GetCurrentBetaName()
these new config files allow changing that behavior, check thesteam_settings
folder -
refactored the
steamclient_loader
script for Linux + new options and enhancements to make it similar to the Windows version, check its new README! -
for steamclient loader (Windows + Linux): pass loader arguments to the target exe, allowing it to be used from external callers, example by the
lobby_connect
tool -
deprecated the
find_interface
scripts, now the executable is built for Windows & Linux! -
included the
steam_settings.EXAMPLE
for Linux build -
updated release READMEs!
-
added a README for the repo with detailed build steps
- check for invalid data pointer in
GetAuthSessionTicket()
- additional sanity check in
InitiateGameConnection()
+ print input data address in debug build - moved the example
app id
andinterfaces
files insidesteam_settings
folder, to avoid encouraging putting files outside
- fixed all debug build warnings for Linux & Windows (no more scary messages!)
- updated Linux & Windows build scripts to avoid removing the entire build folder before building + introduced
clean
flag - added licenses & sources of all extrnal libraries + added a new cryptography library
Mbed TLS
you have to rebuilt the deps - deprecated the separate/dedicated cleanup script for Windows, it's now inlined in the main build script
- For Windows build script: deprecated
low perf
&win xp
options - For Linux build script: deprecated
low perf
option - restored all original but unused repo files into their separate folder
- lots of refactoring and relocation in the source repo:
- all build stuff will be inside
build
folder - restructured the entire repo
- generate proto source files in the
build\tmp
folder insead of the actual source folder
- all build stuff will be inside
settings_parser.cpp
:- cleanup the settings parser code by split it into functions
- increase the buffer size for
account_name
to 100 chars - increase the buffer size for
language
to 64 chars
common_includes.h
:- refactor includes order
- added new helper function to keep yielding the thread for a given amount of time (currently unused)
- build scripts:
- in Linux build scripts don't use
-d
flag withrm
- added global build stat message
- use an obnoxious name for the file handle variable used if the PRINT_DEBUG macro to avoid collisions, in the caller has a variable with same name
- in Linux build scripts don't use
- don't cache deps build when pushing tag or opening pull requests
- remove hardcoded repo path + remove Git LFS flag since it's no longer needed
-
fixed the implementation of
BIsAppInstalled()
, it must lock the global mutex since it is thread-safe, otherwise it will cause starvation and the current thread wion't yield, which triggers some games -
more accurate behavior for
BIsAppInstalled()
, reject app ID if it was in the DLC list and isUnlockAllDlc was false -
basic implementation for
RequestAppProofOfPurchaseKey()
andRequestAllProofOfPurchaseKeys()
-
a simple implementation for
GetEarliestPurchaseUnixTime()
-
more accurate implementation for
BGetSessionClientResolution()
, set both x & y to 0 -
return false in
BIsDlcInstalled()
when the given app ID is the base game -
check for invalid app ID
uint32_max
in different places -
more accurate implementation for
BReleaseSteamPipe()
, return true if the pipe was released successfully -
lock the global mutex and the overlay mutex in different places just to be on the safe side, without it, some games suffer from thread starvation, might slow things down
-
added missing env var
SteamOverlayGameId
to steam_client and client_loader -
added a startup timer + counter for reference, currently used to print timestamp in debug log
-
consistent debug log location, for games that change cwd multiple times while running
-
fixed error propagation in Windows build script, apparently set /a var+=another_var works only if another_var is a defined env var but NOT one of the "magic" builtins like errorlevel
-
More accurate implementation for BIsAppInstalled(), it now rejects uint32_max
-
Allow behavior customizization via installed_app_ids.txt config file
-
Limit/Lock list of installed apps on an empty file (similar to dlc.txt)
-
Changed the behavior of GetCurrentBetaName() to comply with the docs, might break stuff
-
Allow customizing the behavior via ne config files:
is_beta_branch.txt
+force_branch_name.txt
-
New script to generate native executable for
generate_emu_config
on Linux using pyinstaller -
Deprecate the old
RtlGenRandom()
in favor of the newBCryptGenRandom()
-
Setup Github Worflows to:
- Build
generate_emu_config
forLinux
when you push code to a branch whose name matches the patternci-build-gen-linux*
- Build
generate_emu_config
forWindows
when you push code to a branch whose name matches the patternci-build-gen-win*
- Build the emu for
Linux
when you push code to a branch whose name matches the patternci-build-emu-linux*
- Build the emu for
Windows
when you push code to a branch whose name matches the patternci-build-emu-win*
- Build everything when you push code to a branch whose name is
ci-build-all
- Build everything and create a release when you push a tag whose name matches the pattern
release*
- Build
-
Packaging scripts for both Windows & Linux, usable locally and via Github Workflows
- For the emu:
- First run
build_win_deps.bat
(Windows)
orsudo ./build_linux_deps.sh
(Linux) - Run
build_win.bat release
+build_win.bat debug
(Windows)
or./build_linux.sh release
+./build_linux.sh debug
(Linux) - Finally run
package_win.bat release
+package_win.bat debug
(Windows)
orsudo ./package_linux.sh release
+sudo ./package_linux.sh debug
(Linux)
- First run
- The same goes for
generate_emu_config
(scripts folder) but the scripts do not take any arguments, so norelease
ordebug
- For the emu:
-
Added all third-party dependencies as local branches in this repo + refer to these branches as submodules, making the repo self contained
-
based on cvsR4U1 by [ce20fdf2] from viewtopic.php?p=2936697#p2936697
-
apply the fix for the Linux build (due to newer glibc) from this pull request by Randy Li: https://gitlab.com/Mr_Goldberg/goldberg_emulator/-/merge_requests/42/
-
add updated translation of Spanish + Latin American to the overlay by dragonslayer609 from viewtopic.php?p=2936892#p2936892
-
add updated translation of Russian to the overlay by GogoVan from viewtopic.php?p=2939565#p2939565
-
add more interfaces to look for in the original steam_api by alex47exe from viewtopic.php?p=2935557#p2935557
-
add fix for glyphs icons for xbox 360 controller by 0x0315 from viewtopic.php?p=2949498#p2949498
-
bare minimum implementation for SDK 1.58a
-
backup the current version of the interface 'steam ugc'
- create new file: isteamugc017.h
- copy the current version of the interface to this file
- don't copy enums, structs, constants, etc..., just copy the pure virtual (abstract) class of the interface
- rename the abstract class to include the current version number in its name, i.e. 'class ISteamUGC017'
- create a file header guard containing the interface version in its name, i.e. 'ISTEAMUGC017_H'
- if the file has '#pragma once', then guard this line with '#ifdef STEAM_WIN32' ... '#endif', I don't know why
- create new file: isteamugc017.h
-
isteamugc.h (this always contains the declaration of latest interface version)
- declare the new API: GetUserContentDescriptorPreferences()
- update the API: SetItemTags() to use the new argument
- update the interface version to STEAMUGC_INTERFACE_VERSION018
-
steam_ugc.h (this always contains the implementation of ALL interfaces versions)
- add the backed-up abstract class to the list of inheritance, i.e. 'public ISteamUGC017'
- (needs revise) implement the new API: GetUserContentDescriptorPreferences()
- add a new overload of the API: SetItemTags() which takes the new additional argument
-
backup the current version of the interface 'steam remote play'
- create new file: isteamremoteplay001.h
- copy the current version of the interface to this file
- don't copy enums, structs, constants, etc..., just copy the pure virtual (abstract) class of the interface
- rename the abstract class to include the current version number in its name, i.e. 'class ISteamRemotePlay001'
- create a file header guard containing the interface version in its name, i.e. 'ISTEAMREMOTEPLAY001_H'
- if the file has '#pragma once', then guard this line with '#ifdef STEAM_WIN32' ... '#endif', I don't know why
- create new file: isteamremoteplay001.h
-
isteamremoteplay.h (this always contains the declaration of latest interface version)
- declare the new API: BStartRemotePlayTogether()
- update the interface version to STEAMREMOTEPLAY_INTERFACE_VERSION002
- fix file header guard from _WIN32 to STEAM_WIN32
-
steam_remoteplay.h (this always contains the implementation of ALL interfaces versions)
- add the backed-up abstract class to the list of inheritance, i.e. 'public ISteamRemotePlay001'
- (needs revise) implement the new API: BStartRemotePlayTogether()
-
steam_api.h
- #include the backed-up interface files:
- #include "isteamugc017.h"
- #include "isteamremoteplay001.h"
- declare the new API: SteamInternal_SteamAPI_Init()
- add a new enum ESteamAPIInitResult
- fix return type of SteamAPI_InitSafe() from bool to steam_bool (some stupid games read the whole EAX register)
- add a useless inline implementation for the API: SteamAPI_InitEx(), not exported yet but just in case for the future
- #include the backed-up interface files:
-
steam_gameserver.h
- declare the new API: SteamInternal_GameServer_Init_V2()
- fix return type of SteamGameServer_Init() from bool to steam_bool (some stupid games read the whole EAX register)
- add a useless inline implementation for the API: SteamGameServer_InitEx(), not exported yet but just in case for the future
-
steam_api_common.h
- declare a new type: SteamErrMsg
-
dll.cpp (this has the implementation of whatever inside steam_api.h + steam_gameserver.h)
- (needs revise) implement the new API: SteamInternal_SteamAPI_Init()
- (needs revise) implement the new API: SteamInternal_GameServer_Init_V2()
- read some missing interfaces versions when parsing steam_interfaces.txt
- initialize all interfaces versions with the latest ones available, instead of hardcoding them
-
steam_client.cpp
- add a new version string for the interface getter GetISteamUGC()
- add a new version string for the interface getter GetISteamRemotePlay()
-
isteamnetworkingsockets.h
- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
- ConnectP2PCustomSignaling()
- ReceivedP2PCustomSignal()
- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
-
isteamnetworkingsockets009.h
- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
- ConnectP2PCustomSignaling()
- ReceivedP2PCustomSignal()
- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
-
steam_networking_sockets.h
- implement the missing overloads of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
- ConnectP2PCustomSignaling()
- ReceivedP2PCustomSignal()
- implement the missing overloads of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
-
steam_api_flat.h
////////////////////- declare new interfaces getters:
- SteamAPI_SteamUGC_v018()
- SteamAPI_SteamGameServerUGC_v018()
- declare the new API: SteamAPI_ISteamUGC_GetUserContentDescriptorPreferences()
- (needs revise) update signature of the API: SteamAPI_ISteamUGC_SetItemTags() to add the new argument
this will potentially break compatibility with older version of the flat API
//////////////////// - declare new interface getter: SteamAPI_SteamRemotePlay_v002()
- declare the new API: SteamAPI_ISteamRemotePlay_BStartRemotePlayTogether()
//////////////////// - fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
- SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling()
- SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal()
- declare new interfaces getters:
-
flat.cpp
////////////////////- implement new interfaces getters:
- SteamAPI_SteamUGC_v018()
- SteamAPI_SteamGameServerUGC_v018()
- implement the new API: SteamAPI_ISteamUGC_GetUserContentDescriptorPreferences()
- (needs revise) update signature of the API: SteamAPI_ISteamUGC_SetItemTags() to use the new argument
this will potentially break compatibility with older version of the flat API
//////////////////// - implement new interface getter SteamAPI_SteamRemotePlay_v002()
- implement the new API: SteamAPI_ISteamRemotePlay_BStartRemotePlayTogether()
//////////////////// - fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
- SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling()
- SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal()
- implement new interfaces getters:
-
isteamfriends.h
- (needs revise) add a missing (or new?) member m_dwOverlayPID to the struct GameOverlayActivated_t, hopefully this doesn't break stuff
-
steamnetworkingtypes.h
- add new (or missing?) members to the enum ESteamNetworkingConfigValue:
- k_ESteamNetworkingConfig_RecvBufferSize
- k_ESteamNetworkingConfig_RecvBufferMessages
- k_ESteamNetworkingConfig_RecvMaxMessageSize
- k_ESteamNetworkingConfig_RecvMaxSegmentsPerPacket
- add new (or missing?) members to the enum ESteamNetworkingConfigValue:
-
add the file isteamdualsense.h, it isn't used currently but just in case for the future
-
update descriptions/comments or refactor/spacing
- isteamapplist.h
- isteamgamecoordinator.h
- isteamps3overlayrenderer.h
- isteamuserstats.h
- isteamutils.h
- isteamvideo.h
- steamhttpenums.h
- steamtypes.h
-
-
use Unicode when sanitizing settings, mainly for local_save.txt config file
- new dir "utfcpp": containg all the source/include files of this library: https://github.com/nemtrif/utfcpp
- common_includes.h: include the new library "utfcpp"
- settings.cpp: in Settings::sanitize(): convert to utf-32 first, do the sanitization, then convert back to std::string and return the result
-
avoid locking the global mutex every time when getting the global steamclient instance
- dll.cpp: in get_steam_client(): only lock when the instance is null and double check for null, should speed up things a little bit
-
in different places, avoid locking gloal mutex if the relevant functionality was disabled
- example in steam_user_stats.h: SetAchievement()
- example in steam_overlay.cpp:
- Steam_Overlay::AddMessageNotification()
- Steam_Overlay::AddInviteNotification()
-
explicitly use the ASCII version of Windows APIs to avoid conflict when building with define symbols UNICODE + _UNICODE
- base.cpp: GetModuleHandleA()
- steam_overlay.cpp: PlaySoundA()
-
fix the implementation of RtlGenRandom stub:
- return a number
- use extern "C" if building in C++ mode
-
add new build scripts for both Windows and Linux for a much easier dev/build experience,
both Windows and Linux scripts will run parallel build jobs for a much faster build times,
by default, the scripts will use 70% of the max available threads, but if the auto detection didn't work,
you can pass for example-j 10
to the scripts to use 10 parallel jobson Linux, archives (.a files) of third party libraries are bundled wholly, and built statically via:
-Wl,--whole-archive -Wl,-Bstatic -lssq -lcurl ... -Wl,-Bdynamic -Wl,--no-whole-archive
this ensures that the final output binary (for example: libsteam.so) won't require these libraries at runtime-
to build on Linux (I'm using latest Ubuntu on WSL)
-
run as
sudo ./build_linux_deps.sh
, this will do the following:- download and install the required build tools via
apt-install
- unpack the third party libraries (protobuf, zlib, etc...) from the folder
third-party
tobuild-linux-deps
- build the unpacked libraries from
build-linux-deps
you only need this step once, additionally you can pass these arguments to the script:
-verbose
: force cmake to display extra info-j <n>
: force cmake to use<n>
parallel build jobs
- download and install the required build tools via
-
without sudo, run
./build_linux.sh
and pass the argumentrelease
ordebug
to build the emu in the corresponding mode, this will build the emu inside the folderbuild-linux
some additional arguments you can pass to the script:-
-lib-32
: prevent building 32-bit libsteam_api.so -
-lib-64
: prevent building 64-bit libsteam_api.so -
-client-32
: prevent building 32-bit steamclient.so -
-client-64
: prevent building 64-bit steamclient.so -
-tool-clientldr
: prevent copying the script steamclient_loader.sh -
-tool-itf
: prevent copying the script find_interfaces.sh -
-tool-lobby-32
: prevent building executable lobby_connect_x32 -
-tool-lobby-64
: prevent building executable lobby_connect_x64 -
+lowperf
: (UNTESTED) pass some arguments to the compiler to prevent emmiting instructions for: SSE4, popcnt, AVX -
-j <n>
: force build operations to use<n>
parallel jobs
-
-
-
to build on Windows (just install Visual Studio 2019/2022)
-
without admin, run
build_win_deps.bat
, this will do the following:- unpack the third party libraries (protobuf, zlib, etc...) from the folder
third-party
tobuild-win-deps
- build the unpacked libraries from
build-win-deps
you only need this step once, additionally you can pass these arguments to the script:
-verbose
: force cmake to display extra info-j <n>
: force cmake to use<n>
parallel build jobs
- unpack the third party libraries (protobuf, zlib, etc...) from the folder
-
without admin, run
build_win.bat
and pass the argumentrelease
ordebug
to build the emu in the corresponding mode,
this will build the emu inside the folderbuild-win
some additional arguments you can pass to the script:-
-lib-32
: prevent building 32-bit steam_api.dll -
-lib-64
: prevent building 64-bit steam_api64.dll -
-ex-lib-32
: prevent buildingexperimental steam_api.dll
-
-ex-lib-64
: prevent buildingexperimental steam_api64.dll
-
-ex-client-32
: prevent buildingexperimental steamclient.dll
-
-ex-client-64
: prevent buildingexperimental steamclient64.dll
-
-exclient-32
: prevent building experimentalclient steamclient.dll
-
-exclient-64
: prevent building experimentalclient steamclient64.dll
-
-exclient-ldr
: prevent building experimentalclient loader steamclient_loader.exe
-
-tool-itf
: prevent building executablefind_interfaces.exe
-
-tool-lobby
: prevent building executablelobby_connect.exe
-
+lowperf
: (UNTESTED) for 32-bit build only, pass the argument/arch:IA32
to the compiler -
-j <n>
: force build operations to use<n>
parallel jobs
-
-
-
-
added all required third-party libraries inside the folder
third-party
-
greatly enhanced the functionality of the
generate_emu_config
script + add a build script- run
recreate_venv.bat
to- create a python virtual environemnt
- install all required packages inside this env
- run
rebuild.bat
to produce a bootstrapped .exe built usingpyinstaller
- inside the folder of the built executable
- create a file called
my_login.txt
, then add your username in the first line, and your password in the second line - run the .exe file without any args to display all available options
- create a file called
- run
-
revert the changes to
SetProduct()
andSetGameDescription()
-
in
steam_overlay.cpp
, inAddAchievementNotification()
: prefer original paths of achievements icons first, then fallback toachievement_images/
-
add missing implementation of (de)sanitize_string when
NO_DISK_WRITE
is defined which fixes compilation oflobby_connect
-
check for empty string in (de)sanitize_file_name() before accessing its items
-
implement new API:
GetAuthTicketForWebApi()
base.h
: declare the new API:getWebApiTicket()
base.cpp
: implement the new API:Auth_Ticket_Manager::getWebApiTicket()
steam_user.h
: call the new API insideGetAuthTicketForWebApi()
-
add an updated and safer impl for
Local_Storage::load_image_resized()
by RIPAciD from viewtopic.php?p=2884627#p2884627 -
add missing note in ReadMe about
libssq
-
add new release 4 by [ce20fdf2] from viewtopic.php?p=2933673#p2933673
-
add hotfix 3 by [ce20fdf2] from viewtopic.php?p=2921215#p2921215
-
add hotfix 2 by [ce20fdf2]: viewtopic.php?p=2884110#p2884110
-
add initial hotfix by [ce20fdf2]