24 KiB
- 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
2024/1/5
- [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
2024/1/3
- 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
2023/12/21 - 2023/12/27
-
[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
2023/12/20
-
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
2023/12/17
-
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
2023/12/14
-
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/
Older changes
-
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