32 KiB
- updated the ingame overlay project, thanks to [Nemirtingas] for the project: https://github.com/Nemirtingas/ingame_overlay
- build an experimental version of the emu with overlay support for Linux
- 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
- removed the code which changes the cursor inside the overlay window
- removed the code which adds custom fonts on Windows OS, but keep scaling
- only attempt to load achievements images when hook is ready
- cleanup overlay images on unhook
- free the detector when we get a renderer hook instance
- use locks everywhere in the overlay
- fixed all compilation warnings produced by the overlay on Linux
- updated all build script
2024/2/29
-
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]
2024/2/24
- 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
2024/2/23
-
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
2024/2/20
- 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
2024/2/13
- cold client loader: validate the PE signature before attempting to detect arch
2024/2/10
- 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
2024/2/7
- 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
2024/1/26
- [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
2024/1/25
- 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
2024/1/20
- [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
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