steamworks-swift
A practical interface to the Steamworks SDK using the Swift C++ importer.
Caveat Integrator: The Swift C++ importer is a chaotic science project; this package is built on top
Current state:
- All Steamworks interfaces complete - see rough docs
- Code gen creates Swift versions of Steam types; callbacks and call-returns work
- Some interface quality-of-life helpers in a separate
SteamworksHelpers
module make test
builds and runs unit tests that run frame loops and access portions of the Steam API doing various sync and async tasks.- Encrypted app ticket support in separate
SteamworksEncryptedAppTicket
module - Separate demo showing encrypted app-ticket stuff,
make run_ticket
- Requires Swift 5.7, Xcode 14 beta 4
- The Xcode project basically works, assumes
sdk
exists. SourceKit can manage tab completion even if module interface gen is beyond it - Can't get anything out of SteamInput so can't tell if the translation is reasonable :/
Concept
- Offer a pure Swift module
Steamworks
covering all of the current Steamworks API - Leave out the deprecated and WIN32-only stuff
- Do not diverge too far from the 'real' API names to aid docs / searching / porting: I think this is a better starting point than doing a complete OO analysis to carve out function. Can go to build
SteamworksPatterns
or something if worthwhile. Name etc. changes:- Don't use Swift properties for 0-arg getters: diverges too far from Steamworks naming
- Drop the intermittent Hungarian notation (argh the 1990s are calling)
- Use Swift closures for callbacks as well as async-await sugar
- Map unions onto enums with associated values
- Provide custom API-lifetime and message dispatch classes
- Provide strongly typed handles
- Access interfaces via central types
- Use code gen to deal with the ~900 APIs and their ~400 types, taking advantage of the handy JSON file. This code-gen piece is the actual main work in this project
- Provide quality-of-life helpers module
SteamworksHelpers
to wrap up API patterns involving multiple calls, usually determining buffer lengths
Next
- Try generating a DocC package, using code-gen to make a sensible layout
- Port Spacewar over to Swift
API mapping design
Lifecycle
// Initialization
let steam = SteamAPI(appID: MyAppId) // or `SteamGameServerAPI`
// Frame loop
steam.runCallbacks() // or `steam.releaseCurrentThreadMemory()`
// Shutdown
// ...when `steam` goes out of scope
Callbacks
C++
STEAM_CALLBACK(MyClass, OnUserStatsReceived, UserStatsReceived_t, m_CallbackUserStatsReceived);
...
m_CallbackUserStatsReceived( this, &MyClass::OnUserStatsReceived )
...
void MyClass::OnUserStatsReceived( UserStatsReceived_t *pCallback ) {
...
}
Swift
steam.onUserStatsReceived { userStatsReceived in
...
}
There are async versions too, like:
for await userStatsReceived in steam.userStatsReceived {
...
}
...but these need the panacea of custom executors to be practical.
Functions
auto handle = SteamInventory()->StartUpdateProperties();
let handle = steam.inventory.startUpdateProperties()
Call-return style
C++
CCallResult m_GetFollowerCountCallResult;
...
auto hSteamAPICall = SteamFriends.GetFollowerCount(steamID);
m_GetFollowerCountCallResult.Set(hSteamAPICall, this, &MyClass::OnGetFollowerCount);
...
void MyClass::OnGetFollowerCount(FriendsGetFollowerCount_t *pCallback, bool bIOFailure) {
...
}
Swift
steam.friends.getFollowerCount(steamID: steamID) { getFollowerCount in
guard let getFollowerCount = getFollowerCount else {
// `bIOFailure` case
...
}
...
}
Again there are async versions that are impractical for now:
let getFollowerCount = await steam.friends.getFollowerCount(steamID: steamID)
Array-length parameters
Parameters carrying the length of an input array are discarded because Swift arrays carry their length with them.
'Out' parameters
C++ 'out' parameters filled in by APIs are returned in a tuple, or, if the Steam API is void
then as the sole return value.
SteamInventoryResult_t result;
bool rc = SteamInventory()->GrantPromoItems(&result);
let (rc, result) = steamAPI.inventory.grantPromoItems()
Optional 'out' parameters
Some C++ 'out' parameters are optional: they can be passed as NULL
to indicate they're not required by caller. In the Swift API these generate an additional boolean parameter return
with default true
.
auto avail = SteamNetworkingUtils()->GetRelayNetworkStatusAvailability(NULL);
let (avail, _) = steamAPI.networkingUtils.getRelayNetworkStatusAvailability(returnDetails: false)
The return tuple is still populated with something but its contents is undefined; the library guarantees to pass NULL
to the underlying Steamworks API.
'In-out' parameters
C++ parameters whose values are significant and also have their value updated are present in both Swift function parameters and the return tuple.
uint32 itemDefIDCount = 0;
bool rc1 = SteamInventory()->GetItemDefinitionIDs(NULL, &itemDefIDCount);
auto itemDefIDs = new SteamItemDef_t [itemDefIDCount];
bool rc2 = SteamInventory()->GetItemDefinitions(itemDefIDs, &itemDefIDCount);
let (rc1, _, itemDefIDCount) = steamAPI.inventory.
getItemDefinitionIDs(returnItemDefIDs: false,
itemDefIDsArraySize: 0)
let (rc2, itemDefIDs, _) = steamAPI.inventory.
getItemDefinitionIDs(itemDefIDsArraySize: itemDefIDCount)
Default parameter values
Default values are provided where the API docs suggest a value, but there are still APIs where caller is required to provide a max buffer length for an output string -- these look pretty weird in Swift but no way to avoid. Some Steamworks APIs support the old "pass NULL to get the required length" two-pass style and these patterns are wrapped up in a Swifty way in the SteamworksHelpers
module.
Swift C++ Bugs
Tech limitations, on 5.7 Xcode 14.0b3:
Have to manually tell Swift to link withcurrently fixed in 5.7libc++
. Verify by commenting from Makefile. When resolved tidy Makefile.Importingcurrently fixed in 5.7Dispatch
and-enable-cxx-interop
makesDispatchSemaphore
disappear but not the rest of the module?? Work around. When resolved rewrite mutex.- Some structures/classes aren't imported -- the common factor seems to be a
protected
destructor. Verify by trying to useSteamNetworkingMessage_t
. - Something goes wrong storing pointers to classes and they get nobbled by something. Verify by making
SteamIPAddress
a struct, changing interfaces to cache the interface pointers. - Some C++ types with
operator ==
don't haveEquatable
generated. Verify withSteamNetworkingIPAddr
. Got worse in 5.7 Importingseems fixed in 5.7 but build is really slow - keep up not using Foundation?Foundation
and-enable-cxx-interop
and a C++ module goes wrong. Swift 5.6 doesn't crash; worse the compiler goes slow, spits out warnings, then the binary runs like treacle. Will aim to not depend on Foundation, see how that goes.- Calls to virtual functions aren't generated properly: Swift generates a ref to a symbol instead of doing the vtable call. So the actual C++ interfaces are not usable in practice. Will use the flat API.
- Anonymous enums are not imported at all. Affects callback etc. ID constants. Will work around.
- sourcekit won't give me a module interface for
CSteamworks
to see what else the importer is doing. Probably Xcode's fault, still not passing the user's flags to sourcekit and still doing insultingly bad error-reporting.
Non-Swift Problems
- Some Steamworks SDK issues, nothing too serious.
- CI really needs a private runner with a logged-in steam account, current version just runs the non-steam-requiring tests.
Weird Steam messages
Getting unexpected SteamAPICallCompleteds out of SteamAPI_ManualDispatch_GetNextCallback()
-- suspect parts of steamworks trying to use callbacks internally without understanding manual dispatch mode. Or I'm missing an API somewhere to dispatch them.
- 2101 -
HTTPRequestCompleted_t.k_iCallback
- 1296 -
k_iSteamNetworkingUtilsCallbacks + 16
- undefined, not a clue
Seems triggered by using steamnetworking.
Facepunch logs & drops these too, so, erm, shrug I suppose.
Getting src/steamnetworkingsockets/clientlib/csteamnetworkingmessages.cpp (229) : Assertion Failed: [#40725897 pipe] Unlinking connection in state 1
using steamnetworkingmessages; possibly it's not expecting to send messages from a steam ID to itself.
Requirements
- Needs Swift 5.7 (Xcode 14 beta)
- Needs Steam client installed (and logged-in, running for the tests)
- I'm using macOS 12; should work on macOS 11, Linux; might work on Windows
Interface plan
Skip:
- ISteamAppTicket - er not actually a thing?
- ISteamClient - internal stuff, very C++y, looks ignorable
- ISteamController - deprecated, need to review for stuff that's been generated and can actually be deleted after working through ISteamInput
- ISteamGameCoordinator - "largely" deprecated
- ISteamNetworking - this is the pre-modern interface
- ISteamPS3... - will leave Swift-on-PS3 for another day
JSON notes
Capture some notes on troubles reflecting the json into the module.
-
The 'modern'
isteamnetworking
stuff is incomplete somehow - Json describesSteamDatagramGameCoordinatorServerLogin
,SteamDatagramHostedAddress
are missing from the header files. The online API docs are hilariously broken here, scads of broken links. Have to wait for Valve to fix this.I found some of this in the SDR SDK, but it's not supported on macOS and uses actual grown-up C++ with
std::string
and friends so best leave it alone for now. -
SteamNetworkingMessage_t
doesn't import into Swift. Probably stumbling into a hole of C++ struct with function pointer fields. Trust Apple will get to this eventually, will write a zero-cost inline shim. -
Json (and all non-C languages) struggles with unions. Thankfully rare:
SteamIPAddress_t
,SteamInputAction_t
,SteamNetworkingConfigValue_t
.SteamNetworkingConfigValue_t
. Rare enough to deal with manually. -
Loads of missing
out_string_count
etc. annotations and a few wrong, see patchfile.
Contributions
Welcome: open an issue / [email protected] / @johnfairh
License
Distributed under the MIT license. Except the Steamworks SDK parts.