mirror of
https://forgejo.xatacraft.ru/Sunshine/mkxp-sunshine.git
synced 2026-08-19 13:29:54 +00:00
Corrected minor issues with steamshim and documented the building
This commit is contained in:
parent
c8b0b92513
commit
e2c9806ab2
4 changed files with 30 additions and 3 deletions
|
|
@ -28,7 +28,9 @@ typedef int PipeType;
|
|||
#ifdef STEAMSHIM_DEBUG
|
||||
#define dbgpipe printf
|
||||
#else
|
||||
static inline void dbgpipe(const char *fmt, ...) {}
|
||||
static inline void dbgpipe(const char *fmt, ...) {
|
||||
(void)fmt;
|
||||
}
|
||||
#endif
|
||||
|
||||
static int writePipe(PipeType fd, const void *buf, const unsigned int _len);
|
||||
|
|
|
|||
|
|
@ -20,7 +20,7 @@ FLAGS += -lsteam_api
|
|||
|
||||
ifeq ($(DEBUG),1)
|
||||
FLAGS += -DSTEAMSHIM_DEBUG
|
||||
else
|
||||
else ifeq ($(HOST),w32)
|
||||
FLAGS += -mwindows
|
||||
endif
|
||||
|
||||
|
|
|
|||
22
steamshim_parent/README.md
Normal file
22
steamshim_parent/README.md
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
# Steamshim parent
|
||||
OneShot uses [steamshim](https://hg.icculus.org/icculus/steamshim/) for GNU GPL v3 and Steam interoperability. There are five components that OneShot uses to communicate with Steam, in order:
|
||||
1. Steamworks SDK (that can be obtained from [here](https://partner.steamgames.com)) that is used for directly communicating with Steam. It is closed-source, and because of license compatibility issues steamshim must be used as a layer between OneShot and Steamworks SDK to communicate with Steam.
|
||||
2. steamshim parent (whose source is within this folder) is a separate application that will start up the main OneShot application and can communicate with the Steamworks SDK.
|
||||
3. steamshim child (whose source is inside the `steamshim` folder) is the client used to communicate with the steamshim parent from the OneShot application through pipes.
|
||||
4. Steam controller inside OneShot application (`src/steam.cpp`) controls the communication between OneShot and steamshim components.
|
||||
5. Steam binding (`binding-mri/steam-binding.cpp`) creates Ruby objects so Steam functionalities (like achievements) can be controlled from the game's scripts/events and passes on the handling to the Steam controller
|
||||
|
||||
## Building
|
||||
Download Steamworks SDK from [here](https://partner.steamgames.com) and run
|
||||
```console
|
||||
$ export LD_LIBRARY_PATH=/path/to/steamworks/sdk/redistributable_bin/platform
|
||||
$ STEAMWORKS=/path/to/steamworks/sdk HOST=platform make
|
||||
```
|
||||
inside this directory, where `platform` can be `win64`, `osx32`, `linux64` or `linux32`
|
||||
|
||||
If you need debug output from the steamshim parent, compile with `DEBUG=1` in command-line arguments for `make`.
|
||||
|
||||
## Running
|
||||
After building the steamshim parent, place it in the same directory as the OneShot application. Note that the OneShot application **must be named "oneshot"**. Changing the case ("OneShot") will make the game not launch.
|
||||
|
||||
To run the game with the Steam wrapper, run the steamshim parent.
|
||||
|
|
@ -30,7 +30,9 @@ typedef int PipeType;
|
|||
#ifdef STEAMSHIM_DEBUG
|
||||
#define dbgpipe printf
|
||||
#else
|
||||
static inline void dbgpipe(const char *fmt, ...) {}
|
||||
static inline void dbgpipe(const char *fmt, ...) {
|
||||
(void)fmt;
|
||||
}
|
||||
#endif
|
||||
|
||||
/* platform-specific mainline calls this. */
|
||||
|
|
@ -245,6 +247,7 @@ static bool launchChild(ProcessType *pid)
|
|||
|
||||
// we're the child.
|
||||
GArgv[0] = strdup("./" GAME_LAUNCH_NAME);
|
||||
dbgpipe("Starting %s\n", GArgv[0]);
|
||||
execvp(GArgv[0], GArgv);
|
||||
// still here? It failed! Terminate, closing child's ends of the pipes.
|
||||
_exit(1);
|
||||
|
|
|
|||
Loading…
Reference in a new issue