Corrected minor issues with steamshim and documented the building

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KockaAdmiralac 2018-08-06 22:27:41 +02:00
parent c8b0b92513
commit e2c9806ab2
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4 changed files with 30 additions and 3 deletions

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@ -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);

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@ -20,7 +20,7 @@ FLAGS += -lsteam_api
ifeq ($(DEBUG),1)
FLAGS += -DSTEAMSHIM_DEBUG
else
else ifeq ($(HOST),w32)
FLAGS += -mwindows
endif

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@ -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.

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@ -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);