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godotsteam's Issues

Godot 2.1.2 Breaks Compilation

Seems they added a file called ip_address.h and ip_address.cpp which causes a conflict of the variable IP_Address used in a function. This breaks compilation. Currently working on fixing in my local copy.

The function in Godot Steam is: SteamUC::set_fake_server_info

Convert project to GDNative

I was wondering, since GDNative is now the go-to solution to include 3rd party libs in Godot, that it would make sense to adapt this project as a Steam API-wrapper to be used with GDNative.
This would allow users for a quick and easy to use tool for steam integration

Build failure: SteamLeaderboard_t conversion ambiguous

I am unable to build, as best I can tell, this is the error message:

modules/godotsteam/godotsteam.cpp:286:70: error: conversion from 'SteamLeaderboard_t {aka long long unsigned int}' to 'const Variant' is ambiguous
    Ref<SteamLeaderboard> sLeaderboard( callData->m_hSteamLeaderboard );

I'm using scons on Linux, with stable 2.1 version of Godot, in your leaderboards branch.

I get the same error trying to build the latest git version of Godot

"leaderboard_loaded" signal returns null

When the leaderboard_loaded signal is sent, it has null as an argument, even when the leaderboard is found.

I thought I might not be finding my leaderboard, so I put a printf statement in the else statement in godotsteam.cpp line 284-287, and it prints that a leaderboard was found, but the signal still contains null.

I also put some print statements in the constructors for the SteamLeaderboards object, but neither one appears to be called.

Here's my relevant GDScript code, in case the problem is there:

var steamScores = null

signal scores_retrieved()

func _ready():
	Steam.connect("leaderboard_loaded", self, "_load_Steam_leaderboards")
	Steam.load_leaderboard("Endless")

func _load_Steam_leaderboards(leaderboard):
	print("leaderboard: ", leaderboard)
	if !leaderboard:
		return
	steamScores = leaderboard
	steamScores.connect("entries_loaded", self, "_global_scores_loaded", [], CONNECT_ONESHOT)
	steamScores.query_entries(1, 10, 0)

func _global_scores_loaded():
	globalScores = steamScores.get_entries()
	emit_signal("scores_retrieved")

the print statement in _load_Steam_leaderboards prints:
leaderboard: [Object:null]

Compilation Errors with Godot 2.1

Hi there
I downloaded the latest version of Steamworks SDK (137) and Godot 2.1 source code. I followed closely all the steps described in the module doc but when I run scons to compile the engine, this is the output I get:

In file included from modules/godotsteam/godotsteam.cpp:2:0:
modules/godotsteam/godotsteam.h:53:35: warning: converting to non-pointer type 'int' from NULL [->Wconversion-null]
void updateFriendList(int filter=NULL); // default = last used filter
^~~~
In file included from /usr/include/alloca.h:24:0,
from platform/x11/platform_config.h:30,
from core/safe_refcount.h:35,
from core/os/memory.h:33,
from core/list.h:32,
from core/object.h:32,
from modules/godotsteam/godotsteam.h:7,
from modules/godotsteam/godotsteam.cpp:2:
modules/godotsteam/godotsteam.h: In member function 'virtual void >Steam::CCallbackInternal__avatar_loaded::Run(void*)':
modules/godotsteam/godotsteam.h:59:17: warning: offsetof within non-standard-layout type 'Steam' >is undefined [-Winvalid-offsetof]
STEAM_CALLBACK(Steam, _avatar_loaded, AvatarImageLoaded_t );

modules/godotsteam/sdk/public/steam/steam_api_internal.h:184:58: note: in expansion of macro >'_STEAM_CALLBACK_3'

define _STEAM_CALLBACK_HELPER( _1, _2, SELECTED, ... ) STEAM_CALLBACK##SELECTED

                                                     ^~~~~~~~~~~~~~~~

modules/godotsteam/sdk/public/steam/steam_api.h:218:2: note: in expansion of macro >'_STEAM_CALLBACK_SELECT'
STEAM_CALLBACK_SELECT( ( VA_ARGS, 4, 3 ), ( /*/, thisclass, func, VA_ARGS ) )
^~~~~~~~~~~~~~~~~~~~~~
modules/godotsteam/godotsteam.h:59:2: note: in expansion of macro 'STEAM_CALLBACK'
STEAM_CALLBACK(Steam, avatar_loaded, AvatarImageLoaded_t );
^~~~~~~~~~~~~~
modules/godotsteam/godotsteam.cpp: In member function 'String Steam::get_userdata_path()':
modules/godotsteam/godotsteam.cpp:57:50: error: uninitialized const in 'new' of 'const char'
const char *pchBuffer = new const char[cubBuffer];
^
modules/godotsteam/godotsteam.cpp:58:7: warning: unused variable 'error' [-Wunused-variable]>
bool error = SteamUser()->GetUserDataFolder( (char
)pchBuffer, cubBuffer );
^~~~~
modules/godotsteam/godotsteam.cpp: In member function 'String Steam::get_username(int)':
modules/godotsteam/godotsteam.cpp:74:54: warning: comparison between signed and unsigned >integer expressions [-Wsign-compare]
if ( SteamUser() != NULL && (steamId < 0 || steamId == SteamUser()->GetSteamID().GetAccountID()) )
>~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
scons: *** [modules/godotsteam/godotsteam.x11.tools.64.o] Error 1
scons: building terminated because of errors.

What am I doing wrong?

General Chat

Hi!
Sorry to comment here but couldn't find any other contact.
Are you still working on this? I'm going to integrate it in my godot game soon and would love to contribute back.

GodotSteam Module for 2.1.4 works in editor, breaks upon export

I've been testing basic functions for GodotSteam in a separate project, and they worked fine when used in the editor. However, upon exporting the project, I encountered the error below immediately upon opening the project.

For context, I'm running Windows, I used the pre-compiled 64-bit Godot executable downloaded from here, and I've included the steam_api64.dll in the directory of the Godot executable.

For my export, I've tried including the steam_api64.dll at the root level of the project's resources (at the same level as the engine.cfg) and made sure it was included in non-resources to be exported. That didn't work. I've also tried having it at the same level as the compiled export but external to it. I've received the same error either way.

The fact that the Module works within the editor but not the exported project suggests I'm likely doing something wrong, but if not, then I can't think of what else to try other than compiling the Module myself. Please let me know if you have any ideas, and thank you for your time.

SCRIPT ERROR: GDScript::load_byte_code: Compile Error: Identifier not found: Steam
          At: res://Main.gdc:12
ERROR: GDScript::load_byte_code: Method/Function Failed, returning: ERR_COMPILATION_FAILED
   At: modules\gdscript\gd_script.cpp:690
ERROR: ResourceFormatLoaderGDScript::load: Condition ' err != OK ' is true. returned: RES()
   At: modules\gdscript\gd_script.cpp:1757
ERROR: Failed loading resource: res://Main.gd
   At: core\io\resource_loader.cpp:210
ERROR: Can't load dependency: res://Main.gd
   At: core\io\resource_format_binary.cpp:717
ERROR: ResourceFormatLoader::load: Condition ' err != OK ' is true. returned: RES()
   At: core\io\resource_loader.cpp:137
ERROR: Failed loading resource: res://Main.tscn
   At: core\io\resource_loader.cpp:210
ERROR: Failed loading scene: res://Main.tscn
   At: main\main.cpp:1409
ERROR: SpatialSoundServerSW::free: Attempt to free invalid ID
   At: servers\spatial_sound\spatial_sound_server_sw.cpp:598
ERROR: SpatialSound2DServerSW::free: Attempt to free invalid ID
   At: servers\spatial_sound_2d\spatial_sound_2d_server_sw.cpp:595
WARNING: ObjectDB::cleanup: ObjectDB Instances still exist!
     At: core\object.cpp:1845

join_requested Signal?

This isn't quite an issue with the module, but I have no idea how you are supposed to use the join_requested signal in Godot itself. It does not come up under the Steam class but does show in the help listing.

How are you using it in Godot?

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