Steamworks FFI

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ivan
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Steamworks FFI

Post by ivan »

This is a cross-platform LuaJIT/FFI wrapper for Steamworks. The library provides easy and simple Steamworks integration, using the original redistributable binaries provided by Valve.

https://bitbucket.org/itraykov/sworks-ffi/src/master/
Last edited by ivan on Fri Sep 04, 2020 5:40 am, edited 1 time in total.
grump
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Re: Steamworks FFI

Post by grump »

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ffi.C.strtoull("0xffffffffffffffff", nil, 16)
LuaJIT accepts a ULL suffix for this.

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0xffffffffffffffffULL
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raidho36
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Re: Steamworks FFI

Post by raidho36 »

Yeah, I mean, it's LuaJIT-exclusive anyway, you can't make this work in regular Lua.
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ivan
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Re: Steamworks FFI

Post by ivan »

Thanks grump, I will add that change although I have tested it and it works fine with either:

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a = ffi.C.strtoull("0xffffffffffffffff", nil, 16)
b = ffi.C.strtoull("0xffffffffffffffffULL", nil, 16)

assert(a == b)
In general, pure Lua can't handle such large numbers:

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n = 0xffffffffffffffff
grump
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Re: Steamworks FFI

Post by grump »

ivan wrote: Tue Dec 17, 2019 2:35 pm In general, pure Lua can't handle such large numbers:

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n = 0xffffffffffffffff
The point is that you can use the ULL suffix to write 64 bit integer literals directly in LuaJIT, there's no need to call strtoull.

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assert(0xffffffffffffffffULL == ffi.C.strtoull("0xffffffffffffffff", nil, 16))
http://luajit.org/ext_ffi_api.html (see "Extensions to the Lua parser" at the bottom of the page)
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ivan
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Re: Steamworks FFI

Post by ivan »

I see, that's even better. I will have to see how this change would affect the rest of the code.
Thanks grump!
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ReFreezed
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Re: Steamworks FFI

Post by ReFreezed »

Nice, this is very useful!
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ivan
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Re: Steamworks FFI

Post by ivan »

Just pushed an update upgrading the library to Steamworks v1.5.
This version includes supports for HTTP and HTTPS requests similarly to luasocket:

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valid = steam.request(url[, body, callback])
That's right, we've got working SSL support too!
artless
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Re: Steamworks FFI

Post by artless »

I know this might be a silly question:
Where should I put libsteam_api.dylib in a Mac build?


I tried to put libsteam_api.dylib in the folder, inside .love file or in love.exe's folder.
None of them worked.


Error

dlopen(libsteam_api.dylib, 5): image not found


Traceback

[builtin#202]: at 0x010c345e00
[C]: in function 'require'
sworks/api.lua:43: in function 'Init'
sworks/main.lua:16: in function 'init'
main.lua:73: in function 'load'
[C]: in function 'xpcall'
[C]: in function 'xpcall'
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ivan
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Re: Steamworks FFI

Post by ivan »

On Mac, I placed mine in:

Code: Select all

Contents/Frameworks/libsteam_api.dylib
Please confirm if this works for you.
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