johnfairh/steamworks-swift
A practical interface to the Steamworks SDK using the Swift C++ importer.
Concept
- Offer a pure Swift module
Steamworkscovering 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 on to augment SteamworksHelpers 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
SteamworksHelpersto wrap up API patterns
involving multiple calls, usually determining buffer lengths
Next
- More SpaceWar porting over to Swift to check general practicality, somewhat real-world usage,
general interest - see spacewar-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 scopeCallbacks
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 {
...
}Be sure to check Swift concurrency concerns.
Functions
auto handle = SteamInventory()->StartUpdateProperties();let handle = steam.inventory.startUpdateProperties()Call-return style
C++
CCallResult<MyClass, FriendsGetFollowerCount_t> 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
...
}
...
}There are async versions:
let getFollowerCount = await steam.friends.getFollowerCount(steamID: steamID)...which are finally safe, as of Swift 6, but do check Swift concurrency concerns.
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<ParamName> 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 Concurrency Concerns
The Steamworks architecture is thread-based. For each thread you want to call Steam APIs you must regularly call SteamAPI.runCallbacks() or SteamAPI.releaseCurrentThreadMemory(). The former synchronously calls back into your code to fulfill callbacks; they both do internal thread-specific housekeeping.
Swift concurrency and its built-in libdispatch-based executors are dead set against users thinking about threads, with a begrudging exception for 'the main thread'.
To use async-await with Steamworks I think there are two approaches:
- Keep Steam interactions on the main thread. Use
@MainActorand related tools to keep
your code there (MainActor.assumeIsolated() can be a life-saver). If you need to call Steam from another isolation domain then you have to hop over -- just like with AppKit and friends.
Call SteamAPI.runCallbacks() as part of your frame loop or similar.
- Use a Swift custom executor to manage a thread to run your code and do the required
Steam polling. Assign instances of these executors to actors to host your program, tastefully choosing the number and distribution of threads.
A couple of examples of (1) in the tests, see TestApiSimple.testCallReturnAsync() and TestApiSimple.testCallbackAsync() along with their callback-based versions.
A prototype executor for (2) in `SteamExecutor in the SteamworksConcurrency module, along with an example of use in TestExecutor.testExecutorSteam()`.
I think a practical solution is to mix these: use @MainActor-bound code for general things, using the frame loop to trigger frequent callbacks, and then use one or more executors to look after gameservers or lower-priority work.
How To Use This Project
Prereqs:
- Needs Swift 6 (Xcode 16+)
- Needs Steam client installed (and logged-in, running for the tests or to do anything useful)
- I'm using macOS 15; should work on Linux; might work on Windows eventually
Install the Steamworks SDK:
- Clone steamworks-swift-sdk
make install
(this is far from ideal but hard stuck behind various Swift issues)
Sample Package.swift:
// swift-tools-version: 6.0
import PackageDescription
let package = Package(
name: "MySteamApp",
platforms: [
.macOS("15.0"),
],
dependencies: [
.package(url: "https://github.com/johnfairh/steamworks-swift", from: "1.3.0"),
],
targets: [
.executableTarget(
name: "MySteamApp",
dependencies: [
.product(name: "Steamworks", package: "steamworks-swift")
],
swiftSettings: [.interoperabilityMode(.Cxx)]
)
]
)Note that you must set .interoperabilityMode(.Cxx) in all targets that depend on Steamworks, and all targets that depend on them, forever and forever unto the last dependency. This virality is part of the current Swift design and unavoidable for now.
Sample skeleton program:
import Steamworks
@main
public struct MySteamApp {
public static func main() {
guard let steam = SteamAPI(appID: .spaceWar, fakeAppIdTxtFile: true) else {
print("SteamInit failed")
return
}
print("Hello world with Steam name \(steam.friends.getPersonaName())")
}
}API docs here.
Fully-fledged AppKit/Metal demo here.
Implementation notes
Swift C++ Bugs
Mostly fixed in Swift 6. Linux still suffering a bit.
Tech limitations, on 6.0 Xcode 16.b3:
- Some structures/classes aren't imported -- is the common factor a
protected
destructor? Verify by trying to use SteamNetworkingMessage_t.
- ~Something goes wrong storing pointers to classes and they get nobbled by something.
Verify by making SteamIPAddress a struct and running TestApiServer. Or change interfaces to cache the interface pointers.~ incredibly, fixed in Swift 6
- ~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.~ allegedly fixed in Swift 6 but don't need due to history.
- Anonymous enums are not imported at all. Affects callback etc. ID constants.
Will work around.
- ~sourcekit won't give me a module interface for
CSteamworksto 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.~ fixed in Xcode 15?!
- ~Linux only: random parts of Glibc silently fail to import. SMH. Work around in C++.
See swift_shims.h.~ Fixed in 6.0 ("for now")
- ~Linux only: implicit struct constructors are not created, Swift generates a ref
to a non-existent method that fails at link time. Work around with dumb C++ allocate shim.~ ~Sort of fixed in 5.9, but instead swiftc crashes on some uses -- on both macOS and Linux. Check by refs to eg. CSteamNetworkingIPAddr_Allocate(), see steam_missing.h.~ Fixed in 6.0.
- Linux only, again: SPM test auto-discovery has no clue about C++ interop. Work around by
smashing in the flag everywhere... Swift 6 - worse now, utterly broken on Linux with yams 3rd-party dependency. Maybe fixable with swift-testing - for now nobbled those tests on Linux. Yay?
- ~Swift 5.8+ adopts a broken/paranoid model about 'projected pointers' requiring some fairly
ugly code to work around. Verify with the __ unsafe stuff in ManualTypes.swift.~ fixed by Swift 6ish
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.
JSON notes
Capture some notes on troubles reflecting the json into the module.
- The 'modern'
isteamnetworkingstuff is incomplete somehow - Json describes
SteamDatagramGameCoordinatorServerLogin, 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_tdoesn'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_countetc. annotations and a few wrong, see patchfile.
Contributions
Welcome: open an issue / johnfairh@gmail.com / @johnfairh@mastodon.social
License
Distributed under the MIT license. Except the Steamworks SDK parts.
Package Metadata
Repository: johnfairh/steamworks-swift
Default branch: main
README: README.md