SteamKit
SteamKit copied to clipboard
SteamKit2 is a .NET library designed to interoperate with Valve's Steam network. It aims to provide a simple, yet extensible, interface to perform various actions on the network.
Since there's now a fairly standard .NET method of logging - or at least a standard set of interfaces for multiple backends, we don't really need our own. If we...
Decided to reopen this from the closed issue #391. Why is `SteamFriends.ChatEnterCallback` triggered when getting invited to a group or accepting a group invite from Steam Community? Is there any...
 Sadly I don't have any more info regarding this, neither I can reproduce it myself. Perhaps stacktrace will be enough to guess what is wrong.
There's a deserializer function in DepotManifest class, but there's no function to serialize manifests back. It can be useful to save .manifests after filenames decrypting. And, as I understand, it...
Areas with fairly high test coverage will be low-hanging fruit to test the last bits. Some parts are currently completely untestable without a live connection to the Steam servers, and...
It's kind of popular by now that I'm using my ASF project as an example of something that uses SK2 in practice, mainly for new developers and otherwise inexperienced coders...
Why do you force the API to simply get count and access by index? Is there any better way, perhaps by returning the `ToArray` value of the friend list?
ClientUFSGetUGCDetails spotted in the wild so far for Dota 2 Custom Gamemode preview images. `IPublishedFileService.GetDetails` -> `hcontent_preview` -> `CMsgClientUFSGetUGCDetails.hcontent` `IPublishedFileService.GetDetails` -> `hcontent_file` -> use as manifest for Depot download
SteamKit doesn't seem to offer any options for testing of consuming code. Given that this library hits the network, it's important to be able to mock away that behavior. I'm...
Why is there no client send constructor for ClientGCMsgProtobuf that allows you to specify a pre-allocated Body? https://github.com/SteamRE/SteamKit/blob/32c1a6f3794ba61554a3a38c94e339068b2633d3/SteamKit2/SteamKit2/Base/GC/ClientMsgGC.cs#L215 I'd like to allocate the body object elsewhere and then pass it...