Signals For Modules

Here is a list of the currently available signals, both callbacks and call results, in the GodotSteam module. These require you to run Steam.run_callbacks() in your _process() function to receive them.


Main

steamworksError

  • Intended to serve as generic error messaging for failed call results.
  • Emits signal steamworks_error.
  • Sends back the following data:
    • failed_signal (string)
    • message (string)

App

_dlc_installed

  • Triggered after the current user gains ownership of DLC and that DLC is installed.
  • Emits signal dlc_installed in response to function installDLC.
  • Sends back the following data:
    • app_id (int)

_file_details_result

  • Called after requesting the details of a specific file.
  • Emits signal file_details_result in response to function getFileDetails.
  • Sends back the following data:
    • result (int)
    • file_size (int)
    • file_hash (PoolByteArray)
    • flags (int)

_new_launch_url_parameters

  • Triggered after the user executes a steam url with command line or query parameters such as steam://run/(app_id)//?param1=value1;param2=value2;param3=value3; while the game is already running. The new params can be queried with getLaunchCommandLine and getLaunchQueryParam.
  • Emits signal new_launch_url_parameters.
  • Sends back no data.

_new_launch_query_parameters

  • Posted after the user executes a steam url with query parameters such as steam://run/(app_id)//?param1=value1;param2=value2;param3=value3; while the game is already running. The new params can be queried with getLaunchQueryParam.
  • ISSUE: when compiling says it is an undeclared identifier. Currently this signal is not in use.
  • Emits signal new_launch_query_parameters in response to function getLaunchQueryParam.
  • Sends back no data.

_app_proof_of_purchase_key_response

  • Response to RequestAppProofOfPurchaseKey/RequestAllProofOfPurchaseKeys for supporting third-party CD keys, or other proof-of-purchase systems.
  • Emits signal app_proof_of_purchase_key_response.
  • Sends back the following data:
    • result (int)
    • app_id (int)
    • key_length (int)
    • key (string)

_timed_trial_status

  • Called for games in Timed Trial mode.
  • Emits signal timed_trial_status.
  • Sends back the following data:
    • app_id (int)
    • is_offline (bool)
    • seconds_allowed (int)
    • seconds_played (int)

App List

_app_installed

  • Sent when a new app is installed.
  • Emits signal app_installed.
  • Sends back the following data:
    • app_id (int)
    • install_folder_index (int)

_app_uninstalled

  • Sent when an app is uninstalled.
  • Emits signal app_uninstalled.
  • Sends back the following data:
    • app_id (int)
    • install_folder_index (int)

Friends

_avatar_loaded

  • Called when a large avatar is loaded if you have tried requesting it when it was unavailable.
  • Emits signal avatar_loaded in response to function getFriendAvatar.
  • Sends back the following data:
    • avatar_id (int)
    • width (int)
    • data (PoolByteArray)

_clan_activity_downloaded

  • Called when a Steam group activity has received.
  • Emits signal clan_activity_downloaded in response to function downloadClanActivityCounts.
  • Sends back the following data:
    • activity (dictionary)
      • online (int)
      • ingame (int)
      • chatting (int)

_friend_rich_presence_update

  • Called when rich presence data has been updated for a user, this can happen automatically when friends in the same game update their rich presence, or after a call to requestFriendRichPresence.
  • Emits signal friend_rich_presence_update.
  • Sends back the following data:
    • steam_id (int)
    • app_id (int)

_connected_chat_join

  • Called when a user has joined a Steam group chat that the we are in.
  • Emits signal chat_joined.
  • Sends back the following data:
    • chat_id (int)
    • steam_id (int)

_connected_chat_leave

  • Called when a user has left a Steam group chat that the we are in.
  • Emits signal chat_left.
  • Sends back the following data:
    • chat_id (int)
    • steam_id (int)
    • kicked (bool)
    • dropped (bool)

_connected_clan_chat_message

  • Called when a chat message has been received in a Steam group chat that we are in.
  • Emits signal clan_chat_message.
  • Sends back the following data:
    • chat (dictionary)
      • ret (int)
      • text (string)
      • type (string)
      • chatter (int)

_connected_friend_chat_message

  • Called when chat message has been received from a friend.
  • Emits signal friend_chat_message.
  • Sends back the following data:
    • chat (dictionary)
      • ret (int)
      • text (string)

_join_requested

  • Called when the user tries to join a lobby from their friends list or after a user accepts an invite by a friend with inviteUserToGame.
  • Emits signal join_requested in response to receiving a Steam invite.
  • Sends back the following data:
    • lobby (int)
    • steam_id (int)

_overlay_toggled

  • Posted when the Steam Overlay activates or deactivates. The game can use this to be pause or resume single player games.
  • Emits signal overlay_toggled.
  • Sends back the following data:
    • toggled (bool)

_join_game_requested

  • Called when the user tries to join a game from their friends list or after a user accepts an invite by a friend with inviteUserToGame.
  • Emits signal join_game_requested in response to receiving a Steam invite.
  • Sends back the following data:
    • user (int)
    • connect (string)

_change_server_requested

  • This callback is made when joining a game. If the user is attempting to join a lobby, then the callback GameLobbyJoinRequested_t will be made.
  • Emits signal change_server_requested.
  • Sends back the following data:
    • server (string)
    • password (string)

_join_clan_chat_complete

  • Posted when the user has attempted to join a Steam group chat via joinClanChatRoom.
  • Emits signal chat_join_complete.
  • Sends back the following data:
    • chat_id (int)
    • response (int)

_persona_state_change

  • This is called when a user has some kind of change.
  • Emits signal persona_state_change.
  • Sends back the following data:
    • steam_id (int)
    • flags (int)

_name_changed

  • Reports the result of an attempt to change the current user's persona name.
  • Emits signal name_changed in response to function setPersonaName.
  • Sends back the following data:
    • success (bool)
    • local_success (bool)
    • result (int)

_overlay_browser_protocol

  • Dispatched when an overlay browser instance is navigated to a protocol/scheme registered by RegisterProtocolInOverlayBrowser().
  • Emits signal overlay_browser_protocol.
  • Sends back the following data:
    • uri (string)

_unread_chat_messages_changed

  • Invoked when the status of unread messages changes
  • Emits signal unread_chat_messages_changed.
  • Sends back no data.

_request_clan_officer_list

  • Marks the return of a request officer list call.
  • Emits signal request_clan_officer_list in response to function requestClanOfficerList.
  • Sends back the following data:
    • message (string)
    • officers_list (array)
      • officer (dictionary)
        • id (int)
        • name (string)

_enumerate_following_list

  • Returns the result of enumerateFollowingList.
  • Emits signal enumerate_following_list in response to function .
  • Sends back the following data:
    • message (string)
    • following (array)
      • follow (dictionary)
        • num (int)
        • id (int)

_get_follower_count

  • Returns the result of getFollowerCount.
  • Emits signal follower_count.
  • Sends back the following data:
    • result (int)
    • steam_id (int)
    • count (int)

_is_following

  • Returns the result of isFollowing.
  • Emits signal is_following.
  • Sends back the following data:
    • result (int)
    • steam_id (int)
    • following (bool)

Game Search

_search_for_game_progress

  • There are no notes about this in Valve's header files or documentation.
  • Emits signal .
  • Sends back the following data:
    • result (int)
    • search_id (int)
    • search_progress (dictionary):
      • lobby_id (int)
      • ended_search_id (int)
      • seconds_remaining_estimate (int)
      • players_searching (int)

_search_for_game_result

  • Notification to all players searching that a game has been found.
  • Emits signal search_for_game_result.
  • Sends back the following data:
    • result (int)
    • search_id (int)
    • search_result (dictionary):
      • count_players_ingame (int)
      • count_accepted_game (int)
      • host_id (int)
      • final_callback (bool)

_request_players_for_game_progress

  • Callback from RequestPlayersForGame when the matchmaking service has started or ended search; callback will also follow a call from CancelRequestPlayersForGame - m_bSearchInProgress will be false.
  • Emits signal request_players_for_game_progress.
  • Sends back the following data:
    • result (int)
    • search_id (int)

_request_players_for_game_result

  • Callback from RequestPlayersForGame, one of these will be sent per player followed by additional callbacks when players accept or decline the game.
  • Emits signal request_players_for_game_result.
  • Sends back the following data:
    • result (int)
    • search_id (int)
    • player_data (dictionary)
      • player_id (int)
      • lobby_id (int)
      • player_accept_state (int)
      • player_index (int)
      • total_players (int)
      • total_players_accepted_game (int)
      • suggested_team_index (int)
      • unique_game_id (int)

_request_players_for_game_final_result

  • There are no notes about this in Valve's header files or documentation.
  • Emits signal request_players_for_game_final.
  • Sends back the following data:
    • result (int)
    • search_id (int)
    • game_id (int)

_submit_player_result

  • This callback confirms that results were received by the matchmaking service for this player.
  • Emits signal submit_player_result.
  • Sends back the following data:
    • result (int)
    • game_id (int)
    • player_id (int)

_end_game_result

  • This callback confirms that the game is recorded as complete on the matchmaking service, the next call to RequestPlayersForGame will generate a new unique game ID.
  • Emits signal end_game_result.
  • Sends back the following data:
    • result (int)
    • game_id (int)

HTML Surface

_html_browser_ready

  • A new browser was created and is ready for use.
  • Emits signal html_browser_ready.
  • Sends back no data.

_html_can_go_backandforward

  • Called when page history status has changed the ability to go backwards and forward.
  • Emits signal html_can_go_backandforward.
  • Sends back the following data:
    • go_back (bool)
    • go_forward (bool)

_html_changed_title

  • Called when the current page in a browser gets a new title.
  • Emits signal html_changed_title.
  • Sends back the following data:
    • title (string)

_html_close_browser

  • Called when the browser has been requested to close due to user interaction; usually because of a javascript window.close() call.
  • Emits signal html_close_browser.
  • Sends back no data.

_html_file_open_dialog

  • Called when a browser surface has received a file open dialog from a click or similar, you must call FileLoadDialogResponse with the file(s) the user selected.
  • Emits signal html_file_open_dialog.
  • Sends back the following data:
    • title (string)
    • initial_file (string)

_html_finished_request

  • Called when a browser has finished loading a page.
  • Emits signal html_finished_request.
  • Sends back the following data:
    • url (string)
    • title (string)

_html_hide_tooltip

  • Called when a a browser wants to hide a tooltip.
  • Emits signal html_hide_tooltip.
  • Sends back no data.

_html_horizontal_scroll

  • Provides details on the visibility and size of the horizontal scrollbar.
  • Emits signal html_horizontal_scroll.
  • Sends back the following data:
    • scrollData (dictionary)
      • scroll_max (int)
      • scroll_current (int)
      • page_scale (float)
      • visible (bool)
      • page_size (int)

_html_js_alert

  • Called when the browser wants to display a Javascript alert dialog, call JSDialogResponse when the user dismisses this dialog; or right away to ignore it.
  • Emits signal html_js_alert.
  • Sends back the following data:
    • message (string)

_html_js_confirm

  • Called when the browser wants to display a Javascript confirmation dialog, call JSDialogResponse when the user dismisses this dialog; or right away to ignore it.
  • Emits signal html_js_confirm.
  • Sends back the following data:
    • message (string)

_html_link_at_position

  • Result of a call to GetLinkAtPosition.
  • Emits signal html_link_at_position.
  • Sends back the following data:
    • linkData (dictionary)
      • x (int)
      • y (int)
      • url (string)
      • input (bool)
      • live_link (bool)

_html_needs_paint

  • Called when a browser surface has a pending paint. This is where you get the actual image data to render to the screen.
  • Emits signal html_needs_paint.
  • Sends back the following data:
    • pageData (dictionary)
      • bgra (string)
      • wide (int)
      • tall (int)
      • update_x (int)
      • update_y (int)
      • update_wide (int)
      • update_tall (int)
      • scroll_x (int)
      • scroll_y (int)
      • page_scale (float)
      • page_serial (int)

_html_new_window

  • A browser has created a new HTML window.
  • Emits signal html_new_window.
  • Sends back the following data:
    • window_data (dictionary)
      • url (string)
      • x (int)
      • y (int)
      • wide (int)
      • tall (int)
      • new_handle (int)

_html_open_link_in_new_tab

  • The browser has requested to load a url in a new tab.
  • Emits signal html_open_link_in_new_tab.
  • Sends back the following data:
    • url (string)

_html_search_results

  • Results from a search.
  • Emits signal html_search_results.
  • Sends back the following data:
    • results (int)
    • current_match (int)

_html_set_cursor

  • Called when a browser wants to change the mouse cursor.
  • Emits signal html_set_cursor.
  • Sends back the following data:
    • mouseCursor (int)

_html_show_tooltip

  • Called when a browser wants to display a tooltip.
  • Emits signal html_show_tooltip.
  • Sends back the following data:
    • message (string)

_html_start_request

  • Called when a browser wants to navigate to a new page.
  • Emits signal html_start_request.
  • Sends back the following data:
    • url (string)
    • target (string)
    • post_data (string)
    • redirect (bool)

_html_status_text

  • Called when a browser wants you to display an informational message. This is most commonly used when you hover over links.
  • Emits signal html_status_text.
  • Sends back the following data:
    • message (string)

_html_update_tooltip

  • Called when the text of an existing tooltip has been updated.
  • Emits signal html_update_tooltip.
  • Sends back the following data:
    • message (string)

_html_url_changed

  • Called when the browser is navigating to a new url.
  • Emits signal html_url_changed.
  • Sends back the following data:
    • urlData (dictionary)
      • url (string)
      • post_data (string)
      • redirect (bool)
      • title (string)
      • new_navigation (bool)

_html_vertical_scroll

  • Provides details on the visibility and size of the vertical scrollbar.
  • Emits signal html_vertical_scroll.
  • Sends back the following data:
    • scroll_data (dictionary)
      • scroll_max (int)
      • scroll_current (int)
      • page_scale (float)
      • visible (bool)
      • page_size (int)

HTTP Signals

_http_request_completed

  • Result when an HTTP request completes. If you're using GetHTTPStreamingResponseBodyData then you should be using the HTTPRequestHeadersReceived_t or HTTPRequestDataReceived_t.
  • Emits signal http_request_completed.
  • Sends back the following data:
    • cookieHandle (int)
    • contextValue (int)
    • requestSuccess (bool)
    • statusCode (int)
    • bodySize (int)

_http_request_data_received

  • Triggered when a chunk of data is received from a streaming HTTP request.
  • Emits signal http_request_data_received.
  • Sends back the following data:
    • cookie_handle (int)
    • context_value (int)
    • offset (int)
    • bytes_received (int)

_http_request_headers_received

  • Triggered when HTTP headers are received from a streaming HTTP request.
  • Emits signal http_request_headers_received.
  • Sends back the following data:
    • cookie_handle (int)
    • context_value (int)

Input

_input_action_event

  • When callbacks are enabled this fires each time a controller action state changes.
  • Emits signal input_action_event.
  • Sends back the following data:
    • input_handle (int)
    • event_type (int)

_input_device_connected

  • Called when a new controller has been connected, will fire once per controller if multiple new controllers connect in the same frame.
  • Emits signal input_device_connected.
  • Sends back the following data:
    • input_handle (int)

_input_device_disconnected

  • Called when a new controller has been connected, will fire once per controller if multiple new controllers connect in the same frame.
  • Emits signal input_device_disconnected.
  • Sends back the following data:
    • input_handle (int)

_input_configuration_loaded

  • Called when a controller configuration has been loaded, will fire once per controller per focus change for Steam Input enabled controllers.
  • Emits signal input_configuration_loaded.
  • Sends back the following data:
    • app_id (int)
    • device_handle (int)
    • config_data (dictionary)
      • mapping_creator (int)
      • major_revision (int)
      • minor_revision (int)
      • uses_steam_input_api (bool)
      • uses_gamepad_api (bool)

Inventory Signals

_inventory_definition_update

  • This callback is triggered whenever item definitions have been updated, which could be in response to LoadItemDefinitions or any time new item definitions are available (eg, from the dynamic addition of new item types while players are still in-game).
  • Emits signal inventory_definition_update.
  • Sends back the following data:
    • definitions (array)

_inventory_eligible_promo_item

  • Returned when you have requested the list of "eligible" promo items that can be manually granted to the given user. These are promo items of type "manual" that won't be granted automatically.
  • Emits signal inventory_eligible_promo_item.
  • Sends back the following data:
    • result (int)
    • cached (bool)
    • definitions (array)

_inventory_full_update

  • Triggered when GetAllItems successfully returns a result which is newer / fresher than the last known result. (It will not trigger if the inventory hasn't changed, or if results from two overlapping calls are reversed in flight and the earlier result is already known to be stale/out-of-date.) The regular SteamInventoryResultReady_t callback will still be triggered immediately afterwards; this is an additional notification for your convenience.
  • Emits signal inventory_request_prices_result.
  • Sends back the following data:
    • inventoryHandle (int)

_inventory_result_ready

  • This is fired whenever an inventory result transitions from k_EResultPending to any other completed state, see GetResultStatus for the complete list of states. There will always be exactly one callback per handle.
  • Emits signal inventory_result_ready.
  • Sends back the following data:
    • result (int)
    • inventoryHandle (int)

_inventory_start_purchase_result

  • Returned after StartPurchase is called.
  • Emits signal inventory_start_purchase_result.
  • Sends back the following data:
    • result (string)
    • order_id (int)
    • transaction_id (int)

_inventory_request_prices_result

  • Returned after RequestPrices is called.
  • Emits signal inventory_request_prices_result.
  • Sends back the following data:
    • result (int)
    • currency (string)

Matchmaking Signals

_favorites_list_accounts_updated

  • Called when an account on your favorites list is updated.
  • Emits signal favorites_list_accounts_updated.
  • Sends back the following data:
    • result (int)

_favorites_list_changed

  • A server was added/removed from the favorites list, you should refresh now.
  • Emits signal favorites_list_changed.
  • Sends back the following data:
    • favorite (dictionary)
      • ip (string)
      • query_port (int)
      • connection_port (int)
      • app_id (int)
      • flags (int)
      • add (bool)
      • account_id (int)

_lobby_Message

  • A chat (text or binary) message for this lobby has been received.
  • Emits signal lobby_Message in response to an incoming message.
  • Sends back the following data:
    • result (int)
    • user (int)
    • buffer (string)
    • chatType (int)

_lobby_chat_update

  • A lobby chat room state has changed, this is usually sent when a user has joined or left the lobby.
  • Emit signal lobby_chat_update.
  • Sends back the following data:
    • lobby_id (int)
    • changed_id (int)
    • making_change_id (int)
    • chat_state (int)

_lobby_created

  • Result of our request to create a Lobby. At this point, the lobby has been joined and is ready for use.
  • Emits signal lobby_created in response to function createLobby.
  • Sends back the following data:
    • connect (int)
    • lobby (int)

_lobby_data_update

  • The lobby metadata has changed.
  • Emits signals lobby_data_update.
  • Sends back the following data:
    • success (int)
    • lobby_id (int)
    • member_id (int)
    • key (string)

_lobby_kicked

  • Posted if a user is forcefully removed from a lobby; can occur if a user loses connection to Steam.
  • Emits signal lobby_kicked.
  • Sends back the following data:
    • lobby_id (int)
    • admin_id (int)
    • due_to_disconnect

_lobby_joined

  • Recieved upon attempting to enter a lobby. Lobby metadata is available to use immediately after receiving this.
  • Emits signal lobby_joined.
  • Sends back the following data:
    • lobby_id (int)
    • permissions (int)
    • locked (bool)
    • response (int)

_lobby_game_created

  • A game server has been set via setLobbyGameServer for all of the members of the lobby to join. It's up to the individual clients to take action on this; the typical game behavior is to leave the lobby and connect to the specified game server; but the lobby may stay open throughout the session if desired.
  • Emits signal lobby_game_created.
  • Sends back the following data:
    • lobby_id (int)
    • server_id (int)
    • server_ip (int)
    • port (int)

_lobby_invite

  • Someone has invited you to join a Lobby. Normally you don't need to do anything with this, as the Steam UI will also display a 'user has invited you to the lobby, join?' notification and message.
  • Emits signal lobby_invite in response to sending a Steam invite.
  • Sends back the following data:
    • inviter (int)
    • lobby (int)
    • game (int)

_lobby_match_list

  • Result when requesting the lobby list.
  • Emits signal lobby_match_list in response to function requestLobbyList.
  • Sends back the following data:
    • lobbies (array)

Matchmaking Servers

_server_responded

  • There are no notes in the Steamworks documentation.
  • Emits signal server_responded.
  • Sends back no data.

_server_failed_to_respond

  • There are no notes in the Steamworks documentation.
  • Emits signal server_failed_to_respond.
  • Sends back no data.

Music Remote

_music_player_remote_to_front

  • There are no notes in the Steamworks documentation.
  • Emits signal music_player_remote_to_front.
  • Sends back no data.

_music_player_remote_will_activate

  • There are no notes in the Steamworks documentation.
  • Emits signal music_player_remote_will_activate.
  • Sends back no data.

_music_player_remote_will_deactivate

  • There are no notes in the Steamworks documentation.
  • Emits signal music_player_remote_will_deactivate.
  • Sends back no data.

_music_player_selects_playlist_entry

  • There are no notes in the Steamworks documentation.
  • Emits signal music_player_selects_playlist_entry.
  • Sends back the following data:
    • entry (int)

_music_player_selects_queue_entry

  • There are no notes in the Steamworks documentation.
  • Emits signal music_player_selects_queue_entry.
  • Sends back the following data:
    • entry (int)

_music_player_wants_looped

  • There are no notes in the Steamworks documentation.
  • Emits signal music_player_wants_looped.
  • Sends back the following data:
    • looped (bool)

_music_player_wants_pause

  • There are no notes in the Steamworks documentation.
  • Emits signal music_player_wants_pause.
  • Sends back no data.

_music_player_wants_playing_repeat_status

  • There are no notes in the Steamworks documentation.
  • Emits signal music_player_wants_playing_repeat_status.
  • Sends back the following data:
    • status (int)

_music_player_wants_play_next

  • There are no notes in the Steamworks documentation.
  • Emits signal music_player_wants_play_next.
  • Sends back no data.

_music_player_wants_play_previous

  • There are no notes in the Steamworks documentation.
  • Emits signal music_player_wants_play_previous.
  • Sends back no data.

_music_player_wants_play

  • There are no notes in the Steamworks documentation.
  • Emits signal music_player_wants_play.
  • Sends back no data.

_music_player_wants_shuffled

  • There are no notes in the Steamworks documentation.
  • Emits signal music_player_wants_shuffled.
  • Sends back the following data:
    • shuffled (bool)

_music_player_wants_volume

  • There are no notes in the Steamworks documentation.
  • Emits signal music_player_wants_volume.
  • Sends back the following data:
    • volume (float)

_music_player_will_quit

  • There are no notes in the Steamworks documentation.
  • Emits signal music_player_will_quit.
  • Sends back no data.

Networking

_p2p_session_connect_fail

  • Called when a user sends a packet and it fails.
  • Emits signal p2p_session_connect_fail.
  • Sends back the following data:
    • steam_id_remote (int)
    • session_error (int)

_p2p_session_request

  • Called when a user sends a packet.
  • Emits signal p2p_session_request.
  • Sends back the following data:
    • steam_id_remote (int)

Networking Messages

_network_messages_session_request

  • Posted when a remote host is sending us a message, and we do not already have a session with them.
  • Emits signal network_messages_session_request.
  • Sends back the following data:
    • identity (string)

_network_messages_session_failed

  • Posted when we fail to establish a connection, or we detect that communications have been disrupted it an unusual way.
  • Emits signal network_messages_session_failed.
  • Sends back the following data:
    • reason (int)

Networking Sockets

_network_connection_status_changed

  • This callback is posted whenever a connection is created, destroyed, or changes state. The m_info field will contain a complete description of the connection at the time the change occurred and the callback was posted. In particular, m_info.m_eState will have the new connection state.
  • Emits signal network_connection_status_changed.
  • Sends back the following data:
    • connect_handle (int)
    • connection (dictionary)
      • identity (string)
      • user_data (int)
      • listen_socket (int)
      • remote_address (int)
      • remote_pop (int)
      • pop_relay (int)
      • connection_state (int)
      • end_reason (string)
      • end_debug (string)
      • debug_description (string)
    • old_state (int)

_network_authentication_status

  • This callback is posted whenever the state of our readiness changes.
  • Emits signal network_authentication_status.
  • Sends back the following data:
    • available (int)
    • debug_message (string)

Networking Utils

_relay_network_status

  • A struct used to describe our readiness to use the relay network.
  • Emits signal relay_network_status.
  • Sends back the following data:
    • available (int)
    • pingMeasurement (int)
    • availableConfig (int)
    • availableRelay (int)
    • debug_message (string)

Parental Settings

_parental_setting_changed

  • Callback for querying UGC.
  • Emits signal parental_setting_changed.
  • Sends back no data.

Parties

_reservation_notification

  • After creating a beacon, when a user "follows" that beacon Steam will send you this callback to know that you should be prepared for the user to join your game. When they do join, be sure to call ISteamParties::OnReservationCompleted to let Steam know.
  • Emits signal reservation_notifications.
  • Sends back the following data:
    • beacon_id (int)
    • steam_id (int)

_available_beacon_locations_updated

  • Notification that the list of available locations for posting a beacon has been updated.
  • Emits signal available_beacon_locations_updated.
  • Sends back no data.

_active_beacons_updated

  • Notification that the list of active beacons visible to the current user has changed.
  • Emits signal active_beacons_updated.
  • Sends back no data.

_join_party

  • This callback is used as a call response for ISteamParties::JoinParty. On success, you will have reserved a slot in the beacon-owner's party, and should use m_rgchConnectString to connect to their game and complete the process.
  • Emits signal join_party.
  • Sends back the following data:
    • result (int)
    • beacon_id (int)
    • steam_id (int)
    • connect_string (string)

_create_beacon

  • This callback is used as a call response for ISteamParties::CreateBeacon. If successful, your beacon has been posted in the desired location and you may start receiving ISteamParties::ReservationNotificationCallback_t callbacks for users following the beacon.
  • Emits signal create_beacon.
  • Sends back the following data:
    • result (int)
    • beacon_id (int)

_change_num_open_slots

  • Call result for ISteamParties::ChangeNumOpenSlots.
  • Emits signal change_num_open_slots.
  • Sends back the following data:
    • result (int)

Remote Play Signals

_remote_play_session_connected

  • Called when a player connects to a remote play session.
  • Emits signal remote_play_session_connected.
  • Sends back the following data:
    • session_id (int)

_remote_play_session_disconnected

  • Called when a player disconnects from a remote play session.
  • Emits signal remote_play_session_disconnected.
  • Sends back the following data:
    • session_id (int)

Remote Storage

_local_file_changed

  • One or more files for this app have changed locally after syncing to remote session changes. Note: only posted if this happens DURING the local app session.
  • Emits signal local_file_changed.
  • Sends back no data.

_file_read_async_complete

  • Response when reading a file asyncrounously with FileReadAsync.
  • Emits signal file_read_async_complete.
  • Sends back the following data:
    • handle (int)
    • result (int)
    • offset (int)
    • read (int)
    • complete (bool)

_file_share_result

  • Response to a file being shared.
  • Emits signal file_share_result.
  • Sends back the following data:
    • result (int)
    • handle (int)
    • name (string)

_file_write_async_complete

  • Response when writing a file asyncrounously with FileWriteAsync.
  • Emits signal file_write_async_complete.
  • Sends back the following data:
    • result (int)

_download_ugc_result

  • Response when downloading UGC.
  • Emits signal download_ugc_result.
  • Sends back the following data:
    • result (int)
    • download_data (dictionary)
      • handle (int)
      • app_id (int)
      • size (int)
      • filename (string)
      • owner_id (int)

_unsubscribe_item

  • Called when a player attempts to unsubscribe from a Workshop item. Deprecated: only used with the deprecated RemoteStorage based Workshop API.
  • Emits signal unsubscribe_item.
  • Sends back the following data:
    • result (int)
    • file_id (int)

_subscribe_item

  • Called when a player attempts to subscribe to a Workshop item. Deprecated: only used with the deprecated RemoteStorage based Workshop API.
  • Emits signal subscribe_item.
  • Sends back the following data:
    • result (int)
    • file_id (int)

Screenshot Signals

_screenshot_ready

  • A screenshot successfully written or otherwise added to the library and can now be tagged.
  • Emits signal screenshot_ready in response to function writeScreenshot, addScreenshotToLibrary, or triggerScreenshot.
  • Sends back the following data:
    • handle (int)
    • result (int)

_screenshot_requested

  • A screenshot has been requested by the user from the Steam screenshot hotkey. This will only be called if hookScreenshots has been enabled, in which case Steam will not take the screenshot itself.
  • Emits signal screenshot_requested.
  • Sends back no data.

UGC Signals

_add_app_dependency_result

  • The result of a call to AddAppDependency.
  • Emits signal add_app_dependency_result.
  • Sends back the following data:
    • result (int)
    • file_id (int)
    • app_id (int)

_add_ugc_dependency_result

  • The result of a call to AddDependency.
  • Emits signal add_ugc_dependency_result.
  • Sends back the following data:
    • result (int)
    • file_id (int)
    • child_id (int)

_item_created

  • Called when a new workshop item has been created.
  • Emits signal item_created in response to function createItem.
  • Sends back the following data:
    • result (int)
    • file_id (int)
    • accept_tos (bool)

_item_downloaded

  • Called when a workshop item has been downloaded.
  • Emits signal item_downloaded.
  • Sends back the following data:
    • result (int)
    • file_id (int)
    • app_id (int)

_get_app_dependencies_result

  • Called when getting the app dependencies for an item.
  • Emits signal get_app_dependencies_result.
  • Sends back the following data:
    • result (int)
    • file_id (int)
    • app_dependencies (int)
    • total_app_dependencies (int)

_item_deleted

  • Called when an attempt at deleting an item completes.
  • Emits signal item_deleted.
  • Sends back the following data:
    • result (int)
    • file_id (int)

_get_item_vote_result

  • Called when getting the users vote status on an item.
  • Emits signal get_item_vote_result.
  • Sends back the following data:
    • result (int)
    • file_id (int)
    • vote_up (bool)
    • vote_down (bool)
    • vote_skipped (bool)

_item_installed

  • Called when a workshop item has been installed or updated.
  • Emits signal item_installed.
  • Sends back the following data:
    • app_id (int)
    • file_id (int)

_remove_app_dependency_result

  • Purpose: The result of a call to RemoveAppDependency.
  • Emits signal remove_app_dependency_result.
  • Sends back the following data:
    • result (int)
    • file_id (int)
    • app_id (int)

_remove_ugc_dependency_result

  • Purpose: The result of a call to RemoveDependency.
  • Emits signal remove_ugc_dependency_result.
  • Sends back the following data:
    • result (int)
    • file_id (int)
    • child_id (int)

_set_user_item_vote

  • Called when the user has voted on an item.
  • Emits signal set_user_item_vote.
  • Sends back the following data:
    • result (int)
    • file_id (int)
    • vote_up (bool)

_start_playtime_tracking

  • Called when workshop item playtime tracking has started.
  • Emits signal start_playtime_tracking.
  • Sends back the following data:
    • result (int)

_ugc_query_completed

  • Called when a UGC query request completes.
  • Emits signal ugc_query_completed.
  • Sends back the following data:
    • handle (int)
    • result (int)
    • results_returned (int)
    • total_matching (int)
    • cached (bool)

_stop_playtime_tracking

  • Called when workshop item playtime tracking has stopped.
  • Emits signal stop_playtime_tracking.
  • Sends back the following data:
    • result (int)

_item_updated

  • Called when an item update has completed.
  • Emits signal item_updated in response to function submitItemUpdate.
  • Sends back the following data:
    • result (int)
    • accept_tos (bool)

_user_favorite_items_list_changed

  • Called when the user has added or removed an item to/from their favorites.
  • Emits signal user_favorite_items_list_changed.
  • Sends back the following data:
    • result (int)
    • file_id (int)
    • was_add_request (bool)

_user_subscribed_items_list_changed

  • Signal that the list of subscribed items changed.
  • Emits signal user_subscribed_items_list_changed.
  • Sends back the following data:
    • app_id (int)

_workshop_eula_status

  • Status of the user's acceptable/rejection of the app's specific Workshop EULA.
  • Emits signal workshop_eula_status.
  • Sends back the following data:
    • eula_data (dictionary)
      • version (int)
      • action (int)
      • accepted (bool)
      • needs_action (bool)

User Signals

_duration_control

  • Sent for games with enabled anti indulgence / duration control, for enabled users. Lets the game know whether persistent rewards or XP should be granted at normal rate, half rate, or zero rate.
  • Emits signal duration_control.
  • Sends back the following data:
    • result (int)
    • duration (dictionary)
      • app_id (int)
      • applicable (bool)
      • seconds_last_5hrs (int)
      • progress (int)
      • notification (int)
      • notification_verbal (string)

_client_game_server_deny

  • Sent by the Steam server to the client telling it to disconnect from the specified game server, which it may be in the process of or already connected to. The game client should immediately disconnect upon receiving this message. This can usually occur if the user doesn't have rights to play on the game server.
  • Emits signal client_game_server_deny.
  • Sends back the following data:
    • app_id (int)
    • ip (int)
    • server_port (int)
    • secure (int)
    • reason (int)

_encrypted_app_ticket_response

  • Called when an encrypted application ticket has been received.
  • Emits signal encrypted_app_ticket_response.
  • Sends back the following data:
    • result (string)

_game_web_callback

  • Sent to your game in response to a steam://gamewebcallback/ command from a user clicking a link in the Steam overlay browser. You can use this to add support for external site signups where you want to pop back into the browser after some web page signup sequence, and optionally get back some detail about that.
  • Emits signal game_web_callback.
  • Sends back the following data:
    • url (string)

_get_auth_session_ticket_response

  • Result when creating an auth session ticket.
  • Emits signal get_auth_session_ticket_response in response to function getAuthSessionTicket.
  • Sends back the following data:
    • auth_ticket (int)
    • result (int)

_ipc_failure

  • Called when the callback system for this client is in an error state (and has flushed pending callbacks). When getting this message the client should disconnect from Steam, reset any stored Steam state and reconnect. This usually occurs in the rare event the Steam client has some kind of fatal error.
  • Emits signal ipc_failure.
  • Sends back the following data:
    • type (int)

_licenses_updated

  • Called whenever the users licenses (owned packages) changes.
  • Emits signal licenses_updated.
  • Sends back no data.

_microtransaction_auth_response

  • Called when a user has responded to a microtransaction authorization request.
  • Emits signal microtransaction_auth_response.
  • Sends back the following data:
    • app_id (int)
    • order_id (int)
    • authorized (bool)

_steam_server_connect_failed

  • Called when a connection attempt has failed. This will occur periodically if the Steam client is not connected, and has failed when retrying to establish a connection.
  • Emits signal steam_server_connect_failed.
  • Sends back the following data:
    • result (int)
    • retrying (bool)

_steam_server_connected

  • Called when a connections to the Steam back-end has been established. This means the Steam client now has a working connection to the Steam servers. Usually this will have occurred before the game has launched, and should only be seen if the user has dropped connection due to a networking issue or a Steam server update.
  • Emits signal steam_server_connected.
  • Sends back no data.

_steam_server_disconnected

  • Called if the client has lost connection to the Steam servers. Real-time services will be disabled until a matching SteamServersConnected_t has been posted.
  • Emits signal steam_server_disconnected.
  • Sends back no data.

_store_auth_url_response

  • Response when we have recieved the authentication URL after a call to requestStoreAuthURL.
  • Emits signal store_auth_url_response.
  • Sends back the following data:
    • url (string)

_validate_auth_ticket_response

  • Called when an auth ticket has been validated.
  • Emits signal validate_auth_ticket_response in response to function beginAuthSession.
  • Sends back the following data:
    • auth_id (int)
    • response (int)
    • owner_id (int)

User Stats Signals

_global_achievement_percentages_ready

  • Called when the global achievement percentages have been received from the server.
  • Emits signal global_achievement_percentages_ready in response to function requestGlobalAchievementPercentages.
  • Sends back the following data:
    • game (int)
    • result (int)

_global_stats_received

  • Called when the global stats have been received from the server.
  • Emits signal global_stats_received.
  • Sends back the following data:
    • game_id (int)
    • result (string)

_leaderboard_find_result

  • Result when finding a leaderboard.
  • Emits signal leaderboard_find_result in response to function findLeaderboard.
  • Sends back the following data:
    • leaderboard_handle (int)
    • found (int)

_leaderboard_scores_downloaded

  • Called when scores for a leaderboard have been downloaded and are ready to be retrieved.
  • Emits signal leaderboard_scores_downloaded in response to function downloadLeaderboardEntries.
  • Sends back the following data:
    • message (string)
    • leaderboardEntriesArray (array)
      • entryDict (dictionary)
        • score (int)
        • steam_id (int)
        • global_rank (int)
        • ugc_handle (int)
        • details (array)

_leaderboard_score_uploaded

  • Result indicating that a leaderboard score has been uploaded.
  • Emits signal leaderboard_score_uploaded in response to function uploadLeaderboardScore.
  • Sends back the following data:
    • success (int)
    • score (int)
    • score_changed (int)
    • global_rank_new (int)
    • global_rank_prev (int)

_leaderboard_ugc_set

  • Result indicating that user generated content has been attached to one of the current user's leaderboard entries.
  • Emits signal leaderboard_ugc_set.
  • Sends back the following data:
    • leaderboard_handle (int)
    • result (int)

_number_of_current_players

  • Gets the current number of players for the current app ID.
  • Emits signal number_of_current_players in response to function getNumberOfCurrentPlayers.
  • Sends back the following data:
    • success (int)
    • players (int)

_user_achievement_stored

  • Result of a request to store the achievements on the server, or an "indicate progress" call. If both current progress and max progress are zero, that means the achievement has been fully unlocked.
  • Emits signal user_achievement_stored in response to function setAchievement.
  • Sends back the following data:
    • game (int)
    • group_achieve (bool)
    • name (string)
    • current_progress (int)
    • max_progress (int)

_current_stats_received

  • Called when the latest stats and achievements for the local user have been received from the server.
  • Emits signal current_stats_received in response to function requestCurrentStats.
  • Sends back the following data:
    • game (int)
    • result (int)
    • user (int)

_user_stats_received

  • Called when the latest stats and achievements for a specific user (including the local user) have been received from the server.
  • Emits signal user_stats_received in response to function requestUserStats.
  • Sends back the following data:
    • game (int)
    • result (int)
    • user (int)

_user_stats_stored

  • Result of a request to store the user stats.
  • Emits signal user_stats_stored in response to function storeStats or indicateAchievementProgress.
  • Sends back the following data:
    • game (int)
    • result int)

_user_stats_unloaded

  • Callback indicating that a user's stats have been unloaded. Call RequestUserStats again before accessing stats for this user.
  • Emits signal user_stats_unloaded.
  • Sends back the following data:
    • user (int)

Utility Signals

_app_resuming_from_suspend

  • Sent after the device returns from sleep/suspend mode.
  • Emits signal app_resuming_from_suspend.
  • Sends back no data.

_check_file_signature

  • Call result for checkFileSignature.
  • Emits signal check_file_signature.
  • Sends back the following data:
    • signature (string)

_floating_gamepad_text_input_dismissed

  • Sent after the device returns from sleep/suspend mode.
  • Emits signal floating_gamepad_text_input_dismissed.
  • Sends back no data.

_gamepad_text_input_dismissed

  • Called when the big picture gamepad text input has been closed.
  • Emits signal gamepad_text_input_dismissed.
  • Sends back the following data:
    • text (string)
    • length (int)

_ip_country

  • Called when the country of the user changed. The country should be updated with getIPCountry.
  • Emits signal ip_country.
  • Sends back no data.

_low_power

  • Called when running on a laptop and less than 10 minutes of battery is left, and then fires then every minute afterwards.
  • Emits signal low_power.
  • Sends back the following data:
    • power (int)

_steam_api_call_completed

  • Called when a SteamAPICall_t has completed (or failed)
  • Emits signal steam_api_call_completed.
  • Sends back the following data:
    • asyn_call (int)
    • callback (int)
    • parameter (int)

_steam_shutdown

  • Called when Steam wants to shutdown.
  • Emits signal steam_shutdown.
  • Sends back no data.

Video Signals

_get_opf_settings_result

  • Triggered when the OPF Details for 360 video playback are retrieved. After receiving this you can use GetOPFStringForApp to access the OPF details.
  • Emits signal get_opf_settings_result.
  • Sends back the following data:
    • result (int)
    • app_id (int)

_get_video_result

  • Provides the result of a call to GetVideoURL.
  • Emits signal get_video_result.
  • Sends back the following data:
    • result (int)
    • app_id (int)
    • url (string)