Files
CosmicClash/Game/scripts/steam_bootstrap.gd
T
2026-08-21 18:52:07 +01:00

43 lines
1.7 KiB
GDScript

class_name SteamBootstrap
extends RefCounted
# Spacewar is Valve's development App ID. It is intentionally a development
# default, never a public-server identity or discovery configuration.
const SPACEWAR_APP_ID := 480
const APP_ID_ENV := "COSMIC_CLASH_STEAM_APP_ID"
static func app_id() -> int:
var configured := OS.get_environment(APP_ID_ENV).strip_edges()
if configured.is_valid_int() and int(configured) > 0:
return int(configured)
return SPACEWAR_APP_ID
static func is_runtime_available() -> bool:
return OS.has_feature("steam") and ClassDB.class_exists("SteamMultiplayerPeer") and Engine.has_singleton("Steam")
static func unavailable_reason() -> String:
if not OS.has_feature("steam"):
return "this export was not built with the steam feature"
if not ClassDB.class_exists("SteamMultiplayerPeer"):
return "SteamMultiplayerPeer is missing from this custom Godot build"
if not Engine.has_singleton("Steam"):
return "the GodotSteam Steam singleton is missing from this custom Godot build"
return "Steam is unavailable"
static func initialize() -> Dictionary:
if not is_runtime_available():
return {"error": ERR_UNAVAILABLE, "reason": unavailable_reason()}
var steam := Engine.get_singleton("Steam")
# `steamInit` is deliberately called dynamically: stock Godot must be able
# to parse and run this project without GodotSteam symbols installed.
var result = steam.call("steamInit")
if result is bool and result:
return {"error": OK, "app_id": app_id()}
if result is Dictionary and bool(result.get("status", false)):
return {"error": OK, "app_id": app_id()}
return {"error": ERR_CANT_CONNECT, "reason": "Steam initialization failed for App ID %d" % app_id()}