A common need is to request data for multiple users simultaneously. You cannot store a single CCallResult for all. The solution: a map of SteamAPICall_t to a wrapper object.
If you're diving into the Steamworks API, you've likely run into SteamAPI_RegisterCallResult . It is the backbone of handling asynchronous
Do you have a specific Steam async API call that’s causing trouble? The principles above apply universally. Happy developing, and may your call results always arrive with k_EResultOK . steamapiregistercallresult
// The handler method – must match the signature required by CCallResult void OnUserInformationReceived( UserInformationReceived_t *pResult, bool bIOFailure ) if ( !bIOFailure && pResult->m_eResult == k_EResultOK ) // Now safe to fetch the user's Steam level int level = SteamFriends()->GetUserSteamLevel( m_steamIDCurrentRequest ); // ... use the level in your game else // Handle error
Wait – is the macro redundant? Historically, some SDK versions required only the macro, which expanded to declare and set up the internal members. In modern Steamworks (v1.5+), CCallResult is a template class. The macro simply ensures the result object is properly registered before you call Set() . In practice, many developers now directly use CCallResult::Set() and skip the macro, but . A common need is to request data for
Each asynchronous Steam API call has a corresponding result structure. For requesting user information ( RequestUserInformation ), the result is UserInformationReceived_t .
So next time you write:
Thus, steamapiregistercallresult is your bridge between an asynchronous Steam request and your game’s logic.
. Instead of having one giant function that handles every possible event in your game, CCallResult If you're diving into the Steamworks API, you've
m_callResult.Set( hAPICall, this, &MyClass::OnResult );
: If you are maintaining legacy code, keep the macro. For new code, a simple m_CallResult.Set( hCall, this, &MyClass::OnResult ); suffices – the macro is technically obsolete but remains for backward compatibility.