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Steam: Steam Workshop page per game and a Workshop area - #491

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insertfloppy wants to merge 8 commits into
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insertfloppy:upstream/steam-workshop
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insertfloppy wants to merge 8 commits into
willfaust:mainfrom
insertfloppy:upstream/steam-workshop

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Requested by Cameron · project thread

Builds on #484 (Steam DLC). It uses the per-depot install folder added by
#484's Steamworks redistributables commit, so this branch sits on top of it.
Until #484 is merged its 7 commits show here too. The new commit is the last
one
, "steam: Steam Workshop page per game and a Workshop area".

Change

  • Game details › Steam Workshop for games that have one: browse (popular,
    most subscribed, most recent, or search), Subscribe and Unsubscribe, see
    your subscribed and installed items, and download or update them. A
    Workshop button beside the library's Steam title opens the same area.
  • It uses the PublishedFile service over the app's existing CM connection.
    Items download to steamapps/workshop/content/<app>/<item>, and
    appworkshop_<app>.acf is written the way Valve's client does, so games find
    them.
  • New files: SteamWorkshop.swift (UI and service calls) and
    SteamWorkshopFiles.swift (download and record). It also touches
    DepotDownloader (installWorkshopItem, using the game downloads' chunk download and resume), SteamSession and
    SteamProtocol (the service calls), and SteamAppInfo (workshopVisible).
  • env.MADEIRA_STEAM_WORKSHOP = 0 turns it off. Docs: docs/STEAM_WORKSHOP.md.

Testing

  • On device (iPhone, sideloaded build): the Workshop page works, including
    Subscribe.
  • Host checks: tests/host/check-steam-workshop.py (new) and
    check-steam-library.py pass on this branch with swiftc 6.1 on Linux. It
    isn't compiled for iOS here.

🤖 Generated with Claude Code

https://claude.ai/code/session_01LiLQakAySboBR7FkqkJFKS

insertfloppy and others added 8 commits October 29, 2026 06:45
The depot selection left out every depot with a dlcappid, so owned DLC
that ships as depots of the game never arrived: Fallout: New Vegas's
four Courier's Stash packs were missing from Data. A DLC depot is now
selected when the account's licenses include it, and its install
record entry names its DLC app as Valve's client writes it. An owned
DLC depot Steam still refuses a key for is skipped instead of failing
the install. Games already installed get their DLC from "Repair
installed files".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LRteDvgrjU8qVByo5Mipwz
Signed-off-by: ft7t8drgwf-wq <337626868+ft7t8drgwf-wq@users.noreply.github.com>
Game details › Steam shows the DLC the game's install record lists
(InstalledDepots entries with a dlcappid), with sizes, named from Steam
when signed in, so you can see whether owned DLC was downloaded.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LRteDvgrjU8qVByo5Mipwz
Signed-off-by: ft7t8drgwf-wq <337626868+ft7t8drgwf-wq@users.noreply.github.com>
Game details showed "DLC <id>" for Fallout 4's DLC. Names are now asked
for in one request, and any still missing take the name of their depot in
the game's own app info. The lookup logs how many names it found, or why
it was skipped.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LRteDvgrjU8qVByo5Mipwz
Signed-off-by: ft7t8drgwf-wq <337626868+ft7t8drgwf-wq@users.noreply.github.com>
The library refresh keeps the DLC apps of the account's licenses and
attaches each to its game (common.parent, extended.listofdlc or a depot's
dlcappid), with the depots it adds and their sizes. A download still takes
every DLC depot the account's licenses include, minus the DLC apps the
player turned off (SteamAppInfo.dlcOff from SteamDLC.offApps), by the
game's own OS, architecture and language rules.

The download sheet has a DLC section with a switch per DLC; an installed
game's page has Owned DLC (n) beside Installed DLC, and Download DLC when a
DLC left on is missing (it runs Repair). env.MADEIRA_STEAM_DLC = 0 turns
DLC off. Docs in STEAM_LIBRARY.md ("DLC"); host checks for the selection,
the owned list and the choices.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LiLQakAySboBR7FkqkJFKS
Signed-off-by: ft7t8drgwf-wq <337626868+ft7t8drgwf-wq@users.noreply.github.com>
…tated"

Old games (New Vegas) state no size for their DLC depots, so each row read
"Size not stated, not installed". A row now says Installed when the install
record names the DLC (dlcappid), with its recorded size, or holds all its
depots; otherwise "Not installed", with a size only when Steam states one.
Download DLC leaves out DLC the record already names.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QwPPpv8GktVxXz37784ajC
Signed-off-by: ft7t8drgwf-wq <337626868+ft7t8drgwf-wq@users.noreply.github.com>
The selection took a DLC depot only when a license package listed that
depot ID. New Vegas's Courier's Stash packages list the DLC apps but not
their depots, so Download DLC only re-checked the game's files. The
download now also counts the depots of the DLC apps the account owns
(the cached owned-DLC list); Steam still refuses a key for anything not
owned, and a refused DLC depot is skipped as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QwPPpv8GktVxXz37784ajC
Signed-off-by: ft7t8drgwf-wq <337626868+ft7t8drgwf-wq@users.noreply.github.com>
Valve's client records a game's sharedinstall depots (DirectX, VC++ from
Steamworks Common Redistributables, 228980) under its SharedDepots and
refuses to start it until the owner app is installed: "Failed running app
730 (required app 228980 not ready)". Madeira skipped those depots, and
Valve's client in Dock cannot fetch them ("No connection"), so CS2 and
Garry's Mod needed a Repair before every start.

The downloader now plans them too, into the owner's folder
(steamapps/common/Steamworks Shared), and records them under the game's
SharedDepots and in the owner's appmanifest, as Valve's client does. A
redistributable that cannot be planned is logged ([steam-redist] skipped)
and left out; it never fails the game's install.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QwPPpyEGW7D4dmNsNKzK6P
Signed-off-by: ft7t8drgwf-wq <337626868+ft7t8drgwf-wq@users.noreply.github.com>
Game details gets a Steam Workshop page: the account's subscribed items
for the game with their state (installed, update available, not
downloaded, progress), Browse (popular this week, most subscribed, most
recent, search) with Subscribe, Download/Update, Unsubscribe and Remove,
and installed items that are no longer subscribed. A Workshop button
beside the library's Steam title opens a list of the installed games,
those with a Workshop first, each opening its page.

Everything goes over the app's own Steam connection (PublishedFile
GetUserFiles, QueryFiles, GetDetails, Subscribe, Unsubscribe), only while
no game session holds the account. An item is a manifest of the game's
own Workshop depot and downloads with the game downloader's key, manifest,
chunk check and resume path into steamapps/workshop/content/<app>/<item>;
older single-file items come over HTTPS from Steam's hosts. The
appworkshop_<app>.acf record is written in Valve's format, keeping what
Valve's client wrote, so a game started through Madeira Dock finds the
items installed and current.

env.MADEIRA_STEAM_WORKSHOP = 0 turns it off. docs/STEAM_WORKSHOP.md,
tests/host/check-steam-workshop.py.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QwPPpwZNPXpKGL7XE7MBVm
Signed-off-by: ft7t8drgwf-wq <337626868+ft7t8drgwf-wq@users.noreply.github.com>
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