build(steam): stage steam_api64.dll beside the exe — one file, not the whole SDK
The SDK zip is 24 MB of headers, examples and tools we never build. The runtime dependency is one native library, so scripts/steam-sdk.sh extracts exactly sdk/redistributable_bin/win64/steam_api64.dll into steam/ (gitignored, like ffmpeg/ — the script is the audit trail) and writes steam_appid.txt = 480, Valve's Spacewar app, so SteamAPI.Init() resolves an app id locally before LlamaCasty has one of its own. Two csproj details that would have cost a debugging session: - Link="steam_api64.dll" puts it BESIDE the exe; without Link, None items keep their relative path and it lands in steam/, where the loader does not look. - ExcludeFromSingleFile, for the same reason ffmpeg needed it: a native DLL otherwise gets swallowed into the single-file bundle and cannot be loaded at runtime. steam_appid.txt is Debug-only — Valve's guidance is not to ship it — and the publish output confirms it: dll present at the root, no appid file, exe still 127 MB (proof the DLL was not bundled). Also queued, as asked: preview undo (Ctrl+Z / Ctrl+Shift+Z) in edit mode, noted as the partner to the defaults-vs-current split — undo covers the slip, defaults cover the mess.
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@@ -46,9 +46,12 @@ dotnet publish ytLive.csproj -c Release -r win-x64 --self-contained true \
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the DLC app ID is what the app passes to `BIsDlcInstalled`.
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3. **Depot.** One depot holding the publish output; the base app and the DLC share the install
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directory, and the DLC package grants no files of its own — it is entitlement only.
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4. **Steamworks SDK.** Drop `steam_api64.dll` (+ `steam_appid.txt` for local runs) into the publish
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output; the managed side is a thin wrapper (`Steamworks.NET` or hand-written interop) behind
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`IEntitlement`.
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4. **Steamworks SDK.** `./scripts/steam-sdk.sh ~/Downloads/steamworks_sdk_165.zip` extracts
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`steam_api64.dll` from `sdk/redistributable_bin/win64/` into `steam/` (gitignored) and stages
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`steam_appid.txt` = 480 — Valve's Spacewar app, so `SteamAPI.Init()` works locally before
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LlamaCasty has an App ID. The csproj copies the DLL **beside the exe** (`Link`) with
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`ExcludeFromSingleFile`, and copies `steam_appid.txt` in Debug only — never into a depot. The
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managed side is the `Steamworks.NET` package (`SteamApps.BIsDlcInstalled`).
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5. **Store page** configured and made public **two weeks before release** — Valve's rule, and it is
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the window where wishlists accumulate.
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