Files
LlamaCasty/Distribution.md
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gramps 1fe84be64a 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.
2026-11-01 07:23:29 -08:00

118 lines
7.0 KiB
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# Distribution & release mechanics
How the build becomes an install on someone's PC. **Policy — prices, entitlement, why Steam is the
only channel, support — is [`docs/ai/commercial.md`](docs/ai/commercial.md).** This file is the how.
> Superseded twice on 2026-10-31. The 736-line Polar/MSIX/obfuscation plan is in
> `git log -- Distribution.md`; the zip-plus-winget plan written earlier the same day is in the
> same place. The reasoning that survives lives in `commercial.md` and `docs/ai/decisions.md`.
## 1. The artifact
A self-contained win-x64 publish plus the bundled `ffmpeg\` folder, uploaded to a Steam depot. No
installer, no admin rights, no zip for anyone to mirror.
```bash
dotnet publish ytLive.csproj -c Release -r win-x64 --self-contained true \
-p:PublishSingleFile=true \
-p:IncludeNativeLibrariesForSelfExtract=true \
-p:EnableCompressionInSingleFile=true \
-p:PublishReadyToRun=true -o artifacts/steam-stage
```
- **`PublishTrimmed` stays OFF.** Trimming breaks WPF's XAML reflection (`Binding`, `DataTemplate`,
`StaticResource`). Expect ~110–150 MB in the depot; that is the cost of "no .NET install".
- **ffmpeg stays outside the exe** — `ffmpeg\` beside it (the app's locator contract, see
[`output.md`](output.md) → "FFmpeg locator").
- **`steam_api64.dll` ships beside the exe** and is loaded at startup; without it the app cannot
read DLC ownership. Its absence must degrade to the free profile, never to a crash.
- **WebView2 is the one machine dependency.** Valve's Common Redistributables configure the
Evergreen bootstrapper as a prerequisite, so the depot declares it instead of us shipping it.
- **`AssemblyName` is `LlamaCasty`** (renamed 2026-11-01, before the first depot because
Steamworks warns about renaming a live exe) → the artifact is `LlamaCasty.exe` plus its
`ffmpeg\` folder. `scripts/publish.sh` stages both and refuses to finish if either is missing.
- **⛔ `ExcludeFromSingleFile="true"` on the ffmpeg content.** Without it, `PublishSingleFile` +
`IncludeNativeLibrariesForSelfExtract` swallow the libav\*.dll family **into the exe** — a
182 MB binary with no `ffmpeg\` folder beside it, so the locator finds nothing and every stream
fails at runtime. The publish output is ~257 MB: 127 MB exe + 129 MB ffmpeg.
- **Portable mode** (`portable.txt` → `.\data\`) survives as a feature for a copied install; it is
not a delivery vector.
## 2. Steamworks setup, once
1. **Steamworks account** → onboarding (NDA, identity, company details, tax interview, payout bank,
then the **$100 Steam Direct fee** per app). The store page cannot be configured before the fee.
2. **App IDs.** One **base app** (free) and one **DLC app** (the lifetime Pro). Note both numbers:
the DLC app ID is what the app passes to `BIsDlcInstalled`.
3. **Depot.** One depot holding the publish output; the base app and the DLC share the install
directory, and the DLC package grants no files of its own — it is entitlement only.
4. **Steamworks SDK.** `./scripts/steam-sdk.sh ~/Downloads/steamworks_sdk_165.zip` extracts
`steam_api64.dll` from `sdk/redistributable_bin/win64/` into `steam/` (gitignored) and stages
`steam_appid.txt` = 480 — Valve's Spacewar app, so `SteamAPI.Init()` works locally before
LlamaCasty has an App ID. The csproj copies the DLL **beside the exe** (`Link`) with
`ExcludeFromSingleFile`, and copies `steam_appid.txt` in Debug only — never into a depot. The
managed side is the `Steamworks.NET` package (`SteamApps.BIsDlcInstalled`).
5. **Store page** configured and made public **two weeks before release** — Valve's rule, and it is
the window where wishlists accumulate.
## 3. Release
```
publish → steam-stage → steamcmd + app_build.vdf → build upload → set live → announcement
```
1. **Upload the depot** with `steamcmd +login <user> +run_app_build ..\scripts\app_build_<appid>.vdf
+quit`. The VDF names the app, depot, content root and branch.
2. **Set the build live** in Steamworks → *Builds* → the new build → **Set Build Live** on the
default branch. That *is* the release; there is no artifact to hash and no manifest to submit.
3. **Announce** with Steam Events (release notes appear in the library and on the store page).
4. **Verify**: install from a clean Steam account, confirm `BIsDlcInstalled` returns false, buy the
DLC (or use a test licence), confirm the high tiers unlock, then refund the test purchase.
**Updates** are the same upload with a higher build ID. The app keeps **no self-updater and no
version banner** — Steam is the update path, and that policy has not changed.
## 4. Entitlement wiring
- `IEntitlement` has two implementations: **Steam DLC** (lifetime, local) and **Polar** (monthly,
network + 7–14 day lease). Resolution is `Pro = steamDlc || polarValid`; anything unresolved is
the free profile.
- **Never sell the monthly inside the Steam build.** Steamworks requires in-app purchases to use
the Steam Wallet; the app may *state* that monthly plans exist on the site, with no checkout,
no price and no payment field. Confirm the wording with Steamworks support before shipping it.
- **Never gate a feature.** The only delta is the output profile.
## 5. Release checklist
- Build clean, 0 warnings (`./scripts/verify.sh`), tests green.
- `steam_api64.dll` present; app starts **without** Steam and falls back to the free profile.
- DLC ownership false → free profile; true → every tier offered.
- `LlamaCasty.exe` rename landed (never rename a live exe).
- Clean Steam install on a second machine, then an update pushed and observed.
- Store page public for the full two weeks; support contact and announcements configured.
- Portable mode: `portable.txt` present → data lands in `.\data\`.
## 6. Legal and takedown
- **`LICENSE`** (EULA) forbids redistribution, resale, reverse-engineering and circumvention, and
disclaims warranty.
- **`PRIVACY.md`** must name any third party the app contacts — Google/YouTube today, **Polar** the
day licence validation ships. Steam itself is named by Valve's own policy, not ours.
- **`THIRD-PARTY-NOTICES.txt`** stays shipped and shown in About; the ffmpeg pin stays
`lgpl-shared`; no GPL component may be linked (see `product.md` → "Licensing").
- **DMCA**: a takedown needs only the notice — host, link, good-faith statement, signature.
Statutory damages need a registration ($65). Worth doing once there is something to pirate.
- **What actually protects the product** is in `commercial.md` → "Anti-piracy posture": a free tier
good enough that a crack buys nothing, Steam's own delivery, short Polar leases, and a licence ID
in About. **Not obfuscation, not a native DLL, not hardware locking.**
## 7. Effort, once
| Step | Effort |
|---|---|
| Steamworks onboarding + $100 fee | 0.5–1 day, mostly waiting on verification |
| Publish profile + `steam_api64.dll` + `IEntitlement` Steam path | 1 day |
| Depot + first `steamcmd` upload | 0.5 day, then ~15 min per release |
| Store page + assets (screenshots, capsule art) | 1–2 days |
| Clean-account install + DLC purchase/refund test | 0.5 day |