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Shipping Rust chrome to four decks from one CI rig

How cozy-steamworks forges one Rust crate into four prebuilt .node binaries, packs them into a tarball on GitHub Releases, and why jacking in a plain git dependency on the repo flatlines.

Jacking leaderboards and global stats into steamworks.js: the intel Steam never hands a netrunner

Street notes from jacking leaderboards, aggregated global stats and screenshots into my steamworks.js fork, covering handles that flatline after one Steam session, throttled uploads that resolve like the gig went clean, and global totals that run about a day behind the street.

Bouncing Steam session requests in Rust, before JavaScript can jack in

ISteamNetworkingMessages expects a session to be accepted or rejected before its callback returns, and JavaScript can't jack in fast enough. So my steamworks.js fork makes the call from a Rust-side guest list that JavaScript loads up ahead of the knock, choom.

Forking steamworks.js: fresh chrome for Cozy Coast's multiplayer hub

Upstream steamworks.js 0.4.0 only offered legacy P2P, a lobby list with no filter and no friends API, which was not enough chrome to run Cozy Coast's multiplayer. This covers what the fork bolted on, what it flatlined, and the eddies it costs to keep a fork alive for a single game.