/// <summary> /// <para> Destroys a result handle and frees all associated memory.</para> /// </summary> public static void DestroyResult(SteamInventoryResult resultHandle) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServerInventory_DestroyResult(resultHandle); }
/// <summary> /// <para> Returns the server time at which the result was generated. Compare against</para> /// <para> the value of IClientUtils::GetServerRealTime() to determine age.</para> /// </summary> public static uint GetResultTimestamp(SteamInventoryResult resultHandle) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_GetResultTimestamp(resultHandle)); }
/// <summary> /// <para> Returns true if the result belongs to the target steam ID, false if the</para> /// <para> result does not. This is important when using DeserializeResult, to verify</para> /// <para> that a remote player is not pretending to have a different user's inventory.</para> /// </summary> public static bool CheckResultSteamID(SteamInventoryResult resultHandle, SteamId steamIDExpected) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_CheckResultSteamID(resultHandle, steamIDExpected)); }
/// <summary> /// <para> IN-GAME TRADING</para> /// <para> TradeItems() implements limited in-game trading of items, if you prefer not to use</para> /// <para> the overlay or an in-game web browser to perform Steam Trading through the website.</para> /// <para> You should implement a UI where both players can see and agree to a trade, and then</para> /// <para> each client should call TradeItems simultaneously (+/- 5 seconds) with matching</para> /// <para> (but reversed) parameters. The result is the same as if both players performed a</para> /// <para> Steam Trading transaction through the web. Each player will get an inventory result</para> /// <para> confirming the removal or quantity changes of the items given away, and the new</para> /// <para> item instance id numbers and quantities of the received items.</para> /// <para> (Note: new item instance IDs are generated whenever an item changes ownership.)</para> /// </summary> public static bool TradeItems(out SteamInventoryResult pResultHandle, SteamId steamIDTradePartner, SteamItemInstanceId[] pArrayGive, uint[] pArrayGiveQuantity, uint nArrayGiveLength, SteamItemInstanceId[] pArrayGet, uint[] pArrayGetQuantity, uint nArrayGetLength) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_TradeItems(out pResultHandle, steamIDTradePartner, pArrayGive, pArrayGiveQuantity, nArrayGiveLength, pArrayGet, pArrayGetQuantity, nArrayGetLength)); }
/// <summary> /// <para> Copies the contents of a result set into a flat array. The specific</para> /// <para> contents of the result set depend on which query which was used.</para> /// </summary> public static bool GetResultItems(SteamInventoryResult resultHandle, SteamItemDetails[] pOutItemsArray, ref uint punOutItemsArraySize) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_GetResultItems(resultHandle, pOutItemsArray, ref punOutItemsArraySize)); }
/// <summary> /// <para> GrantPromoItems() checks the list of promotional items for which the user may be eligible</para> /// <para> and grants the items (one time only). On success, the result set will include items which</para> /// <para> were granted, if any. If no items were granted because the user isn't eligible for any</para> /// <para> promotions, this is still considered a success.</para> /// </summary> public static bool GrantPromoItems(out SteamInventoryResult pResultHandle) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamInventory_GrantPromoItems(out pResultHandle)); }
/// <summary> /// <para> Playtime credit must be consumed and turned into item drops by your game. Only item</para> /// <para> definitions which are marked as "playtime item generators" can be spawned. The call</para> /// <para> will return an empty result set if there is not enough playtime credit for a drop.</para> /// <para> Your game should call TriggerItemDrop at an appropriate time for the user to receive</para> /// <para> new items, such as between rounds or while the player is dead. Note that players who</para> /// <para> hack their clients could modify the value of "dropListDefinition", so do not use it</para> /// <para> to directly control rarity. It is primarily useful during testing and development,</para> /// <para> where you may wish to perform experiments with different types of drops.</para> /// </summary> public static bool TriggerItemDrop(out SteamInventoryResult pResultHandle, SteamItemDef dropListDefinition) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_TriggerItemDrop(out pResultHandle, dropListDefinition)); }
/// <summary> /// <para> ExchangeItems() is an atomic combination of GenerateItems and DestroyItems. It can be</para> /// <para> used to implement crafting recipes or transmutations, or items which unpack themselves</para> /// <para> into other items. Like GenerateItems, this is a flexible and dangerous API which is</para> /// <para> meant for rapid prototyping. You can configure restrictions on ExchangeItems via the</para> /// <para> Steamworks website, such as limiting it to a whitelist of input/output combinations</para> /// <para> corresponding to recipes.</para> /// <para> (Note: although GenerateItems may be hard or impossible to use securely in your game,</para> /// <para> ExchangeItems is perfectly reasonable to use once the whitelists are set accordingly.)</para> /// </summary> public static bool ExchangeItems(out SteamInventoryResult pResultHandle, SteamItemDef[] pArrayGenerate, uint[] punArrayGenerateQuantity, uint unArrayGenerateLength, SteamItemInstanceId[] pArrayDestroy, uint[] punArrayDestroyQuantity, uint unArrayDestroyLength) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_ExchangeItems(out pResultHandle, pArrayGenerate, punArrayGenerateQuantity, unArrayGenerateLength, pArrayDestroy, punArrayDestroyQuantity, unArrayDestroyLength)); }
/// <summary> /// <para> TransferItemQuantity() is intended for use with items which are "stackable" (can have</para> /// <para> quantity greater than one). It can be used to split a stack into two, or to transfer</para> /// <para> quantity from one stack into another stack of identical items. To split one stack into</para> /// <para> two, pass SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.</para> /// </summary> public static bool TransferItemQuantity(out SteamInventoryResult pResultHandle, SteamItemInstanceId itemIdSource, uint unQuantity, SteamItemInstanceId itemIdDest) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_TransferItemQuantity(out pResultHandle, itemIdSource, unQuantity, itemIdDest)); }
public static bool AddPromoItems(out SteamInventoryResult pResultHandle, SteamItemDef[] pArrayItemDefs, uint unArrayLength) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_AddPromoItems(out pResultHandle, pArrayItemDefs, unArrayLength)); }
/// <summary> /// <para> ConsumeItem() removes items from the inventory, permanently. They cannot be recovered.</para> /// <para> Not for the faint of heart - if your game implements item removal at all, a high-friction</para> /// <para> UI confirmation process is highly recommended. Similar to GenerateItems, punArrayQuantity</para> /// <para> can be NULL or else an array of the same length as pArrayItems which describe the quantity</para> /// <para> of each item to destroy. ConsumeItem can be restricted to certain item definitions or</para> /// <para> fully blocked via the Steamworks website to minimize support/abuse issues such as the</para> /// <para> clasic "my brother borrowed my laptop and deleted all of my rare items".</para> /// </summary> public static bool ConsumeItem(out SteamInventoryResult pResultHandle, SteamItemInstanceId itemConsume, uint unQuantity) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_ConsumeItem(out pResultHandle, itemConsume, unQuantity)); }
/// <summary> /// <para> AddPromoItem() / AddPromoItems() are restricted versions of GrantPromoItems(). Instead of</para> /// <para> scanning for all eligible promotional items, the check is restricted to a single item</para> /// <para> definition or set of item definitions. This can be useful if your game has custom UI for</para> /// <para> showing a specific promo item to the user.</para> /// </summary> public static bool AddPromoItem(out SteamInventoryResult pResultHandle, SteamItemDef itemDef) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_AddPromoItem(out pResultHandle, itemDef)); }
/// <summary> /// <para> Deserializes a result set and verifies the signature bytes. Returns false</para> /// <para> if bRequireFullOnlineVerify is set but Steam is running in Offline mode.</para> /// <para> Otherwise returns true and then delivers error codes via GetResultStatus.</para> /// <para> The bRESERVED_MUST_BE_FALSE flag is reserved for future use and should not</para> /// <para> be set to true by your game at this time.</para> /// <para> DeserializeResult has a potential soft-failure mode where the handle status</para> /// <para> is set to EResultExpired. GetResultItems() still succeeds in this mode.</para> /// <para> The "expired" result could indicate that the data may be out of date - not</para> /// <para> just due to timed expiration (one hour), but also because one of the items</para> /// <para> in the result set may have been traded or consumed since the result set was</para> /// <para> generated. You could compare the timestamp from GetResultTimestamp() to</para> /// <para> ISteamUtils::GetServerRealTime() to determine how old the data is. You could</para> /// <para> simply ignore the "expired" result code and continue as normal, or you</para> /// <para> could challenge the player with expired data to send an updated result set.</para> /// </summary> public static bool DeserializeResult(out SteamInventoryResult pOutResultHandle, byte[] pBuffer, uint unBufferSize, bool bRESERVED_MUST_BE_FALSE = false) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_DeserializeResult(out pOutResultHandle, pBuffer, unBufferSize, bRESERVED_MUST_BE_FALSE)); }
/// <summary> /// <para> RESULT SERIALIZATION AND AUTHENTICATION</para> /// <para> Serialized result sets contain a short signature which can't be forged</para> /// <para> or replayed across different game sessions. A result set can be serialized</para> /// <para> on the local client, transmitted to other players via your game networking,</para> /// <para> and deserialized by the remote players. This is a secure way of preventing</para> /// <para> hackers from lying about posessing rare/high-value items.</para> /// <para> Serializes a result set with signature bytes to an output buffer. Pass</para> /// <para> NULL as an output buffer to get the required size via punOutBufferSize.</para> /// <para> The size of a serialized result depends on the number items which are being</para> /// <para> serialized. When securely transmitting items to other players, it is</para> /// <para> recommended to use "GetItemsByID" first to create a minimal result set.</para> /// <para> Results have a built-in timestamp which will be considered "expired" after</para> /// <para> an hour has elapsed. See DeserializeResult for expiration handling.</para> /// </summary> public static bool SerializeResult(SteamInventoryResult resultHandle, byte[] pOutBuffer, out uint punOutBufferSize) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_SerializeResult(resultHandle, pOutBuffer, out punOutBufferSize)); }
/// <summary> /// <para> INVENTORY ASYNC QUERY</para> /// <para> Captures the entire state of the current user's Steam inventory.</para> /// <para> You must call DestroyResult on this handle when you are done with it.</para> /// <para> Returns false and sets *pResultHandle to zero if inventory is unavailable.</para> /// <para> Note: calls to this function are subject to rate limits and may return</para> /// <para> cached results if called too frequently. It is suggested that you call</para> /// <para> this function only when you are about to display the user's full inventory,</para> /// <para> or if you expect that the inventory may have changed.</para> /// </summary> public static bool GetAllItems(out SteamInventoryResult pResultHandle) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_GetAllItems(out pResultHandle)); }
/// <summary> /// <para> INVENTORY ASYNC RESULT MANAGEMENT</para> /// <para> Asynchronous inventory queries always output a result handle which can be used with</para> /// <para> GetResultStatus, GetResultItems, etc. A SteamInventoryResultReady callback will</para> /// <para> be triggered when the asynchronous result becomes ready (or fails).</para> /// <para> Find out the status of an asynchronous inventory result handle. Possible values:</para> /// <para> EResultPending - still in progress</para> /// <para> EResultOK - done, result ready</para> /// <para> EResultExpired - done, result ready, maybe out of date (see DeserializeResult)</para> /// <para> EResultInvalidParam - ERROR: invalid API call parameters</para> /// <para> EResultServiceUnavailable - ERROR: service temporarily down, you may retry later</para> /// <para> EResultLimitExceeded - ERROR: operation would exceed per-user inventory limits</para> /// <para> EResultFail - ERROR: unknown / generic error</para> /// </summary> public static ResultType GetResultStatus(SteamInventoryResult resultHandle) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_GetResultStatus(resultHandle)); }
/// <summary> /// <para> Captures the state of a subset of the current user's Steam inventory,</para> /// <para> identified by an array of item instance IDs. The results from this call</para> /// <para> can be serialized and passed to other players to "prove" that the current</para> /// <para> user owns specific items, without exposing the user's entire inventory.</para> /// <para> For example, you could call GetItemsByID with the IDs of the user's</para> /// <para> currently equipped cosmetic items and serialize this to a buffer, and</para> /// <para> then transmit this buffer to other players upon joining a game.</para> /// </summary> public static bool GetItemsByID(out SteamInventoryResult pResultHandle, SteamItemInstanceId[] pInstanceIDs, uint unCountInstanceIDs) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_GetItemsByID(out pResultHandle, pInstanceIDs, unCountInstanceIDs)); }
/// <summary> /// <para> INVENTORY ASYNC MODIFICATION</para> /// <para> GenerateItems() creates one or more items and then generates a SteamInventoryCallbact</para> /// <para> notification with a matching nCallbackContext parameter. This API is insecure, and could</para> /// <para> be abused by hacked clients. It is, however, very useful as a development cheat or as</para> /// <para> a means of prototyping item-related features for your game. The use of GenerateItems can</para> /// <para> be restricted to certain item definitions or fully blocked via the Steamworks website.</para> /// <para> If punArrayQuantity is not NULL, it should be the same length as pArrayItems and should</para> /// <para> describe the quantity of each item to generate.</para> /// </summary> public static bool GenerateItems(out SteamInventoryResult pResultHandle, SteamItemDef[] pArrayItemDefs, uint[] punArrayQuantity, uint unArrayLength) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamInventory_GenerateItems(out pResultHandle, pArrayItemDefs, punArrayQuantity, unArrayLength)); }