/// <summary> /// No need to call this manually if you're calling Update /// </summary> public void Update() { if (Definitions == null) { // // Don't try every frame, just try every 10 seconds. // { if (fetchRetryTimer != null && fetchRetryTimer.Elapsed.TotalSeconds < 10.0f) { return; } if (fetchRetryTimer == null) { fetchRetryTimer = Stopwatch.StartNew(); } fetchRetryTimer.Reset(); fetchRetryTimer.Start(); } FetchItemDefinitions(); inventory.LoadItemDefinitions(); } }
internal Inventory(BaseSteamworks steamworks, SteamNative.SteamInventory c, bool server) { IsServer = server; inventory = c; Result.Pending = new Dictionary <int, Result>(); inventory.LoadItemDefinitions(); FetchItemDefinitions(); if (!server) { SteamNative.SteamInventoryResultReady_t.RegisterCallback(steamworks, onResultReady); SteamNative.SteamInventoryFullUpdate_t.RegisterCallback(steamworks, onFullUpdate); // // Get a list of our items immediately // Refresh(); } }
/// <summary> /// Fetch item definitions in case new ones have been added since we've initialized /// </summary> public void FetchItemDefinitions() { inventory.LoadItemDefinitions(); }