mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
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246 lines
14 KiB
C
246 lines
14 KiB
C
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#ifndef ISTEAMINVENTORY001_H
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#define ISTEAMINVENTORY001_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamInventory001
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{
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public:
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// INVENTORY ASYNC RESULT MANAGEMENT
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//
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// Asynchronous inventory queries always output a result handle which can be used with
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// GetResultStatus, GetResultItems, etc. A SteamInventoryResultReady_t callback will
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// be triggered when the asynchronous result becomes ready (or fails).
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//
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// Find out the status of an asynchronous inventory result handle. Possible values:
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// k_EResultPending - still in progress
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// k_EResultOK - done, result ready
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// k_EResultExpired - done, result ready, maybe out of date (see DeserializeResult)
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// k_EResultInvalidParam - ERROR: invalid API call parameters
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// k_EResultServiceUnavailable - ERROR: service temporarily down, you may retry later
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// k_EResultLimitExceeded - ERROR: operation would exceed per-user inventory limits
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// k_EResultFail - ERROR: unknown / generic error
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virtual EResult GetResultStatus(SteamInventoryResult_t resultHandle) = 0;
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// Copies the contents of a result set into a flat array. The specific
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// contents of the result set depend on which query which was used.
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virtual bool GetResultItems(SteamInventoryResult_t resultHandle,
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SteamItemDetails_t *pOutItemsArray,
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uint32 *punOutItemsArraySize) = 0;
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// Returns the server time at which the result was generated. Compare against
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// the value of IClientUtils::GetServerRealTime() to determine age.
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virtual uint32 GetResultTimestamp(SteamInventoryResult_t resultHandle) = 0;
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// Returns true if the result belongs to the target steam ID, false if the
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// result does not. This is important when using DeserializeResult, to verify
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// that a remote player is not pretending to have a different user's inventory.
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virtual bool CheckResultSteamID(SteamInventoryResult_t resultHandle, CSteamID steamIDExpected) = 0;
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// Destroys a result handle and frees all associated memory.
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virtual void DestroyResult(SteamInventoryResult_t resultHandle) = 0;
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// INVENTORY ASYNC QUERY
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//
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// Captures the entire state of the current user's Steam inventory.
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// You must call DestroyResult on this handle when you are done with it.
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// Returns false and sets *pResultHandle to zero if inventory is unavailable.
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// Note: calls to this function are subject to rate limits and may return
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// cached results if called too frequently. It is suggested that you call
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// this function only when you are about to display the user's full inventory,
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// or if you expect that the inventory may have changed.
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virtual bool GetAllItems(SteamInventoryResult_t *pResultHandle) = 0;
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// Captures the state of a subset of the current user's Steam inventory,
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// identified by an array of item instance IDs. The results from this call
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// can be serialized and passed to other players to "prove" that the current
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// user owns specific items, without exposing the user's entire inventory.
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// For example, you could call GetItemsByID with the IDs of the user's
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// currently equipped cosmetic items and serialize this to a buffer, and
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// then transmit this buffer to other players upon joining a game.
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virtual bool GetItemsByID(SteamInventoryResult_t *pResultHandle, const SteamItemInstanceID_t *pInstanceIDs, uint32 unCountInstanceIDs) = 0;
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// RESULT SERIALIZATION AND AUTHENTICATION
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//
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// Serialized result sets contain a short signature which can't be forged
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// or replayed across different game sessions. A result set can be serialized
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// on the local client, transmitted to other players via your game networking,
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// and deserialized by the remote players. This is a secure way of preventing
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// hackers from lying about posessing rare/high-value items.
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// Serializes a result set with signature bytes to an output buffer. Pass
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// NULL as an output buffer to get the required size via punOutBufferSize.
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// The size of a serialized result depends on the number items which are being
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// serialized. When securely transmitting items to other players, it is
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// recommended to use "GetItemsByID" first to create a minimal result set.
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// Results have a built-in timestamp which will be considered "expired" after
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// an hour has elapsed. See DeserializeResult for expiration handling.
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virtual bool SerializeResult(SteamInventoryResult_t resultHandle, void *pOutBuffer, uint32 *punOutBufferSize) = 0;
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// Deserializes a result set and verifies the signature bytes. Returns false
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// if bRequireFullOnlineVerify is set but Steam is running in Offline mode.
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// Otherwise returns true and then delivers error codes via GetResultStatus.
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//
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// The bRESERVED_MUST_BE_FALSE flag is reserved for future use and should not
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// be set to true by your game at this time.
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//
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// DeserializeResult has a potential soft-failure mode where the handle status
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// is set to k_EResultExpired. GetResultItems() still succeeds in this mode.
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// The "expired" result could indicate that the data may be out of date - not
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// just due to timed expiration (one hour), but also because one of the items
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// in the result set may have been traded or consumed since the result set was
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// generated. You could compare the timestamp from GetResultTimestamp() to
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// ISteamUtils::GetServerRealTime() to determine how old the data is. You could
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// simply ignore the "expired" result code and continue as normal, or you
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// could challenge the player with expired data to send an updated result set.
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virtual bool DeserializeResult(SteamInventoryResult_t *pOutResultHandle, const void *pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE = false) = 0;
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// INVENTORY ASYNC MODIFICATION
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//
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// GenerateItems() creates one or more items and then generates a SteamInventoryCallback_t
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// notification with a matching nCallbackContext parameter. This API is insecure, and could
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// be abused by hacked clients. It is, however, very useful as a development cheat or as
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// a means of prototyping item-related features for your game. The use of GenerateItems can
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// be restricted to certain item definitions or fully blocked via the Steamworks website.
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// If punArrayQuantity is not NULL, it should be the same length as pArrayItems and should
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// describe the quantity of each item to generate.
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virtual bool GenerateItems(SteamInventoryResult_t *pResultHandle, const SteamItemDef_t *pArrayItemDefs, const uint32 *punArrayQuantity, uint32 unArrayLength) = 0;
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// GrantPromoItems() checks the list of promotional items for which the user may be eligible
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// and grants the items (one time only). On success, the result set will include items which
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// were granted, if any. If no items were granted because the user isn't eligible for any
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// promotions, this is still considered a success.
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virtual bool GrantPromoItems(SteamInventoryResult_t *pResultHandle) = 0;
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// AddPromoItem() / AddPromoItems() are restricted versions of GrantPromoItems(). Instead of
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// scanning for all eligible promotional items, the check is restricted to a single item
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// definition or set of item definitions. This can be useful if your game has custom UI for
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// showing a specific promo item to the user.
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virtual bool AddPromoItem(SteamInventoryResult_t *pResultHandle, SteamItemDef_t itemDef) = 0;
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virtual bool AddPromoItems(SteamInventoryResult_t *pResultHandle, const SteamItemDef_t *pArrayItemDefs, uint32 unArrayLength) = 0;
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// ConsumeItem() removes items from the inventory, permenantly. They cannot be recovered.
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// Not for the faint of heart - if your game implements item removal at all, a high-friction
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// UI confirmation process is highly recommended. Similar to GenerateItems, punArrayQuantity
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// can be NULL or else an array of the same length as pArrayItems which describe the quantity
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// of each item to destroy. ConsumeItem can be restricted to certain item definitions or
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// fully blocked via the Steamworks website to minimize support/abuse issues such as the
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// clasic "my brother borrowed my laptop and deleted all of my rare items".
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virtual bool ConsumeItem(SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity) = 0;
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// ExchangeItems() is an atomic combination of GenerateItems and DestroyItems. It can be
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// used to implement crafting recipes or transmutations, or items which unpack themselves
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// into other items. Like GenerateItems, this is a flexible and dangerous API which is
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// meant for rapid prototyping. You can configure restrictions on ExchangeItems via the
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// Steamworks website, such as limiting it to a whitelist of input/output combinations
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// corresponding to recipes.
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// (Note: although GenerateItems may be hard or impossible to use securely in your game,
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// ExchangeItems is perfectly reasonable to use once the whitelists are set accordingly.)
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virtual bool ExchangeItems(SteamInventoryResult_t *pResultHandle,
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const SteamItemDef_t *pArrayGenerate, const uint32 *punArrayGenerateQuantity, uint32 unArrayGenerateLength,
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const SteamItemInstanceID_t *pArrayDestroy, const uint32 *punArrayDestroyQuantity, uint32 unArrayDestroyLength) = 0;
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// TransferItemQuantity() is intended for use with items which are "stackable" (can have
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// quantity greater than one). It can be used to split a stack into two, or to transfer
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// quantity from one stack into another stack of identical items. To split one stack into
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// two, pass k_SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.
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virtual bool TransferItemQuantity(SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest) = 0;
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// TIMED DROPS AND PLAYTIME CREDIT
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//
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// Applications which use timed-drop mechanics should call SendItemDropHeartbeat() when
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// active gameplay begins, and at least once every two minutes afterwards. The backend
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// performs its own time calculations, so the precise timing of the heartbeat is not
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// critical as long as you send at least one heartbeat every two minutes. Calling the
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// function more often than that is not harmful, it will simply have no effect. Note:
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// players may be able to spoof this message by hacking their client, so you should not
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// attempt to use this as a mechanism to restrict playtime credits. It is simply meant
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// to distinguish between being in any kind of gameplay situation vs the main menu or
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// a pre-game launcher window. (If you are stingy with handing out playtime credit, it
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// will only encourage players to run bots or use mouse/kb event simulators.)
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//
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// Playtime credit accumulation can be capped on a daily or weekly basis through your
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// Steamworks configuration.
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//
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virtual void SendItemDropHeartbeat() = 0;
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// Playtime credit must be consumed and turned into item drops by your game. Only item
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// definitions which are marked as "playtime item generators" can be spawned. The call
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// will return an empty result set if there is not enough playtime credit for a drop.
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// Your game should call TriggerItemDrop at an appropriate time for the user to receive
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// new items, such as between rounds or while the player is dead. Note that players who
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// hack their clients could modify the value of "dropListDefinition", so do not use it
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// to directly control rarity. It is primarily useful during testing and development,
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// where you may wish to perform experiments with different types of drops.
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virtual bool TriggerItemDrop(SteamInventoryResult_t *pResultHandle, SteamItemDef_t dropListDefinition) = 0;
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// IN-GAME TRADING
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//
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// TradeItems() implements limited in-game trading of items, if you prefer not to use
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// the overlay or an in-game web browser to perform Steam Trading through the website.
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// You should implement a UI where both players can see and agree to a trade, and then
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// each client should call TradeItems simultaneously (+/- 5 seconds) with matching
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// (but reversed) parameters. The result is the same as if both players performed a
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// Steam Trading transaction through the web. Each player will get an inventory result
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// confirming the removal or quantity changes of the items given away, and the new
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// item instance id numbers and quantities of the received items.
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// (Note: new item instance IDs are generated whenever an item changes ownership.)
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virtual bool TradeItems(SteamInventoryResult_t *pResultHandle, CSteamID steamIDTradePartner,
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const SteamItemInstanceID_t *pArrayGive, const uint32 *pArrayGiveQuantity, uint32 nArrayGiveLength,
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const SteamItemInstanceID_t *pArrayGet, const uint32 *pArrayGetQuantity, uint32 nArrayGetLength) = 0;
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// ITEM DEFINITIONS
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//
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// Item definitions are a mapping of "definition IDs" (integers between 1 and 1000000)
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// to a set of string properties. Some of these properties are required to display items
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// on the Steam community web site. Other properties can be defined by applications.
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// Use of these functions is optional; there is no reason to call LoadItemDefinitions
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// if your game hardcodes the numeric definition IDs (eg, purple face mask = 20, blue
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// weapon mod = 55) and does not allow for adding new item types without a client patch.
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//
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// LoadItemDefinitions triggers the automatic load and refresh of item definitions.
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// Every time new item definitions are available (eg, from the dynamic addition of new
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// item types while players are still in-game), a SteamInventoryDefinitionUpdate_t
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// callback will be fired.
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virtual bool LoadItemDefinitions() = 0;
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// GetItemDefinitionIDs returns the set of all defined item definition IDs (which are
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// defined via Steamworks configuration, and not necessarily contiguous integers).
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// If pItemDefIDs is null, the call will return true and *punItemDefIDsArraySize will
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// contain the total size necessary for a subsequent call. Otherwise, the call will
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// return false if and only if there is not enough space in the output array.
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virtual bool GetItemDefinitionIDs(
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SteamItemDef_t *pItemDefIDs,
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uint32 *punItemDefIDsArraySize) = 0;
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// GetItemDefinitionProperty returns a string property from a given item definition.
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// Note that some properties (for example, "name") may be localized and will depend
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// on the current Steam language settings (see ISteamApps::GetCurrentGameLanguage).
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// Property names are always composed of ASCII letters, numbers, and/or underscores.
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// Pass a NULL pointer for pchPropertyName to get a comma - separated list of available
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// property names.
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virtual bool GetItemDefinitionProperty(SteamItemDef_t iDefinition, const char *pchPropertyName,
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char *pchValueBuffer, uint32 *punValueBufferSize) = 0;
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virtual SteamAPICall_t RequestEligiblePromoItemDefinitionsIDs( CSteamID steamID ) = 0;
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virtual bool GetEligiblePromoItemDefinitionIDs( CSteamID steamID, int32 *ItemDefIDs, uint32 *ItemDefIDsArraySize ) = 0;
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};
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#endif // ISTEAMINVENTORY001_H
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