mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-23 20:38:07 +01:00
809 lines
34 KiB
C++
809 lines
34 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "item_db_loader.h"
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#include <thread>
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struct Steam_Inventory_Requests {
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double timeout = 0.1;
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SteamInventoryResult_t inventory_result;
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std::chrono::system_clock::time_point time_created;
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std::vector<SteamItemInstanceID_t> instance_ids;
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bool result_done() {
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return std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::system_clock::now() - time_created).count() > timeout;
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}
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uint32 timestamp() {
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return std::chrono::duration_cast<std::chrono::duration<uint32>>(time_created.time_since_epoch()).count();
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}
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};
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class Steam_Inventory :
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public ISteamInventory001,
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public ISteamInventory002,
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public ISteamInventory
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{
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class Settings *settings;
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class SteamCallResults *callback_results;
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class SteamCallBacks *callbacks;
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std::vector<struct Steam_Inventory_Requests> inventory_requests;
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std::map<SteamItemDef_t, std::map<std::string, std::string>> items;
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// Like typedefs
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using item_iterator = std::map<SteamItemDef_t, std::map<std::string, std::string>>::iterator;
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using attr_iterator = std::map<std::string, std::string>::iterator;
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// Set this to false when we have cached everything,
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// reset to true if something changed in the item db.
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// Could use inotify on linux
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// Could use FindFirstChangeNotificationA + WaitForSingleObject + FindNextChangeNotification on Windows to monitor the db file
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// Or find a server somewhere to hold the data for us then cache on local settings.
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bool need_load_definitions = true;
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std::atomic_bool items_loaded = false;
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struct Steam_Inventory_Requests* new_inventory_result(const SteamItemInstanceID_t* pInstanceIDs = NULL, uint32 unCountInstanceIDs = 0)
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{
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static SteamInventoryResult_t result;
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++result;
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struct Steam_Inventory_Requests request;
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request.inventory_result = result;
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if (pInstanceIDs && unCountInstanceIDs) {
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for (int i = 0; i < unCountInstanceIDs; ++i)
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request.instance_ids.push_back(pInstanceIDs[i]);
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}
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request.time_created = std::chrono::system_clock::now();
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inventory_requests.push_back(request);
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return &(inventory_requests.back());
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}
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struct Steam_Inventory_Requests *get_inventory_result(SteamInventoryResult_t resultHandle)
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{
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auto request = std::find_if(inventory_requests.begin(), inventory_requests.end(), [&resultHandle](struct Steam_Inventory_Requests const& item) { return item.inventory_result == resultHandle; });
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if (inventory_requests.end() == request)
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return NULL;
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return &(*request);
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}
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public:
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Steam_Inventory(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks)
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{
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std::thread items_load_thread(read_items_db, Local_Storage::get_game_settings_path() + PATH_SEPARATOR + "items.json", &items, &items_loaded);
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items_load_thread.detach();
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this->settings = settings;
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this->callbacks = callbacks;
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this->callback_results = callback_results;
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}
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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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STEAM_METHOD_DESC(Find out the status of an asynchronous inventory result handle.)
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EResult GetResultStatus( SteamInventoryResult_t resultHandle )
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{
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PRINT_DEBUG("GetResultStatus\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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struct Steam_Inventory_Requests *request = get_inventory_result(resultHandle);
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if (!request) return k_EResultInvalidParam;
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if (!request->result_done()) return k_EResultPending;
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return k_EResultOK;
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}
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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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STEAM_METHOD_DESC(Copies the contents of a result set into a flat array. The specific contents of the result set depend on which query which was used.)
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bool GetResultItems( SteamInventoryResult_t resultHandle,
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STEAM_OUT_ARRAY_COUNT( punOutItemsArraySize,Output array) SteamItemDetails_t *pOutItemsArray,
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uint32 *punOutItemsArraySize )
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{
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PRINT_DEBUG("GetResultItems\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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struct Steam_Inventory_Requests *request = get_inventory_result(resultHandle);
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if (!request) return false;
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if (!request->result_done()) return false;
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if (pOutItemsArray != nullptr)
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{
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for (auto& i : items)
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{
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pOutItemsArray->m_iDefinition = i.first;
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pOutItemsArray->m_itemId = i.first;
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pOutItemsArray->m_unQuantity = 1;
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pOutItemsArray->m_unFlags = k_ESteamItemNoTrade;
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++pOutItemsArray;
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}
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}
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if (punOutItemsArraySize)* punOutItemsArraySize = items.size();
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PRINT_DEBUG("GetResultItems good\n");
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return true;
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}
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// In combination with GetResultItems, you can use GetResultItemProperty to retrieve
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// dynamic string properties for a given item returned in the result set.
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//
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// Property names are always composed of ASCII letters, numbers, and/or underscores.
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//
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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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//
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// If pchValueBuffer is NULL, *punValueBufferSize will contain the
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// suggested buffer size. Otherwise it will be the number of bytes actually copied
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// to pchValueBuffer. If the results do not fit in the given buffer, partial
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// results may be copied.
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bool GetResultItemProperty( SteamInventoryResult_t resultHandle,
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uint32 unItemIndex,
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const char *pchPropertyName,
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STEAM_OUT_STRING_COUNT( punValueBufferSizeOut ) char *pchValueBuffer, uint32 *punValueBufferSizeOut )
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{
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PRINT_DEBUG("GetResultItemProperty\n");
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//TODO
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return false;
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}
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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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STEAM_METHOD_DESC(Returns the server time at which the result was generated. Compare against the value of IClientUtils::GetServerRealTime() to determine age.)
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uint32 GetResultTimestamp( SteamInventoryResult_t resultHandle )
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{
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PRINT_DEBUG("GetResultTimestamp\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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struct Steam_Inventory_Requests *request = get_inventory_result(resultHandle);
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if (!request || !request->result_done()) return 0;
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return request->timestamp();
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}
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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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STEAM_METHOD_DESC(Returns true if the result belongs to the target steam ID or false if the result does not. This is important when using DeserializeResult to verify that a remote player is not pretending to have a different users inventory.)
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bool CheckResultSteamID( SteamInventoryResult_t resultHandle, CSteamID steamIDExpected )
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{
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PRINT_DEBUG("CheckResultSteamID\n");
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//TODO
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return true;
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}
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// Destroys a result handle and frees all associated memory.
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STEAM_METHOD_DESC(Destroys a result handle and frees all associated memory.)
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void DestroyResult( SteamInventoryResult_t resultHandle )
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{
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PRINT_DEBUG("DestroyResult\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto request = std::find_if(inventory_requests.begin(), inventory_requests.end(), [&resultHandle](struct Steam_Inventory_Requests const& item) { return item.inventory_result == resultHandle; });
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if (inventory_requests.end() == request)
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return;
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inventory_requests.erase(request);
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}
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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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STEAM_METHOD_DESC(Captures the entire state of the current users Steam inventory.)
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bool GetAllItems( SteamInventoryResult_t *pResultHandle )
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{
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PRINT_DEBUG("GetAllItems\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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struct Steam_Inventory_Requests* request = new_inventory_result();
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// Can't call LoadItemDefinitions because it sends a SteamInventoryResultReady_t.
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if( need_load_definitions )
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{
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if (items_loaded)
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{
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need_load_definitions = false;
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SteamInventoryDefinitionUpdate_t data = {};
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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}
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if (!need_load_definitions)
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{
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{
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// SteamInventoryFullUpdate_t callbacks are triggered when GetAllItems
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// successfully returns a result which is newer / fresher than the last
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// known result.
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//TODO: should this always be returned for each get all item calls?
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struct SteamInventoryFullUpdate_t data;
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data.m_handle = request->inventory_result;
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), request->timeout);
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}
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{
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struct SteamInventoryResultReady_t data;
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data.m_handle = request->inventory_result;
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data.m_result = k_EResultOK;
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), request->timeout);
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}
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if (pResultHandle != nullptr)
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*pResultHandle = request->inventory_result;
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}
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else
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{
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struct SteamInventoryResultReady_t data;
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data.m_handle = request->inventory_result;
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data.m_result = k_EResultPending;
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), request->timeout);
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if (pResultHandle != nullptr)
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*pResultHandle = request->inventory_result;
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}
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return true;
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}
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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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STEAM_METHOD_DESC(Captures the state of a subset of the current users Steam inventory identified by an array of item instance IDs.)
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bool GetItemsByID( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT( unCountInstanceIDs ) const SteamItemInstanceID_t *pInstanceIDs, uint32 unCountInstanceIDs )
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{
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PRINT_DEBUG("GetItemsByID\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (pResultHandle) {
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struct Steam_Inventory_Requests *request = new_inventory_result(pInstanceIDs, unCountInstanceIDs);
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{
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struct SteamInventoryResultReady_t data;
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data.m_handle = request->inventory_result;
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data.m_result = k_EResultOK;
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), request->timeout);
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}
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*pResultHandle = request->inventory_result;
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return true;
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}
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return false;
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}
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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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bool SerializeResult( SteamInventoryResult_t resultHandle, STEAM_OUT_BUFFER_COUNT(punOutBufferSize) void *pOutBuffer, uint32 *punOutBufferSize )
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{
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PRINT_DEBUG("SerializeResult %i\n", resultHandle);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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//TODO
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struct Steam_Inventory_Requests *request = get_inventory_result(resultHandle);
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if (!request) return false;
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if (!request->result_done()) return false;
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uint8 buffer[8 + 128] = {};
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memset(buffer, 0x5F, sizeof(buffer));
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if (!punOutBufferSize) return false;
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PRINT_DEBUG("Size %u\n", *punOutBufferSize);
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if (!pOutBuffer) {
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*punOutBufferSize = sizeof(buffer);
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return true;
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}
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if (*punOutBufferSize < sizeof(buffer)) {
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*punOutBufferSize = sizeof(buffer);
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return false; //??
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}
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memcpy(pOutBuffer, buffer, sizeof(buffer));
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*punOutBufferSize = sizeof(buffer);
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return true;
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}
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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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bool DeserializeResult( SteamInventoryResult_t *pOutResultHandle, STEAM_BUFFER_COUNT(punOutBufferSize) const void *pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE)
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{
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PRINT_DEBUG("DeserializeResult\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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//TODO
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if (pOutResultHandle) {
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struct Steam_Inventory_Requests *request = new_inventory_result();
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{
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struct SteamInventoryResultReady_t data;
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data.m_handle = request->inventory_result;
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data.m_result = k_EResultOK;
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), request->timeout);
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}
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*pOutResultHandle = request->inventory_result;
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return true;
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}
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return false;
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}
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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 only intended
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// for prototyping - it is only usable by Steam accounts that belong to the publisher group
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// for your game.
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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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bool GenerateItems( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength )
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{
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PRINT_DEBUG("GenerateItems\n");
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}
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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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STEAM_METHOD_DESC(GrantPromoItems() checks the list of promotional items for which the user may be eligible and grants the items (one time only).)
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bool GrantPromoItems( SteamInventoryResult_t *pResultHandle )
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{
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PRINT_DEBUG("GrantPromoItems\n");
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return true;
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}
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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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bool AddPromoItem( SteamInventoryResult_t *pResultHandle, SteamItemDef_t itemDef )
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{
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PRINT_DEBUG("AddPromoItem\n");
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return false;
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}
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bool AddPromoItems( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, uint32 unArrayLength )
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{
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PRINT_DEBUG("AddPromoItems\n");
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return false;
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}
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// ConsumeItem() removes items from the inventory, permanently. 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.
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STEAM_METHOD_DESC(ConsumeItem() removes items from the inventory permanently.)
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bool ConsumeItem( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity )
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{
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PRINT_DEBUG("ConsumeItem\n");
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}
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// ExchangeItems() is an atomic combination of item generation and consumption.
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// It can be used to implement crafting recipes or transmutations, or items which unpack
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// themselves into other items (e.g., a chest).
|
|
// Exchange recipes are defined in the ItemDef, and explicitly list the required item
|
|
// types and resulting generated type.
|
|
// Exchange recipes are evaluated atomically by the Inventory Service; if the supplied
|
|
// components do not match the recipe, or do not contain sufficient quantity, the
|
|
// exchange will fail.
|
|
bool ExchangeItems( SteamInventoryResult_t *pResultHandle,
|
|
STEAM_ARRAY_COUNT(unArrayGenerateLength) const SteamItemDef_t *pArrayGenerate, STEAM_ARRAY_COUNT(unArrayGenerateLength) const uint32 *punArrayGenerateQuantity, uint32 unArrayGenerateLength,
|
|
STEAM_ARRAY_COUNT(unArrayDestroyLength) const SteamItemInstanceID_t *pArrayDestroy, STEAM_ARRAY_COUNT(unArrayDestroyLength) const uint32 *punArrayDestroyQuantity, uint32 unArrayDestroyLength )
|
|
{
|
|
PRINT_DEBUG("ExchangeItems\n");
|
|
}
|
|
|
|
|
|
|
|
// TransferItemQuantity() is intended for use with items which are "stackable" (can have
|
|
// quantity greater than one). It can be used to split a stack into two, or to transfer
|
|
// quantity from one stack into another stack of identical items. To split one stack into
|
|
// two, pass k_SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.
|
|
bool TransferItemQuantity( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest )
|
|
{
|
|
PRINT_DEBUG("TransferItemQuantity\n");
|
|
}
|
|
|
|
|
|
|
|
// TIMED DROPS AND PLAYTIME CREDIT
|
|
//
|
|
|
|
// Deprecated. Calling this method is not required for proper playtime accounting.
|
|
STEAM_METHOD_DESC( Deprecated method. Playtime accounting is performed on the Steam servers. )
|
|
void SendItemDropHeartbeat()
|
|
{
|
|
PRINT_DEBUG("SendItemDropHeartbeat\n");
|
|
}
|
|
|
|
|
|
// Playtime credit must be consumed and turned into item drops by your game. Only item
|
|
// definitions which are marked as "playtime item generators" can be spawned. The call
|
|
// will return an empty result set if there is not enough playtime credit for a drop.
|
|
// Your game should call TriggerItemDrop at an appropriate time for the user to receive
|
|
// new items, such as between rounds or while the player is dead. Note that players who
|
|
// hack their clients could modify the value of "dropListDefinition", so do not use it
|
|
// to directly control rarity.
|
|
// See your Steamworks configuration to set playtime drop rates for individual itemdefs.
|
|
// The client library will suppress too-frequent calls to this method.
|
|
STEAM_METHOD_DESC(Playtime credit must be consumed and turned into item drops by your game.)
|
|
bool TriggerItemDrop( SteamInventoryResult_t *pResultHandle, SteamItemDef_t dropListDefinition )
|
|
{
|
|
PRINT_DEBUG("TriggerItemDrop\n");
|
|
//TODO: if gameserver return false
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
// Deprecated. This method is not supported.
|
|
bool TradeItems( SteamInventoryResult_t *pResultHandle, CSteamID steamIDTradePartner,
|
|
STEAM_ARRAY_COUNT(nArrayGiveLength) const SteamItemInstanceID_t *pArrayGive, STEAM_ARRAY_COUNT(nArrayGiveLength) const uint32 *pArrayGiveQuantity, uint32 nArrayGiveLength,
|
|
STEAM_ARRAY_COUNT(nArrayGetLength) const SteamItemInstanceID_t *pArrayGet, STEAM_ARRAY_COUNT(nArrayGetLength) const uint32 *pArrayGetQuantity, uint32 nArrayGetLength )
|
|
{
|
|
PRINT_DEBUG("TradeItems\n");
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
// ITEM DEFINITIONS
|
|
//
|
|
// Item definitions are a mapping of "definition IDs" (integers between 1 and 1000000)
|
|
// to a set of string properties. Some of these properties are required to display items
|
|
// on the Steam community web site. Other properties can be defined by applications.
|
|
// Use of these functions is optional; there is no reason to call LoadItemDefinitions
|
|
// if your game hardcodes the numeric definition IDs (eg, purple face mask = 20, blue
|
|
// weapon mod = 55) and does not allow for adding new item types without a client patch.
|
|
//
|
|
|
|
// LoadItemDefinitions triggers the automatic load and refresh of item definitions.
|
|
// Every time new item definitions are available (eg, from the dynamic addition of new
|
|
// item types while players are still in-game), a SteamInventoryDefinitionUpdate_t
|
|
// callback will be fired.
|
|
STEAM_METHOD_DESC(LoadItemDefinitions triggers the automatic load and refresh of item definitions.)
|
|
bool LoadItemDefinitions()
|
|
{
|
|
PRINT_DEBUG("LoadItemDefinitions\n");
|
|
|
|
if (need_load_definitions)
|
|
{
|
|
if (!items_loaded)
|
|
{
|
|
SteamInventoryResultReady_t data;
|
|
data.m_result = k_EResultPending;
|
|
data.m_handle = new_inventory_result()->inventory_result;
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
else
|
|
{
|
|
need_load_definitions = false;
|
|
{
|
|
SteamInventoryDefinitionUpdate_t data = {};
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
{
|
|
SteamInventoryResultReady_t data = {};
|
|
data.m_result = k_EResultOK;
|
|
data.m_handle = new_inventory_result()->inventory_result;
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// GetItemDefinitionIDs returns the set of all defined item definition IDs (which are
|
|
// defined via Steamworks configuration, and not necessarily contiguous integers).
|
|
// If pItemDefIDs is null, the call will return true and *punItemDefIDsArraySize will
|
|
// contain the total size necessary for a subsequent call. Otherwise, the call will
|
|
// return false if and only if there is not enough space in the output array.
|
|
bool GetItemDefinitionIDs(
|
|
STEAM_OUT_ARRAY_COUNT(punItemDefIDsArraySize,List of item definition IDs) SteamItemDef_t *pItemDefIDs,
|
|
STEAM_DESC(Size of array is passed in and actual size used is returned in this param) uint32 *punItemDefIDsArraySize )
|
|
{
|
|
PRINT_DEBUG("GetItemDefinitionIDs\n");
|
|
if (!punItemDefIDsArraySize)
|
|
return false;
|
|
|
|
PRINT_DEBUG("array_size %u\n", *punItemDefIDsArraySize);
|
|
|
|
if (pItemDefIDs == nullptr)
|
|
{
|
|
*punItemDefIDsArraySize = items.size();
|
|
return true;
|
|
}
|
|
|
|
if (*punItemDefIDsArraySize < items.size())
|
|
return false;
|
|
|
|
for (auto& i : items)
|
|
*pItemDefIDs++ = i.first;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// GetItemDefinitionProperty returns a string property from a given item definition.
|
|
// Note that some properties (for example, "name") may be localized and will depend
|
|
// on the current Steam language settings (see ISteamApps::GetCurrentGameLanguage).
|
|
// Property names are always composed of ASCII letters, numbers, and/or underscores.
|
|
// Pass a NULL pointer for pchPropertyName to get a comma - separated list of available
|
|
// property names. If pchValueBuffer is NULL, *punValueBufferSize will contain the
|
|
// suggested buffer size. Otherwise it will be the number of bytes actually copied
|
|
// to pchValueBuffer. If the results do not fit in the given buffer, partial
|
|
// results may be copied.
|
|
bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPropertyName,
|
|
STEAM_OUT_STRING_COUNT(punValueBufferSizeOut) char *pchValueBuffer, uint32 *punValueBufferSizeOut )
|
|
{
|
|
PRINT_DEBUG("GetItemDefinitionProperty\n");
|
|
|
|
item_iterator item;
|
|
if ((item = items.find(iDefinition)) != items.end())
|
|
{
|
|
attr_iterator attr;
|
|
if (pchPropertyName != nullptr)
|
|
{
|
|
// Should I check for punValueBufferSizeOut == nullptr ?
|
|
// Try to get the property
|
|
if ((attr = item->second.find(pchPropertyName)) != items[iDefinition].end())
|
|
{
|
|
std::string const& val = attr->second;
|
|
if (pchValueBuffer != nullptr)
|
|
{
|
|
// copy what we can
|
|
strncpy(pchValueBuffer, val.c_str(), *punValueBufferSizeOut);
|
|
}
|
|
|
|
// Set punValueBufferSizeOut to the property size
|
|
*punValueBufferSizeOut = std::min(static_cast<uint32>(val.length() + 1), *punValueBufferSizeOut);
|
|
|
|
if (pchValueBuffer != nullptr)
|
|
{
|
|
// Make sure we have a null terminator
|
|
pchValueBuffer[*punValueBufferSizeOut-1] = '\0';
|
|
}
|
|
}
|
|
// Property not found
|
|
else
|
|
{
|
|
*punValueBufferSizeOut = 0;
|
|
PRINT_DEBUG("Attr %s not found for item %d\n", pchPropertyName, iDefinition);
|
|
}
|
|
}
|
|
else // Pass a NULL pointer for pchPropertyName to get a comma - separated list of available property names.
|
|
{
|
|
// If pchValueBuffer is NULL, *punValueBufferSize will contain the suggested buffer size
|
|
if (pchValueBuffer == nullptr)
|
|
{
|
|
// Should I check for punValueBufferSizeOut == nullptr ?
|
|
*punValueBufferSizeOut = 0;
|
|
for (auto& i : item->second)
|
|
*punValueBufferSizeOut += i.first.length() + 1; // Size of key + comma, and the last is not a comma but null char
|
|
}
|
|
else
|
|
{
|
|
// strncat always add the null terminator, so remove 1 to the string length
|
|
uint32_t len = *punValueBufferSizeOut-1;
|
|
*punValueBufferSizeOut = 0;
|
|
memset(pchValueBuffer, 0, len);
|
|
for( auto i = item->second.begin(); i != item->second.end() && len > 0; ++i )
|
|
{
|
|
strncat(pchValueBuffer, i->first.c_str(), len);
|
|
// Count how many chars we copied
|
|
// Either the string length or the buffer size if its too small
|
|
uint32 x = std::min(len, static_cast<uint32>(i->first.length()));
|
|
*punValueBufferSizeOut += x;
|
|
len -= x;
|
|
|
|
if (len && std::distance(i, item->second.end()) != 1) // If this is not the last item, add a comma
|
|
strncat(pchValueBuffer, ",", len--);
|
|
|
|
// Always add 1, its a comma or the null terminator
|
|
++*punValueBufferSizeOut;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
// Request the list of "eligible" promo items that can be manually granted to the given
|
|
// user. These are promo items of type "manual" that won't be granted automatically.
|
|
// An example usage of this is an item that becomes available every week.
|
|
STEAM_CALL_RESULT( SteamInventoryEligiblePromoItemDefIDs_t )
|
|
SteamAPICall_t RequestEligiblePromoItemDefinitionsIDs( CSteamID steamID )
|
|
{
|
|
PRINT_DEBUG("RequestEligiblePromoItemDefinitionsIDs\n");
|
|
}
|
|
|
|
|
|
// After handling a SteamInventoryEligiblePromoItemDefIDs_t call result, use this
|
|
// function to pull out the list of item definition ids that the user can be
|
|
// manually granted via the AddPromoItems() call.
|
|
bool GetEligiblePromoItemDefinitionIDs(
|
|
CSteamID steamID,
|
|
STEAM_OUT_ARRAY_COUNT(punItemDefIDsArraySize,List of item definition IDs) SteamItemDef_t *pItemDefIDs,
|
|
STEAM_DESC(Size of array is passed in and actual size used is returned in this param) uint32 *punItemDefIDsArraySize )
|
|
{
|
|
PRINT_DEBUG("GetEligiblePromoItemDefinitionIDs\n");
|
|
}
|
|
|
|
|
|
// Starts the purchase process for the given item definitions. The callback SteamInventoryStartPurchaseResult_t
|
|
// will be posted if Steam was able to initialize the transaction.
|
|
//
|
|
// Once the purchase has been authorized and completed by the user, the callback SteamInventoryResultReady_t
|
|
// will be posted.
|
|
STEAM_CALL_RESULT( SteamInventoryStartPurchaseResult_t )
|
|
SteamAPICall_t StartPurchase( STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength )
|
|
{
|
|
PRINT_DEBUG("StartPurchase\n");
|
|
}
|
|
|
|
|
|
// Request current prices for all applicable item definitions
|
|
STEAM_CALL_RESULT( SteamInventoryRequestPricesResult_t )
|
|
SteamAPICall_t RequestPrices()
|
|
{
|
|
PRINT_DEBUG("RequestPrices\n");
|
|
return 0;
|
|
}
|
|
|
|
|
|
// Returns the number of items with prices. Need to call RequestPrices() first.
|
|
uint32 GetNumItemsWithPrices()
|
|
{
|
|
PRINT_DEBUG("GetNumItemsWithPrices\n");
|
|
}
|
|
|
|
bool GetItemsWithPrices( STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pArrayItemDefs, Items with prices) SteamItemDef_t *pArrayItemDefs,
|
|
STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pPrices, List of prices for the given item defs) uint64 *pCurrentPrices,
|
|
STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pPrices, List of prices for the given item defs) uint64 *pBasePrices,
|
|
uint32 unArrayLength )
|
|
{
|
|
PRINT_DEBUG("GetItemsWithPrices\n");
|
|
}
|
|
|
|
// Returns item definition ids and their prices in the user's local currency.
|
|
// Need to call RequestPrices() first.
|
|
bool GetItemsWithPrices( STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pArrayItemDefs, Items with prices) SteamItemDef_t *pArrayItemDefs,
|
|
STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pPrices, List of prices for the given item defs) uint64 *pPrices,
|
|
uint32 unArrayLength )
|
|
{
|
|
PRINT_DEBUG("GetItemsWithPrices old\n");
|
|
return GetItemsWithPrices(pArrayItemDefs, pPrices, NULL, unArrayLength);
|
|
}
|
|
|
|
bool GetItemPrice( SteamItemDef_t iDefinition, uint64 *pCurrentPrice, uint64 *pBasePrice )
|
|
{
|
|
PRINT_DEBUG("GetItemPrice\n");
|
|
}
|
|
|
|
// Retrieves the price for the item definition id
|
|
// Returns false if there is no price stored for the item definition.
|
|
bool GetItemPrice( SteamItemDef_t iDefinition, uint64 *pPrice )
|
|
{
|
|
PRINT_DEBUG("GetItemPrice old\n");
|
|
return GetItemPrice(iDefinition, pPrice, NULL);
|
|
}
|
|
|
|
|
|
// Create a request to update properties on items
|
|
SteamInventoryUpdateHandle_t StartUpdateProperties()
|
|
{
|
|
PRINT_DEBUG("StartUpdateProperties\n");
|
|
}
|
|
|
|
// Remove the property on the item
|
|
bool RemoveProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName )
|
|
{
|
|
PRINT_DEBUG("RemoveProperty\n");
|
|
}
|
|
|
|
// Accessor methods to set properties on items
|
|
bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, const char *pchPropertyValue )
|
|
{
|
|
PRINT_DEBUG("SetProperty\n");
|
|
}
|
|
|
|
bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, bool bValue )
|
|
{
|
|
PRINT_DEBUG("SetProperty\n");
|
|
}
|
|
|
|
bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, int64 nValue )
|
|
{
|
|
PRINT_DEBUG("SetProperty\n");
|
|
}
|
|
|
|
bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, float flValue )
|
|
{
|
|
PRINT_DEBUG("SetProperty\n");
|
|
}
|
|
|
|
// Submit the update request by handle
|
|
bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle )
|
|
{
|
|
PRINT_DEBUG("SubmitUpdateProperties\n");
|
|
}
|
|
|
|
};
|