Yucom/lsteamclient/steamworks_sdk_146/isteaminventory.h

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//====== Copyright <20> 1996-2014 Valve Corporation, All rights reserved. =======
//
// Purpose: interface to Steam Inventory
//
//=============================================================================
#ifndef ISTEAMINVENTORY_H
#define ISTEAMINVENTORY_H
#ifdef _WIN32
#pragma once
#endif
#include "steam_api_common.h"
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
#endif
// Every individual instance of an item has a globally-unique ItemInstanceID.
// This ID is unique to the combination of (player, specific item instance)
// and will not be transferred to another player or re-used for another item.
typedef uint64 SteamItemInstanceID_t;
static const SteamItemInstanceID_t k_SteamItemInstanceIDInvalid = (SteamItemInstanceID_t)~0;
// Types of items in your game are identified by a 32-bit "item definition number".
// Valid definition numbers are between 1 and 999999999; numbers less than or equal to
// zero are invalid, and numbers greater than or equal to one billion (1x10^9) are
// reserved for internal Steam use.
typedef int32 SteamItemDef_t;
enum ESteamItemFlags
{
// Item status flags - these flags are permanently attached to specific item instances
k_ESteamItemNoTrade = 1 << 0, // This item is account-locked and cannot be traded or given away.
// Action confirmation flags - these flags are set one time only, as part of a result set
k_ESteamItemRemoved = 1 << 8, // The item has been destroyed, traded away, expired, or otherwise invalidated
k_ESteamItemConsumed = 1 << 9, // The item quantity has been decreased by 1 via ConsumeItem API.
// All other flag bits are currently reserved for internal Steam use at this time.
// Do not assume anything about the state of other flags which are not defined here.
};
struct SteamItemDetails_t
{
SteamItemInstanceID_t m_itemId;
SteamItemDef_t m_iDefinition;
uint16 m_unQuantity;
uint16 m_unFlags; // see ESteamItemFlags
};
typedef int32 SteamInventoryResult_t;
static const SteamInventoryResult_t k_SteamInventoryResultInvalid = -1;
typedef uint64 SteamInventoryUpdateHandle_t;
const SteamInventoryUpdateHandle_t k_SteamInventoryUpdateHandleInvalid = 0xffffffffffffffffull;
//-----------------------------------------------------------------------------
// Purpose: Steam Inventory query and manipulation API
//-----------------------------------------------------------------------------
class ISteamInventory
{
public:
// INVENTORY ASYNC RESULT MANAGEMENT
//
// Asynchronous inventory queries always output a result handle which can be used with
// GetResultStatus, GetResultItems, etc. A SteamInventoryResultReady_t callback will
// be triggered when the asynchronous result becomes ready (or fails).
//
// Find out the status of an asynchronous inventory result handle. Possible values:
// k_EResultPending - still in progress
// k_EResultOK - done, result ready
// k_EResultExpired - done, result ready, maybe out of date (see DeserializeResult)
// k_EResultInvalidParam - ERROR: invalid API call parameters
// k_EResultServiceUnavailable - ERROR: service temporarily down, you may retry later
// k_EResultLimitExceeded - ERROR: operation would exceed per-user inventory limits
// k_EResultFail - ERROR: unknown / generic error
STEAM_METHOD_DESC(Find out the status of an asynchronous inventory result handle.)
virtual EResult GetResultStatus( SteamInventoryResult_t resultHandle ) = 0;
// 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.
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.)
virtual bool GetResultItems( SteamInventoryResult_t resultHandle,
STEAM_OUT_ARRAY_COUNT( punOutItemsArraySize,Output array) SteamItemDetails_t *pOutItemsArray,
uint32 *punOutItemsArraySize ) = 0;
// In combination with GetResultItems, you can use GetResultItemProperty to retrieve
// dynamic string properties for a given item returned in the result set.
//
// 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.
virtual bool GetResultItemProperty( SteamInventoryResult_t resultHandle,
uint32 unItemIndex,
const char *pchPropertyName,
STEAM_OUT_STRING_COUNT( punValueBufferSizeOut ) char *pchValueBuffer, uint32 *punValueBufferSizeOut ) = 0;
// Returns the server time at which the result was generated. Compare against
// the value of IClientUtils::GetServerRealTime() to determine age.
STEAM_METHOD_DESC(Returns the server time at which the result was generated. Compare against the value of IClientUtils::GetServerRealTime() to determine age.)
virtual uint32 GetResultTimestamp( SteamInventoryResult_t resultHandle ) = 0;
// Returns true if the result belongs to the target steam ID, 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 user's inventory.
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.)
virtual bool CheckResultSteamID( SteamInventoryResult_t resultHandle, CSteamID steamIDExpected ) = 0;
// Destroys a result handle and frees all associated memory.
STEAM_METHOD_DESC(Destroys a result handle and frees all associated memory.)
virtual void DestroyResult( SteamInventoryResult_t resultHandle ) = 0;
// INVENTORY ASYNC QUERY
//
// Captures the entire state of the current user's Steam inventory.
// You must call DestroyResult on this handle when you are done with it.
// Returns false and sets *pResultHandle to zero if inventory is unavailable.
// Note: calls to this function are subject to rate limits and may return
// cached results if called too frequently. It is suggested that you call
// this function only when you are about to display the user's full inventory,
// or if you expect that the inventory may have changed.
STEAM_METHOD_DESC(Captures the entire state of the current users Steam inventory.)
virtual bool GetAllItems( SteamInventoryResult_t *pResultHandle ) = 0;
// Captures the state of a subset of the current user's Steam inventory,
// identified by an array of item instance IDs. The results from this call
// can be serialized and passed to other players to "prove" that the current
// user owns specific items, without exposing the user's entire inventory.
// For example, you could call GetItemsByID with the IDs of the user's
// currently equipped cosmetic items and serialize this to a buffer, and
// then transmit this buffer to other players upon joining a game.
STEAM_METHOD_DESC(Captures the state of a subset of the current users Steam inventory identified by an array of item instance IDs.)
virtual bool GetItemsByID( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT( unCountInstanceIDs ) const SteamItemInstanceID_t *pInstanceIDs, uint32 unCountInstanceIDs ) = 0;
// RESULT SERIALIZATION AND AUTHENTICATION
//
// Serialized result sets contain a short signature which can't be forged
// or replayed across different game sessions. A result set can be serialized
// on the local client, transmitted to other players via your game networking,
// and deserialized by the remote players. This is a secure way of preventing
// hackers from lying about posessing rare/high-value items.
// Serializes a result set with signature bytes to an output buffer. Pass
// NULL as an output buffer to get the required size via punOutBufferSize.
// The size of a serialized result depends on the number items which are being
// serialized. When securely transmitting items to other players, it is
// recommended to use "GetItemsByID" first to create a minimal result set.
// Results have a built-in timestamp which will be considered "expired" after
// an hour has elapsed. See DeserializeResult for expiration handling.
virtual bool SerializeResult( SteamInventoryResult_t resultHandle, STEAM_OUT_BUFFER_COUNT(punOutBufferSize) void *pOutBuffer, uint32 *punOutBufferSize ) = 0;
// Deserializes a result set and verifies the signature bytes. Returns false
// if bRequireFullOnlineVerify is set but Steam is running in Offline mode.
// Otherwise returns true and then delivers error codes via GetResultStatus.
//
// The bRESERVED_MUST_BE_FALSE flag is reserved for future use and should not
// be set to true by your game at this time.
//
// DeserializeResult has a potential soft-failure mode where the handle status
// is set to k_EResultExpired. GetResultItems() still succeeds in this mode.
// The "expired" result could indicate that the data may be out of date - not
// just due to timed expiration (one hour), but also because one of the items
// in the result set may have been traded or consumed since the result set was
// generated. You could compare the timestamp from GetResultTimestamp() to
// ISteamUtils::GetServerRealTime() to determine how old the data is. You could
// simply ignore the "expired" result code and continue as normal, or you
// could challenge the player with expired data to send an updated result set.
virtual bool DeserializeResult( SteamInventoryResult_t *pOutResultHandle, STEAM_BUFFER_COUNT(punOutBufferSize) const void *pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE = false ) = 0;
// INVENTORY ASYNC MODIFICATION
//
// GenerateItems() creates one or more items and then generates a SteamInventoryCallback_t
// notification with a matching nCallbackContext parameter. This API is only intended
// for prototyping - it is only usable by Steam accounts that belong to the publisher group
// for your game.
// If punArrayQuantity is not NULL, it should be the same length as pArrayItems and should
// describe the quantity of each item to generate.
virtual bool GenerateItems( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength ) = 0;
// GrantPromoItems() checks the list of promotional items for which the user may be eligible
// and grants the items (one time only). On success, the result set will include items which
// were granted, if any. If no items were granted because the user isn't eligible for any
// promotions, this is still considered a success.
STEAM_METHOD_DESC(GrantPromoItems() checks the list of promotional items for which the user may be eligible and grants the items (one time only).)
virtual bool GrantPromoItems( SteamInventoryResult_t *pResultHandle ) = 0;
// AddPromoItem() / AddPromoItems() are restricted versions of GrantPromoItems(). Instead of
// scanning for all eligible promotional items, the check is restricted to a single item
// definition or set of item definitions. This can be useful if your game has custom UI for
// showing a specific promo item to the user.
virtual bool AddPromoItem( SteamInventoryResult_t *pResultHandle, SteamItemDef_t itemDef ) = 0;
virtual bool AddPromoItems( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, uint32 unArrayLength ) = 0;
// ConsumeItem() removes items from the inventory, permanently. They cannot be recovered.
// Not for the faint of heart - if your game implements item removal at all, a high-friction
// UI confirmation process is highly recommended.
STEAM_METHOD_DESC(ConsumeItem() removes items from the inventory permanently.)
virtual bool ConsumeItem( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity ) = 0;
// ExchangeItems() is an atomic combination of item generation and consumption.
// It can be used to implement crafting recipes or transmutations, or items which unpack
// 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.
virtual 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 ) = 0;
// 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.
virtual bool TransferItemQuantity( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest ) = 0;
// 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. )
virtual void SendItemDropHeartbeat() = 0;
// 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.)
virtual bool TriggerItemDrop( SteamInventoryResult_t *pResultHandle, SteamItemDef_t dropListDefinition ) = 0;
// Deprecated. This method is not supported.
virtual 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 ) = 0;
// 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.)
virtual bool LoadItemDefinitions() = 0;
// 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.
virtual 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 ) = 0;
// 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.
virtual bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPropertyName,
STEAM_OUT_STRING_COUNT(punValueBufferSizeOut) char *pchValueBuffer, uint32 *punValueBufferSizeOut ) = 0;
// 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 )
virtual SteamAPICall_t RequestEligiblePromoItemDefinitionsIDs( CSteamID steamID ) = 0;
// 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.
virtual 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 ) = 0;
// 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 )
virtual SteamAPICall_t StartPurchase( STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength ) = 0;
// Request current prices for all applicable item definitions
STEAM_CALL_RESULT( SteamInventoryRequestPricesResult_t )
virtual SteamAPICall_t RequestPrices() = 0;
// Returns the number of items with prices. Need to call RequestPrices() first.
virtual uint32 GetNumItemsWithPrices() = 0;
// Returns item definition ids and their prices in the user's local currency.
// Need to call RequestPrices() first.
virtual 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 ) = 0;
// Retrieves the price for the item definition id
// Returns false if there is no price stored for the item definition.
virtual bool GetItemPrice( SteamItemDef_t iDefinition, uint64 *pCurrentPrice, uint64 *pBasePrice ) = 0;
// Create a request to update properties on items
virtual SteamInventoryUpdateHandle_t StartUpdateProperties() = 0;
// Remove the property on the item
virtual bool RemoveProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName ) = 0;
// Accessor methods to set properties on items
virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, const char *pchPropertyValue ) = 0;
virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, bool bValue ) = 0;
virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, int64 nValue ) = 0;
virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, float flValue ) = 0;
// Submit the update request by handle
virtual bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle ) = 0;
};
#define STEAMINVENTORY_INTERFACE_VERSION "STEAMINVENTORY_INTERFACE_V003"
// Global interface accessor
inline ISteamInventory *SteamInventory();
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamInventory *, SteamInventory, STEAMINVENTORY_INTERFACE_VERSION );
// Global accessor for the gameserver client
inline ISteamInventory *SteamGameServerInventory();
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamInventory *, SteamGameServerInventory, STEAMINVENTORY_INTERFACE_VERSION );
// SteamInventoryResultReady_t callbacks are fired whenever asynchronous
// results transition from "Pending" to "OK" or an error state. There will
// always be exactly one callback per handle.
struct SteamInventoryResultReady_t
{
enum { k_iCallback = k_iClientInventoryCallbacks + 0 };
SteamInventoryResult_t m_handle;
EResult m_result;
};
// SteamInventoryFullUpdate_t callbacks are triggered when GetAllItems
// successfully returns a result which is newer / fresher than the last
// known result. (It will not trigger if the inventory hasn't changed,
// or if results from two overlapping calls are reversed in flight and
// the earlier result is already known to be stale/out-of-date.)
// The normal ResultReady callback will still be triggered immediately
// afterwards; this is an additional notification for your convenience.
struct SteamInventoryFullUpdate_t
{
enum { k_iCallback = k_iClientInventoryCallbacks + 1 };
SteamInventoryResult_t m_handle;
};
// A SteamInventoryDefinitionUpdate_t callback is triggered whenever
// item definitions have been updated, which could be in response to
// LoadItemDefinitions() or any other async request which required
// a definition update in order to process results from the server.
struct SteamInventoryDefinitionUpdate_t
{
enum { k_iCallback = k_iClientInventoryCallbacks + 2 };
};
// Returned
struct SteamInventoryEligiblePromoItemDefIDs_t
{
enum { k_iCallback = k_iClientInventoryCallbacks + 3 };
EResult m_result;
CSteamID m_steamID;
int m_numEligiblePromoItemDefs;
bool m_bCachedData; // indicates that the data was retrieved from the cache and not the server
};
// Triggered from StartPurchase call
struct SteamInventoryStartPurchaseResult_t
{
enum { k_iCallback = k_iClientInventoryCallbacks + 4 };
EResult m_result;
uint64 m_ulOrderID;
uint64 m_ulTransID;
};
// Triggered from RequestPrices
struct SteamInventoryRequestPricesResult_t
{
enum { k_iCallback = k_iClientInventoryCallbacks + 5 };
EResult m_result;
char m_rgchCurrency[4];
};
#pragma pack( pop )
#endif // ISTEAMCONTROLLER_H