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d2fba40cb4
Its always better to reserve memory when we can for a vector. Also, STL implements a lot of algorithms, its better to use them in case someday you need to change it to something alike. Like reversing the copy, use transform instead, etc...
830 lines
34 KiB
C++
830 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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bool done = false;
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bool full_query;
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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 done;
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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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class RunEveryRunCB *run_every_runcb;
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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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std::atomic_bool items_loaded;
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std::string items_db_file;
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std::once_flag load_items_flag;
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bool call_definition_update;
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bool definition_update_called;
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bool full_update_called;
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struct Steam_Inventory_Requests* new_inventory_result(bool full_query=true, 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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request.full_query = full_query;
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if (pInstanceIDs && unCountInstanceIDs) {
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request.instance_ids.reserve(unCountInstanceIDs);
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std::copy(pInstanceIDs, pInstanceIDs + unCountInstanceIDs, std::back_inserter(request.instance_ids));
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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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static void run_every_runcb_cb(void *object)
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{
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PRINT_DEBUG("Steam_Inventory::run_every_runcb\n");
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Steam_Inventory *obj = (Steam_Inventory *)object;
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obj->RunCallbacks();
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}
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Steam_Inventory(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb, std::string items_db_file_path)
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{
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items_db_file = items_db_file_path;
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PRINT_DEBUG("Items file path: %s\n", items_db_file.c_str());
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items_loaded = false;
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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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this->run_every_runcb = run_every_runcb;
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this->run_every_runcb->add(&Steam_Inventory::run_every_runcb_cb, this);
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call_definition_update = false;
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definition_update_called = false;
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full_update_called = false;
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}
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~Steam_Inventory()
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{
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this->run_every_runcb->remove(&Steam_Inventory::run_every_runcb_cb, this);
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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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uint32 max_items = *punOutItemsArraySize;
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if (request->full_query) {
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// We end if we reached the end of items or the end of buffer
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for( auto i = items.begin(); i != items.end() && max_items; ++i, --max_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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*punOutItemsArraySize = std::min(*punOutItemsArraySize, static_cast<uint32>(items.size()));
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} else {
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for (auto &itemid : request->instance_ids) {
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if (!max_items) break;
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pOutItemsArray->m_iDefinition = itemid;
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pOutItemsArray->m_itemId = itemid;
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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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--max_items;
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}
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}
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}
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else if (punOutItemsArraySize != nullptr)
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{
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*punOutItemsArraySize = items.size();
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}
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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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if (!definition_update_called) call_definition_update = true;
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if (pResultHandle != nullptr)
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*pResultHandle = request->inventory_result;
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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(false, pInstanceIDs, unCountInstanceIDs);
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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(false);
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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).
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// Exchange recipes are defined in the ItemDef, and explicitly list the required item
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// types and resulting generated type.
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// Exchange recipes are evaluated atomically by the Inventory Service; if the supplied
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// components do not match the recipe, or do not contain sufficient quantity, the
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// exchange will fail.
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bool ExchangeItems( SteamInventoryResult_t *pResultHandle,
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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");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
if (!definition_update_called) {
|
|
call_definition_update = true;
|
|
}
|
|
|
|
//real steam launches a SteamInventoryResultReady_t which is why I create a new inventory result
|
|
new_inventory_result(false);
|
|
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");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
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 %i %s\n", iDefinition, pchPropertyName);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
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");
|
|
}
|
|
|
|
void RunCallbacks()
|
|
{
|
|
if (call_definition_update || inventory_requests.size()) {
|
|
std::call_once(load_items_flag, [&]() {
|
|
std::thread items_load_thread(read_items_db, items_db_file, &items, &items_loaded);
|
|
items_load_thread.detach();
|
|
});
|
|
}
|
|
|
|
if (items_loaded) {
|
|
if (call_definition_update) {
|
|
SteamInventoryDefinitionUpdate_t data = {};
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
call_definition_update = false;
|
|
definition_update_called = true;
|
|
}
|
|
|
|
std::chrono::system_clock::time_point now = std::chrono::system_clock::now();
|
|
|
|
for (auto & r : inventory_requests) {
|
|
if (!r.done && std::chrono::duration_cast<std::chrono::duration<double>>(now - r.time_created).count() > r.timeout) {
|
|
if (r.full_query) {
|
|
if (!full_update_called) {
|
|
// SteamInventoryFullUpdate_t callbacks are triggered when GetAllItems
|
|
// successfully returns a result which is newer / fresher than the last
|
|
// known result.
|
|
//TODO: should this always be returned for each get all item calls?
|
|
struct SteamInventoryFullUpdate_t data;
|
|
data.m_handle = r.inventory_result;
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
full_update_called = true;
|
|
}
|
|
}
|
|
|
|
{
|
|
struct SteamInventoryResultReady_t data;
|
|
data.m_handle = r.inventory_result;
|
|
data.m_result = k_EResultOK;
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
|
|
r.done = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
};
|