Kerbal Space Program
1.12.4
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Static Public Member Functions | |
static bool | AddPromoItem (out SteamInventoryResult_t pResultHandle, SteamItemDef_t itemDef) |
static bool | AddPromoItems (out SteamInventoryResult_t pResultHandle, SteamItemDef_t[] pArrayItemDefs, uint unArrayLength) |
static bool | CheckResultSteamID (SteamInventoryResult_t resultHandle, CSteamID steamIDExpected) |
static bool | ConsumeItem (out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t itemConsume, uint unQuantity) |
static bool | DeserializeResult (out SteamInventoryResult_t pOutResultHandle, byte[] pBuffer, uint unBufferSize, bool bRESERVED_MUST_BE_FALSE=false) |
static void | DestroyResult (SteamInventoryResult_t resultHandle) |
static bool | ExchangeItems (out SteamInventoryResult_t pResultHandle, SteamItemDef_t[] pArrayGenerate, uint[] punArrayGenerateQuantity, uint unArrayGenerateLength, SteamItemInstanceID_t[] pArrayDestroy, uint[] punArrayDestroyQuantity, uint unArrayDestroyLength) |
static bool | GenerateItems (out SteamInventoryResult_t pResultHandle, SteamItemDef_t[] pArrayItemDefs, uint[] punArrayQuantity, uint unArrayLength) |
static bool | GetAllItems (out SteamInventoryResult_t pResultHandle) |
static bool | GetEligiblePromoItemDefinitionIDs (CSteamID steamID, SteamItemDef_t[] pItemDefIDs, ref uint punItemDefIDsArraySize) |
static bool | GetItemDefinitionIDs (SteamItemDef_t[] pItemDefIDs, out uint punItemDefIDsArraySize) |
static bool | GetItemDefinitionProperty (SteamItemDef_t iDefinition, string pchPropertyName, out string pchValueBuffer, ref uint punValueBufferSizeOut) |
static bool | GetItemsByID (out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t[] pInstanceIDs, uint unCountInstanceIDs) |
static bool | GetResultItemProperty (SteamInventoryResult_t resultHandle, uint unItemIndex, string pchPropertyName, out string pchValueBuffer, ref uint punValueBufferSizeOut) |
static bool | GetResultItems (SteamInventoryResult_t resultHandle, SteamItemDetails_t[] pOutItemsArray, ref uint punOutItemsArraySize) |
static EResult | GetResultStatus (SteamInventoryResult_t resultHandle) |
static uint | GetResultTimestamp (SteamInventoryResult_t resultHandle) |
static bool | GrantPromoItems (out SteamInventoryResult_t pResultHandle) |
static bool | LoadItemDefinitions () |
static SteamAPICall_t | RequestEligiblePromoItemDefinitionsIDs (CSteamID steamID) |
static void | SendItemDropHeartbeat () |
static bool | SerializeResult (SteamInventoryResult_t resultHandle, byte[] pOutBuffer, out uint punOutBufferSize) |
static bool | TradeItems (out SteamInventoryResult_t pResultHandle, CSteamID steamIDTradePartner, SteamItemInstanceID_t[] pArrayGive, uint[] pArrayGiveQuantity, uint nArrayGiveLength, SteamItemInstanceID_t[] pArrayGet, uint[] pArrayGetQuantity, uint nArrayGetLength) |
static bool | TransferItemQuantity (out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t itemIdSource, uint unQuantity, SteamItemInstanceID_t itemIdDest) |
static bool | TriggerItemDrop (out SteamInventoryResult_t pResultHandle, SteamItemDef_t dropListDefinition) |
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inlinestatic |
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.
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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.
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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.
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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.
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Destroys a result handle and frees all associated memory.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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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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
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inlinestatic |
Returns the server time at which the result was generated. Compare against
the value of IClientUtils::GetServerRealTime() to determine age.
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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.
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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.
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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.
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TIMED DROPS AND PLAYTIME CREDIT
Deprecated. Calling this method is not required for proper playtime accounting.
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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.
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IN-GAME TRADING
TradeItems() implements limited in-game trading of items, if you prefer not to use
the overlay or an in-game web browser to perform Steam Trading through the website.
You should implement a UI where both players can see and agree to a trade, and then
each client should call TradeItems simultaneously (+/- 5 seconds) with matching
(but reversed) parameters. The result is the same as if both players performed a
Steam Trading transaction through the web. Each player will get an inventory result
confirming the removal or quantity changes of the items given away, and the new
item instance id numbers and quantities of the received items.
(Note: new item instance IDs are generated whenever an item changes ownership.)
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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.
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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.