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- //====== Copyright © 1996-2014 Valve Corporation, All rights reserved. =======
- //
- // Purpose: interface to Steam Inventory
- //
- //=============================================================================
- #ifndef ISTEAMINVENTORY_H
- #define ISTEAMINVENTORY_H
- #ifdef _WIN32
- #pragma once
- #endif
- #include "isteamclient.h"
- // callbacks
- #if defined( VALVE_CALLBACK_PACK_SMALL )
- #pragma pack( push, 4 )
- #elif defined( VALVE_CALLBACK_PACK_LARGE )
- #pragma pack( push, 8 )
- #else
- #error isteamclient.h must be included
- #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;
- //-----------------------------------------------------------------------------
- // 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
- 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.
- 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,
- OUT_ARRAY_COUNT( punOutItemsArraySize,Output array) SteamItemDetails_t *pOutItemsArray,
- uint32 *punOutItemsArraySize ) = 0;
- // Returns the server time at which the result was generated. Compare against
- // the value of IClientUtils::GetServerRealTime() to determine age.
- 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.
- 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.
- 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.
- 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.
- 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, 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, 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, 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 insecure, and could
- // be abused by hacked clients. It is, however, very useful as a development cheat or as
- // a means of prototyping item-related features for your game. The use of GenerateItems can
- // be restricted to certain item definitions or fully blocked via the Steamworks website.
- // 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, ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, 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.
- 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, 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. Similar to GenerateItems, punArrayQuantity
- // can be NULL or else an array of the same length as pArrayItems which describe the quantity
- // of each item to destroy. ConsumeItem can be restricted to certain item definitions or
- // fully blocked via the Steamworks website to minimize support/abuse issues such as the
- // clasic "my brother borrowed my laptop and deleted all of my rare items".
- 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 GenerateItems and DestroyItems. It can be
- // used to implement crafting recipes or transmutations, or items which unpack themselves
- // into other items. Like GenerateItems, this is a flexible and dangerous API which is
- // meant for rapid prototyping. You can configure restrictions on ExchangeItems via the
- // Steamworks website, such as limiting it to a whitelist of input/output combinations
- // corresponding to recipes.
- // (Note: although GenerateItems may be hard or impossible to use securely in your game,
- // ExchangeItems is perfectly reasonable to use once the whitelists are set accordingly.)
- virtual bool ExchangeItems( SteamInventoryResult_t *pResultHandle,
- ARRAY_COUNT(unArrayGenerateLength) const SteamItemDef_t *pArrayGenerate, ARRAY_COUNT(unArrayGenerateLength) const uint32 *punArrayGenerateQuantity, uint32 unArrayGenerateLength,
- ARRAY_COUNT(unArrayDestroyLength) const SteamItemInstanceID_t *pArrayDestroy, 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
- //
- // Applications which use timed-drop mechanics should call SendItemDropHeartbeat() when
- // active gameplay begins, and at least once every two minutes afterwards. The backend
- // performs its own time calculations, so the precise timing of the heartbeat is not
- // critical as long as you send at least one heartbeat every two minutes. Calling the
- // function more often than that is not harmful, it will simply have no effect. Note:
- // players may be able to spoof this message by hacking their client, so you should not
- // attempt to use this as a mechanism to restrict playtime credits. It is simply meant
- // to distinguish between being in any kind of gameplay situation vs the main menu or
- // a pre-game launcher window. (If you are stingy with handing out playtime credit, it
- // will only encourage players to run bots or use mouse/kb event simulators.)
- //
- // Playtime credit accumulation can be capped on a daily or weekly basis through your
- // Steamworks configuration.
- //
- METHOD_DESC(Applications which use timed-drop mechanics should call SendItemDropHeartbeat() when active gameplay begins and at least once every two minutes afterwards.)
- 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. It is primarily useful during testing and development,
- // where you may wish to perform experiments with different types of drops.
- 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;
- // 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.)
- virtual bool TradeItems( SteamInventoryResult_t *pResultHandle, CSteamID steamIDTradePartner,
- ARRAY_COUNT(nArrayGiveLength) const SteamItemInstanceID_t *pArrayGive, ARRAY_COUNT(nArrayGiveLength) const uint32 *pArrayGiveQuantity, uint32 nArrayGiveLength,
- ARRAY_COUNT(nArrayGetLength) const SteamItemInstanceID_t *pArrayGet, 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.
- 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(
- OUT_ARRAY_COUNT(punItemDefIDsArraySize,List of item definition IDs) SteamItemDef_t *pItemDefIDs,
- 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,
- OUT_STRING_COUNT(punValueBufferSizeOut) char *pchValueBuffer, uint32 *punValueBufferSizeOut ) = 0;
- };
- #define STEAMINVENTORY_INTERFACE_VERSION "STEAMINVENTORY_INTERFACE_V001"
- // 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 };
- };
- #pragma pack( pop )
- #endif // ISTEAMCONTROLLER_H
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