Method | Description | |
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AddPromoItem ( SteamInventoryResult_t &pResultHandle, SteamItemDef_t itemDef ) : bool |
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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AddPromoItems ( SteamInventoryResult_t &pResultHandle, SteamItemDef_t pArrayItemDefs, uint unArrayLength ) : bool | ||
CheckResultSteamID ( SteamInventoryResult_t resultHandle, CSteamID steamIDExpected ) : bool |
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 ( SteamInventoryResult_t &pResultHandle, SteamItemInstanceID_t itemConsume, uint unQuantity ) : bool |
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.
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DeserializeResult ( SteamInventoryResult_t &pOutResultHandle, byte pBuffer, uint unBufferSize, bool bRESERVED_MUST_BE_FALSE = false ) : bool |
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 The "expired" result could indicate that the data may be out of date - not just due to timed expiration (one hour), but also because one of the items in the result set may have been traded or consumed since the result set was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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DestroyResult ( SteamInventoryResult_t resultHandle ) : void |
Destroys a result handle and frees all associated memory.
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ExchangeItems ( SteamInventoryResult_t &pResultHandle, SteamItemDef_t pArrayGenerate, uint punArrayGenerateQuantity, uint unArrayGenerateLength, SteamItemInstanceID_t pArrayDestroy, uint punArrayDestroyQuantity, uint unArrayDestroyLength ) : bool |
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). ExchangeItems requires a whitelist - you must define recipes (lists of the components required for the exchange) on the target ItemDefinition. Exchanges that do not match a recipe, or do not provide the required amounts, will fail.
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GenerateItems ( SteamInventoryResult_t &pResultHandle, SteamItemDef_t pArrayItemDefs, uint punArrayQuantity, uint unArrayLength ) : bool |
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. This call is normally disabled unless you explicitly enable "Development mode" on the Inventory Service section of the Steamworks website. You should not enable this mode for a shipping game! Note that Steam accounts that belong to the publisher group for your game are granted an exception - as a developer, you may use this to generate and test items in 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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GetAllItems ( SteamInventoryResult_t &pResultHandle ) : bool |
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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GetEligiblePromoItemDefinitionIDs ( CSteamID steamID, SteamItemDef_t pItemDefIDs, uint &punItemDefIDsArraySize ) : bool |
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 ( SteamItemDef_t pItemDefIDs, uint &punItemDefIDsArraySize ) : bool |
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 ( SteamItemDef_t iDefinition, string pchPropertyName, string &pchValueBuffer, uint &punValueBufferSizeOut ) : bool |
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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GetItemsByID ( SteamInventoryResult_t &pResultHandle, SteamItemInstanceID_t pInstanceIDs, uint unCountInstanceIDs ) : bool |
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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GetResultItems ( SteamInventoryResult_t resultHandle, SteamItemDetails_t pOutItemsArray, uint &punOutItemsArraySize ) : bool |
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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GetResultStatus ( SteamInventoryResult_t resultHandle ) : EResult |
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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GetResultTimestamp ( SteamInventoryResult_t resultHandle ) : uint |
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 ( SteamInventoryResult_t &pResultHandle ) : bool |
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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LoadItemDefinitions ( ) : bool |
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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RequestEligiblePromoItemDefinitionsIDs ( CSteamID steamID ) : SteamAPICall_t |
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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SendItemDropHeartbeat ( ) : void |
TIMED DROPS AND PLAYTIME CREDIT Deprecated. Calling this method is not required for proper playtime accounting.
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SerializeResult ( SteamInventoryResult_t resultHandle, byte pOutBuffer, uint &punOutBufferSize ) : bool |
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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TradeItems ( SteamInventoryResult_t &pResultHandle, CSteamID steamIDTradePartner, SteamItemInstanceID_t pArrayGive, uint pArrayGiveQuantity, uint nArrayGiveLength, SteamItemInstanceID_t pArrayGet, uint pArrayGetQuantity, uint nArrayGetLength ) : bool |
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 ( SteamInventoryResult_t &pResultHandle, SteamItemInstanceID_t itemIdSource, uint unQuantity, SteamItemInstanceID_t itemIdDest ) : bool |
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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TriggerItemDrop ( SteamInventoryResult_t &pResultHandle, SteamItemDef_t dropListDefinition ) : bool |
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.
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public static AddPromoItem ( SteamInventoryResult_t &pResultHandle, SteamItemDef_t itemDef ) : bool | ||
pResultHandle | SteamInventoryResult_t | |
itemDef | SteamItemDef_t | |
return | bool |
public static AddPromoItems ( SteamInventoryResult_t &pResultHandle, SteamItemDef_t pArrayItemDefs, uint unArrayLength ) : bool | ||
pResultHandle | SteamInventoryResult_t | |
pArrayItemDefs | SteamItemDef_t | |
unArrayLength | uint | |
return | bool |
public static CheckResultSteamID ( SteamInventoryResult_t resultHandle, CSteamID steamIDExpected ) : bool | ||
resultHandle | SteamInventoryResult_t | |
steamIDExpected | CSteamID | |
return | bool |
public static ConsumeItem ( SteamInventoryResult_t &pResultHandle, SteamItemInstanceID_t itemConsume, uint unQuantity ) : bool | ||
pResultHandle | SteamInventoryResult_t | |
itemConsume | SteamItemInstanceID_t | |
unQuantity | uint | |
return | bool |
public static DeserializeResult ( SteamInventoryResult_t &pOutResultHandle, byte pBuffer, uint unBufferSize, bool bRESERVED_MUST_BE_FALSE = false ) : bool | ||
pOutResultHandle | SteamInventoryResult_t | |
pBuffer | byte | |
unBufferSize | uint | |
bRESERVED_MUST_BE_FALSE | bool | |
return | bool |
public static DestroyResult ( SteamInventoryResult_t resultHandle ) : void | ||
resultHandle | SteamInventoryResult_t | |
return | void |
public static ExchangeItems ( SteamInventoryResult_t &pResultHandle, SteamItemDef_t pArrayGenerate, uint punArrayGenerateQuantity, uint unArrayGenerateLength, SteamItemInstanceID_t pArrayDestroy, uint punArrayDestroyQuantity, uint unArrayDestroyLength ) : bool | ||
pResultHandle | SteamInventoryResult_t | |
pArrayGenerate | SteamItemDef_t | |
punArrayGenerateQuantity | uint | |
unArrayGenerateLength | uint | |
pArrayDestroy | SteamItemInstanceID_t | |
punArrayDestroyQuantity | uint | |
unArrayDestroyLength | uint | |
return | bool |
public static GenerateItems ( SteamInventoryResult_t &pResultHandle, SteamItemDef_t pArrayItemDefs, uint punArrayQuantity, uint unArrayLength ) : bool | ||
pResultHandle | SteamInventoryResult_t | |
pArrayItemDefs | SteamItemDef_t | |
punArrayQuantity | uint | |
unArrayLength | uint | |
return | bool |
public static GetAllItems ( SteamInventoryResult_t &pResultHandle ) : bool | ||
pResultHandle | SteamInventoryResult_t | |
return | bool |
public static GetEligiblePromoItemDefinitionIDs ( CSteamID steamID, SteamItemDef_t pItemDefIDs, uint &punItemDefIDsArraySize ) : bool | ||
steamID | CSteamID | |
pItemDefIDs | SteamItemDef_t | |
punItemDefIDsArraySize | uint | |
return | bool |
public static GetItemDefinitionIDs ( SteamItemDef_t pItemDefIDs, uint &punItemDefIDsArraySize ) : bool | ||
pItemDefIDs | SteamItemDef_t | |
punItemDefIDsArraySize | uint | |
return | bool |
public static GetItemDefinitionProperty ( SteamItemDef_t iDefinition, string pchPropertyName, string &pchValueBuffer, uint &punValueBufferSizeOut ) : bool | ||
iDefinition | SteamItemDef_t | |
pchPropertyName | string | |
pchValueBuffer | string | |
punValueBufferSizeOut | uint | |
return | bool |
public static GetItemsByID ( SteamInventoryResult_t &pResultHandle, SteamItemInstanceID_t pInstanceIDs, uint unCountInstanceIDs ) : bool | ||
pResultHandle | SteamInventoryResult_t | |
pInstanceIDs | SteamItemInstanceID_t | |
unCountInstanceIDs | uint | |
return | bool |
public static GetResultItems ( SteamInventoryResult_t resultHandle, SteamItemDetails_t pOutItemsArray, uint &punOutItemsArraySize ) : bool | ||
resultHandle | SteamInventoryResult_t | |
pOutItemsArray | SteamItemDetails_t | |
punOutItemsArraySize | uint | |
return | bool |
public static GetResultStatus ( SteamInventoryResult_t resultHandle ) : EResult | ||
resultHandle | SteamInventoryResult_t | |
return | EResult |
public static GetResultTimestamp ( SteamInventoryResult_t resultHandle ) : uint | ||
resultHandle | SteamInventoryResult_t | |
return | uint |
public static GrantPromoItems ( SteamInventoryResult_t &pResultHandle ) : bool | ||
pResultHandle | SteamInventoryResult_t | |
return | bool |
public static RequestEligiblePromoItemDefinitionsIDs ( CSteamID steamID ) : SteamAPICall_t | ||
steamID | CSteamID | |
return | SteamAPICall_t |
public static SendItemDropHeartbeat ( ) : void | ||
return | void |
public static SerializeResult ( SteamInventoryResult_t resultHandle, byte pOutBuffer, uint &punOutBufferSize ) : bool | ||
resultHandle | SteamInventoryResult_t | |
pOutBuffer | byte | |
punOutBufferSize | uint | |
return | bool |
public static TradeItems ( SteamInventoryResult_t &pResultHandle, CSteamID steamIDTradePartner, SteamItemInstanceID_t pArrayGive, uint pArrayGiveQuantity, uint nArrayGiveLength, SteamItemInstanceID_t pArrayGet, uint pArrayGetQuantity, uint nArrayGetLength ) : bool | ||
pResultHandle | SteamInventoryResult_t | |
steamIDTradePartner | CSteamID | |
pArrayGive | SteamItemInstanceID_t | |
pArrayGiveQuantity | uint | |
nArrayGiveLength | uint | |
pArrayGet | SteamItemInstanceID_t | |
pArrayGetQuantity | uint | |
nArrayGetLength | uint | |
return | bool |
public static TransferItemQuantity ( SteamInventoryResult_t &pResultHandle, SteamItemInstanceID_t itemIdSource, uint unQuantity, SteamItemInstanceID_t itemIdDest ) : bool | ||
pResultHandle | SteamInventoryResult_t | |
itemIdSource | SteamItemInstanceID_t | |
unQuantity | uint | |
itemIdDest | SteamItemInstanceID_t | |
return | bool |
public static TriggerItemDrop ( SteamInventoryResult_t &pResultHandle, SteamItemDef_t dropListDefinition ) : bool | ||
pResultHandle | SteamInventoryResult_t | |
dropListDefinition | SteamItemDef_t | |
return | bool |