Serialize etc

This commit is contained in:
Garry Newman 2016-07-13 15:56:55 +01:00
parent afb1277d62
commit 1014178db6

View File

@ -36,10 +36,33 @@ internal Inventory( Client c )
client = c; client = c;
LoadItemDefinitions(); LoadItemDefinitions();
} }
/// <summary>
/// Call this at least every two minutes, every frame doesn't hurt.
/// You should call it when you consider it active play time.
/// IE - your player is alive, and playing.
/// Don't stress on it too much tho cuz it's super hijackable anyway.
/// </summary>
public void DropHeartbeat()
{
client._inventory.SendItemDropHeartbeat();
}
/// <summary>
/// Trigger an item drop. Call this when it's a good time to award
/// an item drop to a player. This won't automatically result in giving
/// an item to a player. Just call it every minute or so, or on launch.
/// ItemDefinition is usually a generator
/// </summary>
public void TriggerItemDrop( Definition definition )
{
int result = 0;
client._inventory.TriggerItemDrop( ref result, definition.Id );
client._inventory.DestroyResult( result );
}
/// <summary> /// <summary>
/// Call this to retrieve the items. /// Call this to retrieve the items.
/// Note that if this has already been called it won't /// Note that if this has already been called it won't
@ -128,7 +151,18 @@ private void UpdateRequest()
/// </summary> /// </summary>
public Item[] Items; public Item[] Items;
private void RetrieveInventory() /// <summary>
/// You can send this data to a server, or another player who can then deserialize it
/// and get a verified list of items.
/// </summary>
public byte[] SerializedItems;
/// <summary>
/// Serialized data exprires after an hour. This is the time the value in SerializedItems will expire.
/// </summary>
public DateTime SerializedExpireTime;
private unsafe void RetrieveInventory()
{ {
Valve.Steamworks.SteamItemDetails_t[] items = null; Valve.Steamworks.SteamItemDetails_t[] items = null;
client._inventory.GetResultItems( updateRequest, out items ); client._inventory.GetResultItems( updateRequest, out items );
@ -146,6 +180,20 @@ private void RetrieveInventory()
}; };
} ).ToArray(); } ).ToArray();
//
// Get a serialized version
//
uint size = 0;
client._inventory.SerializeResult( updateRequest, IntPtr.Zero, ref size );
SerializedItems = new byte[size];
fixed( byte* b = SerializedItems )
{
client._inventory.SerializeResult( updateRequest, (IntPtr) b, ref size );
}
SerializedExpireTime = DateTime.Now.Add( TimeSpan.FromMinutes( 60 ) );
// //
// Tell everyone we've got new items! // Tell everyone we've got new items!
// //