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https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-24 05:35:35 +03:00
Fixed inventory.item reliance on definition
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835770772f
commit
80bf89c9e6
@ -11,8 +11,16 @@ public partial class Inventory
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/// <summary>
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/// An item in your inventory.
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/// </summary>
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public struct Item : IEquatable<Item>
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public class Item : IEquatable<Item>
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{
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internal Item( Inventory Inventory, ulong Id, int Quantity, int DefinitionId )
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{
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this.Inventory = Inventory;
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this.Id = Id;
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this.Quantity = Quantity;
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this.DefinitionId = DefinitionId;
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}
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public struct Amount
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{
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public Item Item;
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@ -24,12 +32,26 @@ public struct Amount
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public int DefinitionId;
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internal Inventory Inventory;
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public Dictionary<string, string> Properties { get; internal set; }
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private Definition _cachedDefinition;
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/// <summary>
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/// Careful, this might not be available. Especially on a game server.
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/// </summary>
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public Definition Definition;
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public Definition Definition
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{
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get
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{
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if ( _cachedDefinition != null )
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return _cachedDefinition;
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_cachedDefinition = Inventory.FindDefinition( DefinitionId );
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return _cachedDefinition;
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}
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}
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public bool TradeLocked;
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@ -73,10 +95,10 @@ public override int GetHashCode()
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public Result Consume( int amount = 1 )
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{
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SteamNative.SteamInventoryResult_t resultHandle = -1;
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if ( !Definition.inventory.inventory.ConsumeItem( ref resultHandle, Id, (uint)amount ) )
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if ( !Inventory.inventory.ConsumeItem( ref resultHandle, Id, (uint)amount ) )
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return null;
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return new Result( Definition.inventory, resultHandle, true );
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return new Result( Inventory, resultHandle, true );
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}
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/// <summary>
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@ -85,10 +107,10 @@ public Result Consume( int amount = 1 )
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public Result SplitStack( int quantity = 1 )
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{
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SteamNative.SteamInventoryResult_t resultHandle = -1;
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if ( !Definition.inventory.inventory.TransferItemQuantity( ref resultHandle, Id, (uint)quantity, ulong.MaxValue ) )
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if ( !Inventory.inventory.TransferItemQuantity( ref resultHandle, Id, (uint)quantity, ulong.MaxValue ) )
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return null;
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return new Result( Definition.inventory, resultHandle, true );
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return new Result( Inventory, resultHandle, true );
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}
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SteamNative.SteamInventoryUpdateHandle_t updateHandle;
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@ -97,35 +119,35 @@ private void UpdatingProperties()
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{
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if (updateHandle != 0) return;
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updateHandle = Definition.inventory.inventory.StartUpdateProperties();
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updateHandle = Inventory.inventory.StartUpdateProperties();
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}
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public bool SetProperty( string name, string value )
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{
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UpdatingProperties();
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Properties[name] = value.ToString();
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return Definition.inventory.inventory.SetProperty(updateHandle, Id, name, value);
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return Inventory.inventory.SetProperty(updateHandle, Id, name, value);
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}
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public bool SetProperty(string name, bool value)
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{
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UpdatingProperties();
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Properties[name] = value.ToString();
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return Definition.inventory.inventory.SetProperty0(updateHandle, Id, name, value);
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return Inventory.inventory.SetProperty0(updateHandle, Id, name, value);
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}
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public bool SetProperty(string name, long value)
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{
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UpdatingProperties();
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Properties[name] = value.ToString();
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return Definition.inventory.inventory.SetProperty1(updateHandle, Id, name, value);
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return Inventory.inventory.SetProperty1(updateHandle, Id, name, value);
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}
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public bool SetProperty(string name, float value)
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{
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UpdatingProperties();
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Properties[name] = value.ToString();
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return Definition.inventory.inventory.SetProperty2(updateHandle, Id, name, value);
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return Inventory.inventory.SetProperty2(updateHandle, Id, name, value);
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}
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/// <summary>
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@ -140,12 +162,12 @@ public bool SubmitProperties()
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{
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SteamNative.SteamInventoryResult_t result = -1;
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if (!Definition.inventory.inventory.SubmitUpdateProperties(updateHandle, ref result))
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if (!Inventory.inventory.SubmitUpdateProperties(updateHandle, ref result))
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{
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return false;
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}
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Definition.inventory.inventory.DestroyResult(result);
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Inventory.inventory.DestroyResult(result);
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return true;
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}
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@ -194,15 +194,8 @@ internal Item ItemFrom( SteamInventoryResult_t handle, SteamItemDetails_t detail
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}
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}
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var item = new Item()
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{
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Quantity = detail.Quantity,
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Id = detail.ItemId,
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DefinitionId = detail.Definition,
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TradeLocked = ((int)detail.Flags & (int)SteamNative.SteamItemFlags.NoTrade) != 0,
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Definition = FindDefinition(detail.Definition),
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Properties = props
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};
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var item = new Item( this, detail.ItemId, detail.Quantity, detail.Definition );
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item.Properties = props;
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return item;
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}
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@ -50,7 +50,9 @@ internal Inventory( BaseSteamworks steamworks, SteamNative.SteamInventory c, boo
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Result.Pending = new Dictionary<int, Result>();
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FetchItemDefinitions(); // onDefinitionsUpdated should get called on next Update
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FetchItemDefinitions();
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LoadDefinitions();
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UpdatePrices();
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if ( !server )
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{
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@ -287,14 +289,19 @@ public static float PriceCategoryToFloat( string price )
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}
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/// <summary>
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/// You really need me to explain what this does?
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/// Use your brains.
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/// We might be better off using a dictionary for this, once there's 1000+ definitions
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/// </summary>
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public Definition FindDefinition( int DefinitionId )
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{
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if ( Definitions == null ) return null;
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return Definitions.FirstOrDefault( x => x.Id == DefinitionId );
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for( int i=0; i< Definitions.Length; i++ )
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{
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if ( Definitions[i].Id == DefinitionId )
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return Definitions[i];
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}
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return null;
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}
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public unsafe Result Deserialize( byte[] data, int dataLength = -1 )
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