Clear pointers on shutdown

This commit is contained in:
Garry Newman 2019-04-29 12:55:38 +01:00
parent 0c19a87813
commit bb2ede3870
15 changed files with 253 additions and 1 deletions

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@ -25,6 +25,11 @@ internal static ISteamApps Internal
}
}
internal static void Shutdown()
{
_internal = null;
}
internal static void InstallEvents()
{
new Event<DlcInstalled_t>( x => OnDlcInstalled?.Invoke( x.AppID ) );

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@ -63,7 +63,18 @@ internal static async void RunCallbacksAsync()
public static void Shutdown()
{
// TODO.
initialized = false;
SteamApps.Shutdown();
SteamUtils.Shutdown();
SteamParental.Shutdown();
SteamMusic.Shutdown();
SteamVideo.Shutdown();
SteamUser.Shutdown();
SteamFriends.Shutdown();
SteamScreenshots.Shutdown();
SteamUserStats.Shutdown();
SteamInventory.Shutdown();
}
internal static void RegisterCallback( IntPtr intPtr, int callbackId )

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@ -27,6 +27,10 @@ internal static ISteamFriends Internal
return _internal;
}
}
internal static void Shutdown()
{
_internal = null;
}
static Dictionary<string, string> richPresence;

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@ -25,6 +25,10 @@ internal static ISteamInventory Internal
return _internal;
}
}
internal static void Shutdown()
{
_internal = null;
}
internal static void InstallEvents()
{

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@ -23,6 +23,10 @@ internal static ISteamMusic Internal
return _internal;
}
}
internal static void Shutdown()
{
_internal = null;
}
internal static void InstallEvents()
{

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@ -23,6 +23,10 @@ internal static ISteamParentalSettings Internal
return _internal;
}
}
internal static void Shutdown()
{
_internal = null;
}
internal static void InstallEvents()
{

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@ -24,6 +24,11 @@ internal static ISteamRemoteStorage Internal
}
}
internal static void Shutdown()
{
_internal = null;
}
/// <summary>
/// Creates a new file, writes the bytes to the file, and then closes the file.
/// If the target file already exists, it is overwritten

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@ -23,6 +23,10 @@ internal static ISteamScreenshots Internal
return _internal;
}
}
internal static void Shutdown()
{
_internal = null;
}
internal static void InstallEvents()
{

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@ -31,6 +31,8 @@ internal static ISteamGameServer Internal
internal static void InstallEvents()
{
new Event<ValidateAuthTicketResponse_t>( x => OnValidateAuthTicketResponse?.Invoke( x.SteamID, x.OwnerSteamID, x.AuthSessionResponse ), true );
SteamServerInventory.InstallEvents();
}
/// <summary>
@ -77,6 +79,10 @@ public static void Init( AppId appid, SteamServerInit init )
public static void Shutdown()
{
initialized = false;
_internal = null;
SteamServerInventory.Shutdown();
}

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@ -0,0 +1,182 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using Steamworks.Data;
namespace Steamworks
{
public static class SteamServerInventory
{
static ISteamInventory _internal;
internal static ISteamInventory Internal
{
get
{
if ( _internal == null )
_internal = new ISteamInventory();
return _internal;
}
}
internal static void Shutdown()
{
_internal = null;
}
internal static void InstallEvents()
{
new Event<SteamInventoryDefinitionUpdate_t>( x => DefinitionsUpdated(), true );
}
public static event Action OnDefinitionsUpdated;
internal static int defUpdateCount = 0;
internal static void DefinitionsUpdated()
{
Definitions = GetDefinitions();
if ( Definitions != null )
{
_defMap = new Dictionary<int, InventoryDef>();
foreach ( var d in Definitions )
{
_defMap[d.Id] = d;
}
}
defUpdateCount++;
OnDefinitionsUpdated?.Invoke();
}
/// <summary>
/// Call this if you're going to want to access definition information. You should be able to get
/// away with calling this once at the start if your game, assuming your items don't change all the time.
/// This will trigger OnDefinitionsUpdated at which point Definitions should be set.
/// </summary>
public static void LoadItemDefinitions()
{
Internal.LoadItemDefinitions();
}
/// <summary>
/// Will call LoadItemDefinitions and wait until Definitions is not null
/// </summary>
public static async Task<bool> WaitForDefinitions( float timeoutSeconds = 10 )
{
LoadItemDefinitions();
var sw = Stopwatch.StartNew();
while ( Definitions == null )
{
if ( sw.Elapsed.TotalSeconds > timeoutSeconds )
return false;
await Task.Delay( 10 );
}
return true;
}
internal static InventoryDef FindDefinition( InventoryDefId defId )
{
if ( _defMap.TryGetValue( defId, out var val ) )
return val;
return null;
}
public static string Currency { get; internal set; }
public static async Task<InventoryDef[]> GetDefinitionsWithPricesAsync()
{
var priceRequest = await Internal.RequestPrices();
if ( !priceRequest.HasValue || priceRequest.Value.Result != Result.OK )
return null;
Currency = priceRequest?.Currency;
var num = Internal.GetNumItemsWithPrices();
if ( num <= 0 )
return null;
var defs = new InventoryDefId[num];
var currentPrices = new ulong[num];
var baseprices = new ulong[num];
var gotPrices = Internal.GetItemsWithPrices( defs, currentPrices, baseprices, num );
if ( !gotPrices )
return null;
return defs.Select( x => new InventoryDef( x ) ).ToArray();
}
public static InventoryDef[] Definitions { get; internal set; }
public static Dictionary<int, InventoryDef> _defMap;
internal static InventoryDef[] GetDefinitions()
{
uint num = 0;
if ( !Internal.GetItemDefinitionIDs( null, ref num ) )
return null;
var defs = new InventoryDefId[num];
if ( !Internal.GetItemDefinitionIDs( defs, ref num ) )
return null;
return defs.Select( x => new InventoryDef( x ) ).ToArray();
}
/// <summary>
/// Deserializes a result set and verifies the signature bytes.
/// This call has a potential soft-failure mode where the Result is expired, it will
/// still succeed 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 request the player with expired data to send
/// an updated result set.
/// You should call CheckResultSteamID on the result handle when it completes to verify
/// that a remote player is not pretending to have a different user's inventory.
/// </summary>
static async Task<InventoryResult?> DeserializeAsync( byte[] data, int dataLength = -1 )
{
if ( data == null )
throw new ArgumentException( "data should nto be null" );
if ( dataLength == -1 )
dataLength = data.Length;
var sresult = DeserializeResult( data, dataLength );
if ( !sresult.HasValue ) return null;
return await InventoryResult.GetAsync( sresult.Value );
}
internal static unsafe SteamInventoryResult_t? DeserializeResult( byte[] data, int dataLength = -1 )
{
var sresult = default( SteamInventoryResult_t );
fixed ( byte* ptr = data )
{
if ( !Internal.DeserializeResult( ref sresult, (IntPtr)ptr, (uint)dataLength, false ) )
return null;
}
return sresult;
}
}
}

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@ -28,6 +28,11 @@ internal static ISteamUGC Internal
}
}
internal static void Shutdown()
{
_internal = null;
}
public static async Task<bool> DeleteFileAsync( PublishedFileId fileId )
{
var r = await Internal.DeleteItem( fileId );

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@ -31,6 +31,10 @@ internal static ISteamUser Internal
return _internal;
}
}
internal static void Shutdown()
{
_internal = null;
}
static Dictionary<string, string> richPresence;

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@ -20,6 +20,10 @@ internal static ISteamUserStats Internal
return _internal;
}
}
internal static void Shutdown()
{
_internal = null;
}
public static bool StatsRecieved { get; internal set; }

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@ -24,6 +24,11 @@ internal static ISteamUtils Internal
}
}
internal static void Shutdown()
{
_internal = null;
}
internal static void InstallEvents()
{
new Event<IPCountry_t>( x => OnIpCountryChanged?.Invoke() );

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@ -24,6 +24,11 @@ internal static ISteamVideo Internal
}
}
internal static void Shutdown()
{
_internal = null;
}
internal static void InstallEvents()
{
new Event<BroadcastUploadStart_t>( x => OnBroadcastStarted?.Invoke() );