mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-27 07:05:50 +03:00
365 lines
10 KiB
C#
365 lines
10 KiB
C#
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
|
|
{
|
|
/// <summary>
|
|
/// Undocumented Parental Settings
|
|
/// </summary>
|
|
public class SteamInventory : SteamSharedClass<SteamInventory>
|
|
{
|
|
internal static ISteamInventory Internal => Interface as ISteamInventory;
|
|
|
|
internal override void InitializeInterface( bool server )
|
|
{
|
|
SetInterface( server, new ISteamInventory( server ) );
|
|
|
|
InstallEvents( server );
|
|
}
|
|
|
|
internal static void InstallEvents( bool server )
|
|
{
|
|
if ( !server )
|
|
{
|
|
Dispatch.Install<SteamInventoryFullUpdate_t>( x => InventoryUpdated( x ) );
|
|
}
|
|
|
|
Dispatch.Install<SteamInventoryDefinitionUpdate_t>( x => LoadDefinitions(), server );
|
|
}
|
|
|
|
private static void InventoryUpdated( SteamInventoryFullUpdate_t x )
|
|
{
|
|
var r = new InventoryResult( x.Handle, false );
|
|
Items = r.GetItems( false );
|
|
|
|
OnInventoryUpdated?.Invoke( r );
|
|
}
|
|
|
|
public static event Action<InventoryResult> OnInventoryUpdated;
|
|
public static event Action OnDefinitionsUpdated;
|
|
|
|
static void LoadDefinitions()
|
|
{
|
|
Definitions = GetDefinitions();
|
|
|
|
if ( Definitions == null )
|
|
return;
|
|
|
|
_defMap = new Dictionary<int, InventoryDef>();
|
|
|
|
foreach ( var d in Definitions )
|
|
{
|
|
_defMap[d.Id] = d;
|
|
}
|
|
|
|
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()
|
|
{
|
|
// If they're null, try to load them immediately
|
|
// my hunch is that this loads a disk cached version
|
|
// but waiting for LoadItemDefinitions downloads a new copy
|
|
// from Steam's servers. So this will give us immediate data
|
|
// where as Steam's inventory servers could be slow/down
|
|
if ( Definitions == null )
|
|
{
|
|
LoadDefinitions();
|
|
}
|
|
|
|
Internal.LoadItemDefinitions();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Will call LoadItemDefinitions and wait until Definitions is not null
|
|
/// </summary>
|
|
public static async Task<bool> WaitForDefinitions( float timeoutSeconds = 30 )
|
|
{
|
|
if ( Definitions != null )
|
|
return true;
|
|
|
|
LoadDefinitions();
|
|
LoadItemDefinitions();
|
|
|
|
if ( Definitions != null )
|
|
return true;
|
|
|
|
var sw = Stopwatch.StartNew();
|
|
|
|
while ( Definitions == null )
|
|
{
|
|
if ( sw.Elapsed.TotalSeconds > timeoutSeconds )
|
|
return false;
|
|
|
|
await Task.Delay( 10 );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to find the definition that matches this definition ID.
|
|
/// Uses a dictionary so should be about as fast as possible.
|
|
/// </summary>
|
|
public static InventoryDef FindDefinition( InventoryDefId defId )
|
|
{
|
|
if ( _defMap == null )
|
|
return null;
|
|
|
|
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?.CurrencyUTF8();
|
|
|
|
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();
|
|
}
|
|
|
|
/// <summary>
|
|
/// We will try to keep this list of your items automatically up to date.
|
|
/// </summary>
|
|
public static InventoryItem[] Items { get; internal set; }
|
|
|
|
public static InventoryDef[] Definitions { get; internal set; }
|
|
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>
|
|
/// Update the list of Items[]
|
|
/// </summary>
|
|
public static bool GetAllItems()
|
|
{
|
|
var sresult = Defines.k_SteamInventoryResultInvalid;
|
|
return Internal.GetAllItems( ref sresult );
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get all items and return the InventoryResult
|
|
/// </summary>
|
|
public static async Task<InventoryResult?> GetAllItemsAsync()
|
|
{
|
|
var sresult = Defines.k_SteamInventoryResultInvalid;
|
|
|
|
if ( !Internal.GetAllItems( ref sresult ) )
|
|
return null;
|
|
|
|
return await InventoryResult.GetAsync( sresult );
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is used to grant a specific item to the user. This should
|
|
/// only be used for development prototyping, from a trusted server,
|
|
/// or if you don't care about hacked clients granting arbitrary items.
|
|
/// This call can be disabled by a setting on Steamworks.
|
|
/// </summary>
|
|
public static async Task<InventoryResult?> GenerateItemAsync( InventoryDef target, int amount )
|
|
{
|
|
var sresult = Defines.k_SteamInventoryResultInvalid;
|
|
|
|
var defs = new InventoryDefId[] { target.Id };
|
|
var cnts = new uint[] { (uint)amount };
|
|
|
|
if ( !Internal.GenerateItems( ref sresult, defs, cnts, 1 ) )
|
|
return null;
|
|
|
|
return await InventoryResult.GetAsync( sresult );
|
|
}
|
|
|
|
/// <summary>
|
|
/// Crafting! Uses the passed items to buy the target item.
|
|
/// You need to have set up the appropriate exchange rules in your item
|
|
/// definitions. This assumes all the items passed in aren't stacked.
|
|
/// </summary>
|
|
public static async Task<InventoryResult?> CraftItemAsync( InventoryItem[] list, InventoryDef target )
|
|
{
|
|
var sresult = Defines.k_SteamInventoryResultInvalid;
|
|
|
|
var give = new InventoryDefId[] { target.Id };
|
|
var givec = new uint[] { 1 };
|
|
|
|
var sell = list.Select( x => x.Id ).ToArray();
|
|
var sellc = list.Select( x => (uint)1 ).ToArray();
|
|
|
|
if ( !Internal.ExchangeItems( ref sresult, give, givec, 1, sell, sellc, (uint)sell.Length ) )
|
|
return null;
|
|
|
|
return await InventoryResult.GetAsync( sresult );
|
|
}
|
|
|
|
/// <summary>
|
|
/// Crafting! Uses the passed items to buy the target item.
|
|
/// You need to have set up the appropriate exchange rules in your item
|
|
/// definitions. This assumes all the items passed in aren't stacked.
|
|
/// </summary>
|
|
public static async Task<InventoryResult?> CraftItemAsync( InventoryItem.Amount[] list, InventoryDef target )
|
|
{
|
|
var sresult = Defines.k_SteamInventoryResultInvalid;
|
|
|
|
var give = new InventoryDefId[] { target.Id };
|
|
var givec = new uint[] { 1 };
|
|
|
|
var sell = list.Select( x => x.Item.Id ).ToArray();
|
|
var sellc = list.Select( x => (uint) x.Quantity ).ToArray();
|
|
|
|
if ( !Internal.ExchangeItems( ref sresult, give, givec, 1, sell, sellc, (uint)sell.Length ) )
|
|
return null;
|
|
|
|
return await InventoryResult.GetAsync( sresult );
|
|
}
|
|
|
|
/// <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>
|
|
public static async Task<InventoryResult?> DeserializeAsync( byte[] data, int dataLength = -1 )
|
|
{
|
|
if ( data == null )
|
|
throw new ArgumentException( "data should not be null" );
|
|
|
|
if ( dataLength == -1 )
|
|
dataLength = data.Length;
|
|
|
|
var ptr = Marshal.AllocHGlobal( dataLength );
|
|
|
|
try
|
|
{
|
|
Marshal.Copy( data, 0, ptr, dataLength );
|
|
|
|
var sresult = Defines.k_SteamInventoryResultInvalid;
|
|
|
|
if ( !Internal.DeserializeResult( ref sresult, (IntPtr)ptr, (uint)dataLength, false ) )
|
|
return null;
|
|
|
|
|
|
|
|
return await InventoryResult.GetAsync( sresult.Value );
|
|
}
|
|
finally
|
|
{
|
|
Marshal.FreeHGlobal( ptr );
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Grant all promotional items the user is eligible for
|
|
/// </summary>
|
|
public static async Task<InventoryResult?> GrantPromoItemsAsync()
|
|
{
|
|
var sresult = Defines.k_SteamInventoryResultInvalid;
|
|
|
|
if ( !Internal.GrantPromoItems( ref sresult ) )
|
|
return null;
|
|
|
|
return await InventoryResult.GetAsync( sresult );
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Trigger an item drop for this user. This is for timed drops.
|
|
/// </summary>
|
|
public static async Task<InventoryResult?> TriggerItemDropAsync( InventoryDefId id )
|
|
{
|
|
var sresult = Defines.k_SteamInventoryResultInvalid;
|
|
|
|
if ( !Internal.TriggerItemDrop( ref sresult, id ) )
|
|
return null;
|
|
|
|
return await InventoryResult.GetAsync( sresult );
|
|
}
|
|
|
|
/// <summary>
|
|
/// Trigger a promo item drop. You can call this at startup, it won't
|
|
/// give users multiple promo drops.
|
|
/// </summary>
|
|
public static async Task<InventoryResult?> AddPromoItemAsync( InventoryDefId id )
|
|
{
|
|
var sresult = Defines.k_SteamInventoryResultInvalid;
|
|
|
|
if ( !Internal.AddPromoItem( ref sresult, id ) )
|
|
return null;
|
|
|
|
return await InventoryResult.GetAsync( sresult );
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Start buying a cart load of items. This will return a positive result is the purchase has
|
|
/// begun. You should listen out for SteamUser.OnMicroTxnAuthorizationResponse for a success.
|
|
/// </summary>
|
|
public static async Task<InventoryPurchaseResult?> StartPurchaseAsync( InventoryDef[] items )
|
|
{
|
|
var item_i = items.Select( x => x._id ).ToArray();
|
|
var item_q = items.Select( x => (uint)1 ).ToArray();
|
|
|
|
var r = await Internal.StartPurchase( item_i, item_q, (uint)item_i.Length );
|
|
if ( !r.HasValue ) return null;
|
|
|
|
return new InventoryPurchaseResult
|
|
{
|
|
Result = r.Value.Result,
|
|
OrderID = r.Value.OrderID,
|
|
TransID = r.Value.TransID
|
|
};
|
|
}
|
|
|
|
}
|
|
} |