Steam 物品庫查詢與操作用 API。
詳細資訊請見
Steam 物品庫服務。
成員函式
ISteamInventory
的成員函式可透過全域存取子函式
ISteamInventory()
呼叫。
AddPromoItem
bool AddPromoItem( SteamInventoryResult_t *pResultHandle, SteamItemDef_t itemDef );
賦予使用者特定促銷物品,為一次性動作。
由於此函式能賦予的物品皆可用 itemdef 中的原則上鎖,因此用戶端呼叫此函式並無風險。 呼叫此函式的主要狀況之一為把物品賦予已擁有某款特定遊戲的使用者。 This can be useful if your game has custom UI for showing a specific promo item to the user otherwise if you want to grant multiple promotional items then use
AddPromoItems or
GrantPromoItems.
任何可被賦予玩家的物品之 itemdef「必須」帶有「promo」屬性。 Promo 物品列表為使用者必須擁有,才能被授予指定物品的一組 App ID。 This version will grant all items that have promo attributes specified for them in the configured item definitions. This allows adding additional promotional items without having to update the game client. For example the following will allow the item to be granted if the user owns either TF2 or SpaceWar.
promo: owns:440;owns:480
傳回: bool
由一般使用者呼叫時,此函式將永遠傳回
true;由 SteamGameServer 呼叫時,將永遠傳回
false。
成功時,如果存在已賦予的物品,物品庫結果將包含這些物品。 如果該使用者不符合促銷對象資格,因而沒收到任何物品,此函式仍屬成功。
透過
pResultHandle
傳回新結果控制代碼。
備註: 完成後,務必在提供的物品庫結果中呼叫
DestroyResult。
範例:void CInventory::GrantPromoItems()
{
SteamInventory()->AddPromoItem( &s_GenerateRequestResult, 110 );
}
AddPromoItems
bool AddPromoItems( SteamInventoryResult_t *pResultHandle, const SteamItemDef_t *pArrayItemDefs, uint32 unArrayLength );
Grant a specific one-time promotional item to the current user.
由於此函式能賦予的物品皆可用 itemdef 中的原則上鎖,因此用戶端呼叫此函式並無風險。 呼叫此函式的主要狀況之一為把物品賦予已擁有某款特定遊戲的使用者。 If you want to grant a single promotional item then use
AddPromoItem. 想賦予所有能賦予的物品時,請使用
GrantPromoItems。
任何可被賦予玩家的物品之 itemdef「必須」帶有「promo」屬性。 Promo 物品列表為使用者必須擁有,才能被授予指定物品的一組 App ID。 This version will grant all items that have promo attributes specified for them in the configured item definitions. This allows adding additional promotional items without having to update the game client. For example the following will allow the item to be granted if the user owns either TF2 or SpaceWar.
promo: owns:440;owns:480
傳回: bool
由一般使用者呼叫時,此函式將永遠傳回
true;由 SteamGameServer 呼叫時,將永遠傳回
false。
成功時,如果存在已賦予的物品,物品庫結果將包含這些物品。 如果該使用者不符合促銷對象資格,因而沒收到任何物品,此函式仍屬成功。
透過
pResultHandle
傳回新結果控制代碼。
備註: 完成後,務必在提供的物品庫結果中呼叫
DestroyResult。
範例:void CInventory::GrantPromoItems()
{
SteamItemDef_t newItems[2];
newItems[0] = 110;
newItems[1] = 111;
SteamInventory()->AddPromoItems( &s_GenerateRequestResult, newItems, 2 );
}
CheckResultSteamID
bool CheckResultSteamID( SteamInventoryResult_t resultHandle, CSteamID steamIDExpected );
檢查物品庫結果控制代碼屬於指明的 Steam ID。
This is important when using
DeserializeResult, to verify that a remote player is not pretending to have a different user's inventory.
傳回: bool
true if the result belongs to the target steam ID; otherwise,
false.
ConsumeItem
bool ConsumeItem( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity );
消耗使用者物品庫中的物品。 如果指定物品的數量降至零,則該物品將遭永久移除。
Once an item is removed it cannot be recovered. This is not for the faint of heart - if your game implements item removal at all, a high-friction UI confirmation process is highly recommended.
傳回: bool
由一般使用者呼叫時,此函式將永遠傳回
true;由 SteamGameServer 呼叫時,將永遠傳回
false。
透過
pResultHandle
傳回新結果控制代碼。
備註: 完成後,務必在提供的物品庫結果中呼叫
DestroyResult。
另外請見: AddPromoItem、
AddPromoItems範例:void CInventory::DrinkOnePotion( SteamItemInstanceID_t itemID )
{
SteamInventory()->ConsumeItem( &s_ConsumeRequestResult, itemID, 1 );
}
DeserializeResult
bool DeserializeResult( SteamInventoryResult_t *pOutResultHandle, const void *pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE = false );
名稱 | 型別 | 說明 |
pOutResultHandle | SteamInventoryResult_t * | 傳回新物品庫結果控制代碼。 |
pBuffer | const void * | 待還原序列化的緩衝區。 |
unBufferSize | uint32 | pBuffer 的大小。 |
bRESERVED_MUST_BE_FALSE | bool | 必須為 false! |
Deserializes a result set and verifies the signature bytes.
當控制代碼狀態設為
k_EResultExpired 時,此呼叫函式有可能引發軟性失敗模式。
GetResultItems 在此模式中仍會成功。 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. 您可以比較從
GetResultTimestamp 到
ISteamUtils::GetServerRealTime 的時間戳記來判斷資料的老舊程度。 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.
當呼叫完此函式取得結果控制代碼後,請呼叫
CheckResultSteamID,並使用獲得的控制代碼確認遠端使用者並非假裝擁有其他使用者的物品庫。
備註:
bRESERVED_MUST_BE_FALSE
參數保留供未來使用,並且在任何情形下都不應設為 true。
傳回: bool
遠傳回
true,其後透過
GetResultStatus 傳遞錯誤代碼。
透過
pResultHandle
傳回新結果控制代碼。
備註: 完成後,務必在提供的物品庫結果中呼叫
DestroyResult。
DestroyResult
void DestroyResult( SteamInventoryResult_t resultHandle );
Destroys a result handle and frees all associated memory.
ExchangeItems
bool ExchangeItems( SteamInventoryResult_t *pResultHandle, const SteamItemDef_t *pArrayGenerate, const uint32 *punArrayGenerateQuantity, uint32 unArrayGenerateLength, const SteamItemInstanceID_t *pArrayDestroy, const uint32 *punArrayDestroyQuantity, uint32 unArrayDestroyLength );
名稱 | 型別 | 說明 |
pResultHandle | SteamInventoryResult_t * | 傳回新物品庫結果控制代碼。 |
pArrayGenerate | const SteamItemDef_t * | 此呼叫將建立的物品列表。 Currently can only be 1 item! |
punArrayGenerateQuantity | const uint32 * | pArrayGenerate 中將建立的各個物品的數量。 Currently can only be 1 item and it must be set to 1! |
unArrayGenerateLength | uint32 | pArrayGenerate 和 punArrayGenerateQuantity 中的物品數量。 目前必須為 1! |
pArrayDestroy | const SteamItemInstanceID_t * | The list of items that will be destroyed by this call. |
punArrayDestroyQuantity | const uint32 * | The quantity of each item in pArrayDestroy to destroy. |
unArrayDestroyLength | uint32 | pArrayDestroy 和 punArrayDestroyQuantity 中的物品數量。 |
Grant one item in exchange for a set of other items.
This can be used to implement crafting recipes or transmutations, or items which unpack themselves into other items (e.g., a chest).
The caller of this API passes in the requested item and an array of existing items and quantities to exchange for it. The API currently takes an array of items to generate but at this time the size of that array must be 1 and the quantity of the new item must be 1.
任何可被賦予玩家的物品之 itemdef「必須」帶有交換屬性。 The exchange attribute specifies a set of recipes that are valid exchanges for this item. 物品庫服務將自動驗證交換配方,如提供的成分與配方不符,或數量不足,交換將失敗。
範例:
exchange: 101x1,102x1;103x5;104x3,105x3
代表該物品可透過三種方式交換:一個 #101 加一個 #102、五個 #103,或三個 #104 加三個 #105。 詳情請見
Steam 物品庫結構描述。
傳回: bool
This function returns
true indicating success, and returns
false when called from SteamGameServer or when
unArrayGenerateLength
or
punArrayGenerateQuantity
is not set to
1.
如不符合交換條件或所需數量不足,交換將失敗。
透過
pResultHandle
傳回新結果控制代碼。
備註: 完成後,務必在提供的物品庫結果中呼叫
DestroyResult。
另外請見: ConsumeItem、
TransferItemQuantity範例:// 於使用者的物品庫中找尋擁有特定 itemdef 的物品
SteamItemInstanceID_t CInventory::GetItemIdFromInventory( SteamItemDef_t itemDefId );
void CInventory::Exchange()
{
SteamItemInstanceID_t inputItems[2];
uint32 inputQuantities[2];
inputItems[0] = GetItemIdFromInventory( 103 );
inputQuantities[0] = 3;
inputItems[1] = GetItemIdFromInventory( 104 );
inputQuantities[1] = 3;
SteamItemDef_t outputItems[1];
outputItems[0] = 100;
uint32 outputQuantity[1];
outputQuantity[0] = 1;
SteamInventory()->ExchangeItems( &s_ExchangeRequestResult, outputItems, outputQuantity, 1, inputItems, inputQuantities, 2 );
}
GenerateItems
bool GenerateItems( SteamInventoryResult_t *pResultHandle, const SteamItemDef_t *pArrayItemDefs, const uint32 *punArrayQuantity, uint32 unArrayLength );
Grants specific items to the current user, for developers only.
This API is only intended for prototyping - it is only usable by Steam accounts that belong to the publisher group for your game.
您可以傳入經物品的
SteamItemDef_t 定義的物品陣列,也可選擇性地傳入第二個陣列,內含各項物品的對應數量。 The length of these arrays MUST match!
傳回: bool
由一般使用者呼叫時,此函式將永遠傳回
true;由 SteamGameServer 呼叫時,將永遠傳回
false。
透過
pResultHandle
傳回新結果控制代碼。
備註: 完成後,務必在提供的物品庫結果中呼叫
DestroyResult。
範例:void CInventory::GrantTestItems()
{
SteamItemDef_t newItems[2];
uint32 quantities[2];
newItems[0] = 110;
newItems[1] = 111;
quantities[0] = 1;
quantities[1] = 1;
SteamInventory()->GenerateItems( &s_GenerateRequestResult, newItems, quantities, 2 );
}
GetAllItems
bool GetAllItems( SteamInventoryResult_t *pResultHandle );
Start retrieving all items in the current users inventory.
備註: 此函式的呼叫受制於頻率,如果呼叫頻率太頻繁,可能傳回快取中的結果。 我們建議您只在準備顯示使用者的所有物品,或您推測物品庫已變更時,呼叫此函式。
傳回: bool
由一般使用者呼叫時,此函式將永遠傳回
true;由 SteamGameServer 呼叫時,將永遠傳回
false。
透過
pResultHandle
傳回新結果控制代碼。
備註: 完成後,務必在提供的物品庫結果中呼叫
DestroyResult。
範例:void SpaceWarItem::LoadInventory( IGameEngine *pGameEngine )
{
SteamInventory()->GetAllItems( &s_RequestResult );
}
GetEligiblePromoItemDefinitionIDs
bool GetEligiblePromoItemDefinitionIDs( CSteamID steamID, SteamItemDef_t *pItemDefIDs, uint32 *punItemDefIDsArraySize );
名稱 | 型別 | 說明 |
steamID | CSteamID | 物品將賦予的使用者 Steam ID。 應與 SteamInventoryEligiblePromoItemDefIDs_t.m_steamID 相同。 |
pItemDefIDs | SteamItemDef_t * | 以複製進此陣列的方式,傳回物品 ID。 |
punItemDefIDsArraySize | uint32 * | 應為 pItemDefIDs 的長度,並與 SteamInventoryEligiblePromoItemDefIDs_t.m_numEligiblePromoItemDefs 相同。 |
獲取使用者可被賦予的物品定義 ID 列表。
在透過
SteamInventoryEligiblePromoItemDefIDs_t 呼叫結果獲取物品定義 ID 時,應呼叫此函式。
傳回: bool
另外請見: AddPromoItem、
AddPromoItemsGetItemDefinitionIDs
bool GetItemDefinitionIDs( SteamItemDef_t *pItemDefIDs, uint32 *punItemDefIDsArraySize );
名稱 | 型別 | 說明 |
pItemDefIDs | SteamItemDef_t * | 以複製進此陣列的方式,傳回物品定義。 |
punItemDefIDsArraySize | uint32 * | 應設為 pItemDefIDs 的長度。 If pItemDefIDs is NULL then this will return the number of elements the array needs to hold. |
傳回在 Steamworks 網站的應用程式管理員中定義的所有物品定義 ID。
物品定義可為非連續整數。
SteamInventoryDefinitionUpdate_t 回呼函式會連帶呼叫此函式。 如果您的遊戲採用寫定的數字定義 ID(如:紫面罩 = 20,藍武器模組 = 55),且不允許在沒有用戶端修補程式的狀況下添加新物品類型,便無需呼叫此函式。
傳回: bool
成功時傳回
true。 只有在物品定義經伺服器載入,或當下的應用程式中不存在物品定義時,才會傳回
false。
如果呼叫成功,那麼
punItemDefIDsArraySize
將包含可用的物品定義數量。
GetItemDefinitionProperty
bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPropertyName, char *pchValueBuffer, uint32 *punValueBufferSizeOut );
名稱 | 型別 | 說明 |
iDefinition | SteamItemDef_t | 待獲取其屬性的物品定義。 |
pchPropertyName | const char * | 待獲取數值的屬性名稱。 如傳入 NULL,則 pchValueBuffer 將包含可用名稱的列表,名稱之間以逗號分隔。 |
pchValueBuffer | char * | 傳回 pchPropertyName 相關的值。 |
punValueBufferSizeOut | uint32 * | This should be set to the size of pchValueBuffer , and returns the number of bytes required to hold the value. |
從指明的物品定義中獲取字串屬性。
為特定的物品定義獲取屬性值。
請注意根據當下的 Steam 語言設定,有些屬性(如「name」)可能為翻譯字串(請參考
ISteamApps::GetCurrentGameLanguage)。 屬性名稱不論何時皆為 ASCII 英數字與底線。
將
NULL 傳入
pchPropertyName
可獲得可用屬性名稱的列表,名稱之間以逗號分隔。 在這個模式中,
punValueBufferSizeOut
將包含建議的緩衝區大小。 Otherwise it will be the number of bytes actually copied to
pchValueBuffer
.
傳回: bool
成功時,傳回
true;若否,傳回
false,代表物品定義並未從伺服器載入、該應用程式中不存在物品定義,或物品定義中找不到屬性名稱。
The associated value is returned via
pchValueBuffer
, and the total number of bytes required to hold the value is available from
punValueBufferSizeOut
. 我們建議您呼叫此函式兩次,第一次將
pchValueBuffer
設為
NULL、
punValueBufferSizeOut
設為零,獲取為存放後續呼叫結果所需的緩衝區大小。
The output looks something like this:
pchPropertyName
設為
NULL:
appid、itemdefid、Timestamp
等
pchPropertyName
set to
"name":
SW_DECORATION_HAT
備註: Call
LoadItemDefinitions first, to ensure that items are ready to be used before calling GetItemDefinitionProperty.
GetItemsByID
bool GetItemsByID( SteamInventoryResult_t *pResultHandle, const SteamItemInstanceID_t *pInstanceIDs, uint32 unCountInstanceIDs );
Gets the state of a subset of the current user's inventory.
The subset is specified by an array of item instance IDs.
The results from this call can be serialized using
SerializeResult 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 this with the IDs of the user's currently equipped items and serialize this to a buffer, and then transmit this buffer to other players upon joining a game.
傳回: bool
This function always returns
true when called by a regular user, and always returns
false when called from SteamGameServer.
Returns a new result handle via
pResultHandle
.
NOTE: You must call
DestroyResult on the provided inventory result when you are done with it.
GetItemPrice
bool GetItemPrice( SteamItemDef_t iDefinition, uint64 *pPrice );
After a successful call to
RequestPrices, you can call this method to get the pricing for a specific item definition.
傳回: bool
true upon success, indicating that
pPrice
has been successfully filled with the price for the given item definition id.
false if the parameters are invalid or if there is no price for the given item definition id.
See Also: RequestPricesGetItemsWithPrices
bool GetItemsWithPrices( SteamItemDef_t *pArrayItemDefs, uint64 *pPrices, uint32 unArrayLength );
名稱 | 型別 | 說明 |
pArrayItemDefs | SteamItemDef_t * | 要填入的物品定義陣列。 |
pPrices | uint64* | The array of prices for each corresponding item definition id in pArrayItemDefs. Prices are rendered in the user's local currency. |
unArrayLength | uint32 | This should be the length of pArrayItemDefs and pPrices arrays, which are derived from the result of calling GetNumItemsWithPrices . |
After a successful call to
RequestPrices, you can call this method to get all the pricing for applicable item definitions. Use the result of
GetNumItemsWithPrices as the the size of the arrays that you pass in.
Returns: bool
true upon success, indicating that
pArrayItemDefs
and
pPrices
have been successfully filled with the item definition ids and prices of items that are for sale.
false if the parameters are invalid
See Also: RequestPrices,
GetItemPriceGetNumItemsWithPrices
uint32 GetNumItemsWithPrices();
After a successful call to
RequestPrices, this will return the number of item definitions with valid pricing.
傳回: uint32See Also: RequestPrices,
GetItemsWithPricesGetResultItemProperty
bool GetResultItemProperty( SteamInventoryResult_t resultHandle, uint32 unItemIndex, const char *pchPropertyName, char *pchValueBuffer, uint32 *punValueBufferSizeOut );
名稱 | 型別 | 說明 |
resultHandle | SteamInventoryResult_t | 含有待獲取屬性的物品之結果控制代碼。 |
unItemIndex | uint32 | |
pchPropertyName | const char * | 待獲取數值的屬性名稱。 如傳入 NULL,則 pchValueBuffer 將包含可用名稱的列表,名稱之間以逗號分隔。 |
pchValueBuffer | char * | 傳回 pchPropertyName 相關的值。 |
punValueBufferSizeOut | uint32 * | This should be set to the size of pchValueBuffer , and returns the number of bytes required to hold the value. |
Gets the dynamic properties from an item in an inventory result set.
Property names are always composed of ASCII letters, numbers, and/or underscores.
If the results do not fit in the given buffer, partial results may be copied.
傳回: bool
This returns
true upon success; otherwise,
false indicating that the inventory result handle was invalid or the provided index does not contain an item.
GetResultItems
bool GetResultItems( SteamInventoryResult_t resultHandle, SteamItemDetails_t *pOutItemsArray, uint32 *punOutItemsArraySize );
Get the items associated with an inventory result handle.
傳回: bool
true if the call was successful, otherwise
false.
Potential failure reasons include:
-
resultHandle
無效,或物品庫結果控制代碼尚未準備完成
-
pOutItemsArray
的大小不夠存放陣列
- 該使用者沒有物品
If the call is successful then
punItemDefIDsArraySize
will contain the number of item definitions available.
範例:bool bGotResult = false;
std::vector<SteamItemDetails_t> vecDetails;
uint32 count = 0;
if ( SteamInventory()->GetResultItems( callback->m_handle, NULL, &count ) )
{
vecDetails.resize( count );
bGotResult = SteamInventory()->GetResultItems( callback->m_handle, vecDetails.data(), &count );
}
GetResultStatus
EResult GetResultStatus( SteamInventoryResult_t resultHandle );
Find out the status of an asynchronous inventory result handle.
This is a polling equivalent to registering a callback function for
SteamInventoryResultReady_t.
傳回: EResultWhether the call was successful or not.
Possible values:
Example:void SpaceWarItem::CheckInventory( IGameEngine *pGameEngine )
{
if ( s_RequestResult != 0 )
{
EResult result = SteamInventory()->GetResultStatus( s_RequestResult );
if ( result == k_EResultOK )
{
// 於此進行處理
}
}
}
GetResultTimestamp
uint32 GetResultTimestamp( SteamInventoryResult_t resultHandle );
Gets the server time at which the result was generated.
傳回: uint32The timestamp is provided as Unix epoch time (Time since Jan 1st, 1970)
You can compare this value against
ISteamUtils::GetServerRealTime to determine the age of the result.
GrantPromoItems
bool GrantPromoItems( SteamInventoryResult_t *pResultHandle );
Grant all potential one-time promotional items to the current user.
This can be safely called from the client because the items it can grant can be locked down via policies in the itemdefs. One of the primary scenarios for this call is to grant an item to users who also own a specific other game. If you want to grant specific promotional items rather than all of them see:
AddPromoItem and
AddPromoItems.
Any items that can be granted MUST have a "promo" attribute in their itemdef. That promo item list a set of APPIDs that the user must own to be granted this given item. This version will grant all items that have promo attributes specified for them in the configured item definitions. This allows adding additional promotional items without having to update the game client. For example the following will allow the item to be granted if the user owns either TF2 or SpaceWar.
promo: owns:440;owns:480
傳回: bool
This function always returns
true when called by a regular user, and always returns
false when called from SteamGameServer.
On success, the inventory result 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.
Returns a new result handle via
pResultHandle
.
備註: You must call
DestroyResult on the provided inventory result when you are done with it.
Example:void CInventory::GrantPromoItems()
{
SteamInventory()->GrantPromoItems( &s_GenerateRequestResult );
}
LoadItemDefinitions
bool LoadItemDefinitions();
Triggers an asynchronous load and refresh of item definitions.
Item definitions are a mapping of "definition IDs" (integers between 1 and 999999999) 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. There is no reason to call this function if your game hardcoded the numeric definition IDs (e.g. purple face mask = 20, blue weapon mod = 55) and does not allow for adding new item types without a client patch.
傳回: bool
Triggers a
SteamInventoryDefinitionUpdate_t callback.
This call will always return
true.
RequestEligiblePromoItemDefinitionsIDs
SteamAPICall_t RequestEligiblePromoItemDefinitionsIDs( CSteamID steamID );
名稱 | 型別 | 說明 |
steamID | CSteamID | 將接收符合資格的促銷物品的使用者 Steam ID。 |
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.
After calling this function you need to call
GetEligiblePromoItemDefinitionIDs to get the actual item definition ids.
Returns: SteamAPICall_t to be used with a
SteamInventoryEligiblePromoItemDefIDs_t call result.
Returns
k_uAPICallInvalid if the
steamID
is not a valid individual account.
RequestPrices
SteamAPICall_t RequestPrices();
Request prices for all item definitions that can be purchased in the user's local currency. A
SteamInventoryRequestPricesResult_t call result will be returned with the user's local currency code. After that, you can call
GetNumItemsWithPrices and
GetItemsWithPrices to get prices for all the known item definitions, or
GetItemPrice for a specific item definition.
傳回: SteamAPICall_t to be used with a
SteamInventoryRequestPricesResult_t call result.
Returns
k_uAPICallInvalid if there was an internal problem.
See Also: GetNumItemsWithPrices,
GetItemsWithPrices,
GetItemPriceSendItemDropHeartbeat
void SendItemDropHeartbeat();
Deprecated.
SerializeResult
bool SerializeResult( SteamInventoryResult_t resultHandle, void *pOutBuffer, uint32 *punOutBufferSize );
名稱 | 型別 | 說明 |
resultHandle | SteamInventoryResult_t | 待序列化的物品庫結果控制代碼。 |
pOutBuffer | void * | 序列化後的結果將複製至的緩衝區。 |
punOutBufferSize | uint32 * | 應設為 pOutBuffer 的大小。 如果 pOutBuffer 為 NULL,則將傳回存放緩衝區所需的大小。 |
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. 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.
If this is set
pOutBuffer
to
NULL then
punOutBufferSize
will be set to the buffer size required. So you can make the buffer and then call this again to fill it with the data.
傳回: bool
true upon success, indicating that
punOutBufferSize
has been successfully filled with the size of the buffer, and if
pOutBuffer
points to a buffer of sufficient size then it is filled out as well.
false under the following conditions:
- 呼叫函式的並非一般使用者, GameServers 不支援此呼叫函式
-
resultHandle
無效,或物品庫結果控制代碼尚未準備完成
- 傳入
punOutBufferSize
的值小於預期,同時 pOutBuffer
非 NULL
StartPurchase
SteamAPICall_t StartPurchase( const SteamItemDef_t *pArrayItemDefs, const uint32 *punArrayQuantity, uint32 unArrayLength );
名稱 | 型別 | 說明 |
pArrayItemDefs | SteamItemDef_t * | The array of item definition ids that the user wants to purchase. |
punArrayQuantity | uint32 * | The array of quantities of each item definition that the user wants to purchase. |
unArrayLength | uint32 | This should be the length of pArrayItemDefs and punArrayQuantity arrays. |
Starts the purchase process for the user, given a "shopping cart" of item definitions that the user would like to buy. The user will be prompted in the Steam Overlay to complete the purchase in their local currency, funding their Steam Wallet if necessary, etc.
If the purchase process was started successfully, then
m_ulOrderID
and
m_ulTransID
will be valid in the
SteamInventoryStartPurchaseResult_t call result.
If the user authorizes the transaction and completes the purchase, then the callback
SteamInventoryResultReady_t will be triggered and you can then retrieve what new items the user has acquired.
NOTE: You must call
DestroyResult on the inventory result for when you are done with it.
傳回: SteamAPICall_t to be used with a
SteamInventoryStartPurchaseResult_t call result.
Returns
k_uAPICallInvalid if the input was invalid.
Testing while in Development: When testing StartPurchase before your app is released, all transactions made by members of the development / publishing team will be made through the Sandbox micro-transaction API internally. This means you will not be charged for the purchases made before the app is released if you are part of the Steamworks publisher.
TransferItemQuantity
bool TransferItemQuantity( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest );
Transfer items between stacks within a user's inventory.
This can be used to stack, split, and moving items. The source and destination items must have the same itemdef id. To move items onto a destination stack specify the source, the quantity to move, and the destination item id. To split an existing stack, pass
k_SteamItemInstanceIDInvalid into
itemIdDest
. A new item stack will be generated with the requested quantity.
NOTE: Tradability/marketability restrictions are copied along with transferred items. The destination stack receives the latest tradability/marketability date of any item in its composition.
傳回: bool
This function always returns
true when called by a regular user, and always returns
false when called from SteamGameServer.
Returns a new result handle via
pResultHandle
.
NOTE: You must call
DestroyResult on the provided inventory result when you are done with it.
See Also: ConsumeItem,
ExchangeItemsExample:void CInventory::CombineItems()
{
SteamInventoryResult_t transferResult;
// split 2 items from an existing stack
SteamItemInstanceID_t bigStack = GetItemIdFromInventory( ... );
SteamInventory()->TransferItemQuantity( &transferResult, bigStack, 1, k_SteamItemInstanceIDInvalid );
// move 2 from stack A to stack B
SteamItemInstanceID_t originStack = GetItemIdFromInventory( ... );
SteamItemInstanceID_t destStack = GetItemIdFromInventory( ... );
SteamInventory()->TransferItemQuantity( &transferResult, originStack, 2, destStack );
}
TriggerItemDrop
bool TriggerItemDrop( SteamInventoryResult_t *pResultHandle, SteamItemDef_t dropListDefinition );
Trigger an item drop if the user has played a long enough period of time.
This period can be customized in two places:
- At the application level within Inventory Service: Playtime Item Grants. 將自動在所有沒有指明任何覆寫的「playtimegenerator」物品上實施。
- 在單獨的「playtimegenerator」物品定義中。 該設定的優先順序將高於任何應用程式層級的設定。
Only item definitions which are marked as "playtime item generators" can be spawned.
Typically this function should be called at the end of a game or level or match or any point of significance in the game in which an item drop could occur. The granularity of the playtime generator settings is in minutes, so calling it more frequently than minutes is not useful and will be rate limited in the Steam client. The Steam servers will perform playtime accounting to prevent too-frequent drops. The servers will also manage adding the item to the players inventory.
Returns: bool
This function always returns
true when called by a regular user, and always returns
false when called from SteamGameServer.
Returns a new result handle via
pResultHandle
.
備註: You must call
DestroyResult on the provided inventory result when you are done with it.
The inventory result returned by this function will be the new item granted if the player is eligible. If the user is not eligible then it will return an empty result ('[]').
範例:void CInventory::FinishGame()
{
SteamInventory()->TriggerItemDrop( &s_PlaytimeRequestResult, 10 );
}
StartUpdateProperties
SteamInventoryUpdateHandle_t StartUpdateProperties();
Starts a transaction request to update
dynamic properties on items for the current user. This call is rate-limited by user, so property modifications should be batched as much as possible (e.g. at the end of a map or game session). After calling
SetProperty or
RemoveProperty for all the items that you want to modify, you will need to call
SubmitUpdateProperties to send the request to the Steam servers. A
SteamInventoryResultReady_t callback will be fired with the results of the operation.
Example:void CInventory::FinishLevel()
{
SteamInventoryUpdateHandle_t updateHandle = SteamInventory()->StartUpdateProperties();
for ( SteamItemInstanceID_t itemid : m_vecItemIDs )
{
SteamInventory()->SetProperty( updateHandle, itemid, "string_value", "blah" );
SteamInventory()->SetProperty( updateHandle, itemid, "bool_value", true );
SteamInventory()->SetProperty( updateHandle, itemid, "int64_value", (int64)55 );
SteamInventory()->SetProperty( updateHandle, itemid, "float_value", 123.456f );
}
SteamInventoryResult_t resultHandle;
SteamInventory()->SubmitUpdateProperties( updateHandle, &resultHandle );
}
NOTE: You must call
DestroyResult on the provided inventory result for
SubmitUpdateProperties when you are done with it.
Returns: SteamInventoryUpdateHandle_tSee Also: SetProperty,
RemoveProperty,
SubmitUpdatePropertiesSubmitUpdateProperties
bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle );
Submits the transaction request to modify
dynamic properties on items for the current user. See
StartUpdateProperties.
NOTE: You must call
DestroyResult on the provided inventory result for when you are done with it.
傳回: bool
See Also: StartUpdateProperties,
SetProperty,
RemovePropertyRemoveProperty
bool RemoveProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName );
Removes a
dynamic property for the given item.
傳回: bool
另外請見: StartUpdateProperties,
SetProperty,
SubmitUpdatePropertiesSetProperty
bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, const char *pchPropertyValue );
bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, bool bValue );
bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, int64 nValue );
bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, float flValue );
名稱 | 型別 | 說明 |
handle | SteamInventoryUpdateHandle_t | The update handle corresponding to the transaction request, returned from StartUpdateProperties. |
nItemID | SteamItemInstanceID_t | ID of the item being modified. |
pchPropertyName | const char* | The dynamic property being added or updated. |
pchPropertyValue | const char* | The string value being set. |
bValue | bool | The boolean value being set. |
nValue | int64 | The 64 bit integer value being set. |
flValue | float | The floating point number value being set. |
Sets a
dynamic property for the given item. Supported value types are strings, boolean, 64 bit integers, and 32 bit floats.
Returns: bool
See Also: StartUpdateProperties,
RemoveProperty,
SubmitUpdateProperties回呼
These are callbacks which can be fired by calling
SteamAPI_RunCallbacks. Many of these will be fired directly in response to the member functions of
ISteamInventory
.
SteamInventoryDefinitionUpdate_t
This callback is triggered whenever item definitions have been updated, which could be in response to
LoadItemDefinitions or any time new item definitions are available (eg, from the dynamic addition of new item types while players are still in-game).
This callback has no fields.
關聯函式: LoadItemDefinitionsSteamInventoryEligiblePromoItemDefIDs_t
Returned when you have requested 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.
名稱 | 型別 | 說明 |
m_result | EResult | k_EResultOK upon success, any other value indicates failure. |
m_steamID | CSteamID | 物品將賦予的使用者 Steam ID。 |
m_numEligiblePromoItemDefs | int | 該使用者符合資格的促銷物品數量。 您應該使用此傳回結果建立 SteamItemDef_t 緩衝區,讓 GetEligiblePromoItemDefinitionIDs 可順利取得實際的 ItemDef。 |
m_bCachedData | bool | Indicates that the data was retrieved from the cache and not the server. This happens if the user is not logged on or can not otherwise connect to the Steam servers. |
Associated Functions: RequestEligiblePromoItemDefinitionsIDsSteamInventoryFullUpdate_t
Triggered when GetAllItems successfully returns a result which is newer / fresher than the last known result. (It will not trigger if the inventory hasn't changed, or if results from two overlapping calls are reversed in flight and the earlier result is already known to be stale/out-of-date.)
The regular
SteamInventoryResultReady_t callback will still be triggered immediately afterwards; this is an additional notification for your convenience.
SteamInventoryResultReady_t
This is fired whenever an inventory result transitions from
k_EResultPending to any other completed state, see
GetResultStatus for the complete list of states. There will always be exactly one callback per handle.
SteamInventoryStartPurchaseResult_t
Returned after
StartPurchase is called.
名稱 | 型別 | 說明 |
m_result | EResult | k_EResultOK upon success, any other value indicates failure. |
m_ulOrderID | uint64 | 發起購買時自動授予的訂單 ID。 |
m_ulTransID | uint64 | 發起購買時自動授予的交易 ID。 |
SteamInventoryRequestPricesResult_t
Returned after
RequestPrices is called.
名稱 | 型別 | 說明 |
m_result | EResult | k_EResultOK upon success, any other value indicates failure. |
m_rgchCurrency | char | 字串形式的使用者當地貨幣代碼。 |
結構
These are structs which functions in ISteamInventory may return and/or interact with.
SteamItemDetails_t
Enums
These are enums which are defined for use with ISteamInventory.
ESteamItemFlags
These are bitflags that are set in
SteamItemDetails_t.
名稱 | 值 | 說明 |
k_ESteamItemNoTrade | 1 << 0 | 此物品已鎖在帳戶中,無法交易出去或送出。 此為永久附著於特定物品執行個體上的物品狀態旗標。 |
k_ESteamItemRemoved | 1 << 8 | The item has been destroyed, traded away, expired, or otherwise invalidated. This is an action confirmation flag which is only set one time, as part of a result set. |
k_ESteamItemConsumed | 1 << 9 | 物品數量已透過 ConsumeItem API 減 1。 此動作確認旗標只會在結果集中被設一次。 |
Typedefs
These are typedefs which are defined for use with ISteamInventory.
名稱 | 基礎型別 | 說明 |
SteamInventoryResult_t | int32 | 非同步物品庫結果控制代碼。 |
SteamItemDef_t | int32 | 您的遊戲中的物品是經由一個 32 位元的「物品定義數」所定義的。 有效的定義數介於 1 至 999999999 之間,比 0 小或等於 0 無效,而大於十億(1x10^9)的數字保留,僅供 Stem 內部使用。 |
SteamItemInstanceID_t | uint64 | Every individual instance of an item has a globally-unique instance ID. This ID is unique to the combination of a player and specific item instance, and will not be transferred to another player or re-used for another item. |
SteamInventoryUpdateHandle_t | uint64 | Returned from the call StartUpdateProperties, which starts a transaction request to modify dynamic properties on items for the current user. |
常數
These are constants which are defined for use with ISteamInventory.
名稱 | Type | Value | 說明 |
k_SteamInventoryResultInvalid | SteamInventoryResult_t | -1 | 無效的 Steam 物品庫結果控制代碼。 |
k_SteamItemInstanceIDInvalid | SteamItemInstanceID_t | (SteamItemInstanceID_t)~0 | An invalid item instance id. This is usually returned when an operation has failed. It's recommended that you initialize all new item instances with this value. |
STEAMINVENTORY_INTERFACE_VERSION | const char * | "STEAMINVENTORY_INTERFACE_V002" | |