SwiftlyS2

SteamGameServerInventory

Class SteamGameServerInventory

Namespace: SwiftlyS2.Shared.SteamAPI

Assembly: SwiftlyS2.CS2.dll

public static class SteamGameServerInventory

Inheritance

Inherited Members

Methods

AddPromoItem(out SteamInventoryResult_t, SteamItemDef_t)

AddPromoItem() / AddPromoItems() are restricted versions of GrantPromoItems(). Instead of

scanning for all eligible promotional items, the check is restricted to a single item

definition or set of item definitions. This can be useful if your game has custom UI for

showing a specific promo item to the user.

public static bool AddPromoItem(out SteamInventoryResult_t pResultHandle, SteamItemDef_t itemDef)
Parameters
Returns

AddPromoItems(out SteamInventoryResult_t, SteamItemDef_t[], uint)

public static bool AddPromoItems(out SteamInventoryResult_t pResultHandle, SteamItemDef_t[] pArrayItemDefs, uint unArrayLength)
Parameters
Returns

CheckResultSteamID(SteamInventoryResult_t, CSteamID)

Returns true if the result belongs to the target steam ID, false if the

result does not. This is important when using DeserializeResult, to verify

that a remote player is not pretending to have a different user's inventory.

public static bool CheckResultSteamID(SteamInventoryResult_t resultHandle, CSteamID steamIDExpected)
Parameters
Returns

ConsumeItem(out SteamInventoryResult_t, SteamItemInstanceID_t, uint)

ConsumeItem() removes items from the inventory, permanently. They cannot be recovered.

Not for the faint of heart - if your game implements item removal at all, a high-friction

UI confirmation process is highly recommended.

public static bool ConsumeItem(out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t itemConsume, uint unQuantity)
Parameters
Returns

DeserializeResult(out SteamInventoryResult_t, byte[], uint, bool)

Deserializes a result set and verifies the signature bytes. Returns false

if bRequireFullOnlineVerify is set but Steam is running in Offline mode.

Otherwise returns true and then delivers error codes via GetResultStatus.

The bRESERVED_MUST_BE_FALSE flag is reserved for future use and should not

be set to true by your game at this time.

DeserializeResult has a potential soft-failure mode where the handle status

is set to k_EResultExpired. GetResultItems() still succeeds 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The "expired" result could indicate that the data may be out of date - not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 challenge the player with expired data to send an updated result set.

public static bool DeserializeResult(out SteamInventoryResult_t pOutResultHandle, byte[] pBuffer, uint unBufferSize, bool bRESERVED_MUST_BE_FALSE = false)
Parameters
Returns

DestroyResult(SteamInventoryResult_t)

Destroys a result handle and frees all associated memory.

public static void DestroyResult(SteamInventoryResult_t resultHandle)
Parameters

ExchangeItems(out SteamInventoryResult_t, SteamItemDef_t[], uint[], uint, SteamItemInstanceID_t[], uint[], uint)

ExchangeItems() is an atomic combination of item generation and consumption.

It can be used to implement crafting recipes or transmutations, or items which unpack

themselves into other items (e.g., a chest).

Exchange recipes are defined in the ItemDef, and explicitly list the required item

types and resulting generated type.

Exchange recipes are evaluated atomically by the Inventory Service; if the supplied

components do not match the recipe, or do not contain sufficient quantity, the

exchange will fail.

public static bool ExchangeItems(out SteamInventoryResult_t pResultHandle, SteamItemDef_t[] pArrayGenerate, uint[] punArrayGenerateQuantity, uint unArrayGenerateLength, SteamItemInstanceID_t[] pArrayDestroy, uint[] punArrayDestroyQuantity, uint unArrayDestroyLength)
Parameters
Returns

GenerateItems(out SteamInventoryResult_t, SteamItemDef_t[], uint[], uint)

INVENTORY ASYNC MODIFICATION

GenerateItems() creates one or more items and then generates a SteamInventoryCallback_t

notification with a matching nCallbackContext parameter. This API is only intended

for prototyping - it is only usable by Steam accounts that belong to the publisher group

for your game.

If punArrayQuantity is not NULL, it should be the same length as pArrayItems and should

describe the quantity of each item to generate.

public static bool GenerateItems(out SteamInventoryResult_t pResultHandle, SteamItemDef_t[] pArrayItemDefs, uint[] punArrayQuantity, uint unArrayLength)
Parameters
Returns

GetAllItems(out SteamInventoryResult_t)

INVENTORY ASYNC QUERY

Captures the entire state of the current user's Steam inventory.

You must call DestroyResult on this handle when you are done with it.

Returns false and sets *pResultHandle to zero if inventory is unavailable.

Note: calls to this function are subject to rate limits and may return

cached results if called too frequently. It is suggested that you call

this function only when you are about to display the user's full inventory,

or if you expect that the inventory may have changed.

public static bool GetAllItems(out SteamInventoryResult_t pResultHandle)
Parameters
Returns

GetEligiblePromoItemDefinitionIDs(CSteamID, SteamItemDef_t[], ref uint)

After handling a SteamInventoryEligiblePromoItemDefIDs_t call result, use this

function to pull out the list of item definition ids that the user can be

manually granted via the AddPromoItems() call.

public static bool GetEligiblePromoItemDefinitionIDs(CSteamID steamID, SteamItemDef_t[] pItemDefIDs, ref uint punItemDefIDsArraySize)
Parameters
Returns

GetItemDefinitionIDs(SteamItemDef_t[], ref uint)

GetItemDefinitionIDs returns the set of all defined item definition IDs (which are

defined via Steamworks configuration, and not necessarily contiguous integers).

If pItemDefIDs is null, the call will return true and *punItemDefIDsArraySize will

contain the total size necessary for a subsequent call. Otherwise, the call will

return false if and only if there is not enough space in the output array.

public static bool GetItemDefinitionIDs(SteamItemDef_t[] pItemDefIDs, ref uint punItemDefIDsArraySize)
Parameters
Returns

GetItemDefinitionProperty(SteamItemDef_t, string, out string, ref uint)

GetItemDefinitionProperty returns a string property from a given item definition.

Note that some properties (for example, "name") may be localized and will depend

on the current Steam language settings (see ISteamApps::GetCurrentGameLanguage).

Property names are always composed of ASCII letters, numbers, and/or underscores.

Pass a NULL pointer for pchPropertyName to get a comma - separated list of available

property names. If pchValueBuffer is NULL, *punValueBufferSize will contain the

suggested buffer size. Otherwise it will be the number of bytes actually copied

to pchValueBuffer. If the results do not fit in the given buffer, partial

results may be copied.

public static bool GetItemDefinitionProperty(SteamItemDef_t iDefinition, string pchPropertyName, out string pchValueBuffer, ref uint punValueBufferSizeOut)
Parameters
Returns

GetItemPrice(SteamItemDef_t, out ulong, out ulong)

Retrieves the price for the item definition id

Returns false if there is no price stored for the item definition.

public static bool GetItemPrice(SteamItemDef_t iDefinition, out ulong pCurrentPrice, out ulong pBasePrice)
Parameters
Returns

GetItemsByID(out SteamInventoryResult_t, SteamItemInstanceID_t[], uint)

Captures the state of a subset of the current user's Steam inventory,

identified by an array of item instance IDs. The results from this call

can be serialized 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 GetItemsByID with the IDs of the user's

currently equipped cosmetic items and serialize this to a buffer, and

then transmit this buffer to other players upon joining a game.

public static bool GetItemsByID(out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t[] pInstanceIDs, uint unCountInstanceIDs)
Parameters
Returns

GetItemsWithPrices(SteamItemDef_t[], ulong[], ulong[], uint)

Returns item definition ids and their prices in the user's local currency.

Need to call RequestPrices() first.

public static bool GetItemsWithPrices(SteamItemDef_t[] pArrayItemDefs, ulong[] pCurrentPrices, ulong[] pBasePrices, uint unArrayLength)
Parameters
Returns

GetNumItemsWithPrices()

Returns the number of items with prices. Need to call RequestPrices() first.

public static uint GetNumItemsWithPrices()
Returns

GetResultItemProperty(SteamInventoryResult_t, uint, string, out string, ref uint)

In combination with GetResultItems, you can use GetResultItemProperty to retrieve

dynamic string properties for a given item returned in the result set.

Property names are always composed of ASCII letters, numbers, and/or underscores.

Pass a NULL pointer for pchPropertyName to get a comma - separated list of available

property names.

If pchValueBuffer is NULL, *punValueBufferSize will contain the

suggested buffer size. Otherwise it will be the number of bytes actually copied

to pchValueBuffer. If the results do not fit in the given buffer, partial

results may be copied.

public static bool GetResultItemProperty(SteamInventoryResult_t resultHandle, uint unItemIndex, string pchPropertyName, out string pchValueBuffer, ref uint punValueBufferSizeOut)
Parameters
Returns

GetResultItems(SteamInventoryResult_t, SteamItemDetails_t[], ref uint)

Copies the contents of a result set into a flat array. The specific

contents of the result set depend on which query which was used.

public static bool GetResultItems(SteamInventoryResult_t resultHandle, SteamItemDetails_t[] pOutItemsArray, ref uint punOutItemsArraySize)
Parameters
Returns

GetResultStatus(SteamInventoryResult_t)

INVENTORY ASYNC RESULT MANAGEMENT

Asynchronous inventory queries always output a result handle which can be used with

GetResultStatus, GetResultItems, etc. A SteamInventoryResultReady_t callback will

be triggered when the asynchronous result becomes ready (or fails).

Find out the status of an asynchronous inventory result handle. Possible values:

k_EResultPending - still in progress

k_EResultOK - done, result ready

k_EResultExpired - done, result ready, maybe out of date (see DeserializeResult)

k_EResultInvalidParam - ERROR: invalid API call parameters

k_EResultServiceUnavailable - ERROR: service temporarily down, you may retry later

k_EResultLimitExceeded - ERROR: operation would exceed per-user inventory limits

k_EResultFail - ERROR: unknown / generic error

public static EResult GetResultStatus(SteamInventoryResult_t resultHandle)
Parameters
Returns

GetResultTimestamp(SteamInventoryResult_t)

Returns the server time at which the result was generated. Compare against

the value of IClientUtils::GetServerRealTime() to determine age.

public static uint GetResultTimestamp(SteamInventoryResult_t resultHandle)
Parameters
Returns

GrantPromoItems(out SteamInventoryResult_t)

GrantPromoItems() checks the list of promotional items for which the user may be eligible

and grants the items (one time only). On success, the result set 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.

public static bool GrantPromoItems(out SteamInventoryResult_t pResultHandle)
Parameters
Returns

InspectItem(out SteamInventoryResult_t, string)

public static bool InspectItem(out SteamInventoryResult_t pResultHandle, string pchItemToken)
Parameters
Returns

LoadItemDefinitions()

ITEM DEFINITIONS

Item definitions are a mapping of "definition IDs" (integers between 1 and 1000000)

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.

Use of these functions is optional; there is no reason to call LoadItemDefinitions

if your game hardcodes the numeric definition IDs (eg, purple face mask = 20, blue

weapon mod = 55) and does not allow for adding new item types without a client patch.

LoadItemDefinitions triggers the automatic load and refresh of item definitions.

Every time new item definitions are available (eg, from the dynamic addition of new

item types while players are still in-game), a SteamInventoryDefinitionUpdate_t

callback will be fired.

public static bool LoadItemDefinitions()
Returns

RemoveProperty(SteamInventoryUpdateHandle_t, SteamItemInstanceID_t, string)

Remove the property on the item

public static bool RemoveProperty(SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, string pchPropertyName)
Parameters
Returns

RequestEligiblePromoItemDefinitionsIDs(CSteamID)

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.

public static SteamAPICall_t RequestEligiblePromoItemDefinitionsIDs(CSteamID steamID)
Parameters
Returns

RequestPrices()

Request current prices for all applicable item definitions

public static SteamAPICall_t RequestPrices()
Returns

SendItemDropHeartbeat()

TIMED DROPS AND PLAYTIME CREDIT

Deprecated. Calling this method is not required for proper playtime accounting.

public static void SendItemDropHeartbeat()

SerializeResult(SteamInventoryResult_t, byte[], out uint)

RESULT SERIALIZATION AND AUTHENTICATION

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. Pass

NULL as an output buffer to get the required size via punOutBufferSize.

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.

public static bool SerializeResult(SteamInventoryResult_t resultHandle, byte[] pOutBuffer, out uint punOutBufferSize)
Parameters
Returns

SetProperty(SteamInventoryUpdateHandle_t, SteamItemInstanceID_t, string, string)

Accessor methods to set properties on items

public static bool SetProperty(SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, string pchPropertyName, string pchPropertyValue)
Parameters
Returns

SetProperty(SteamInventoryUpdateHandle_t, SteamItemInstanceID_t, string, bool)

public static bool SetProperty(SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, string pchPropertyName, bool bValue)
Parameters
Returns

SetProperty(SteamInventoryUpdateHandle_t, SteamItemInstanceID_t, string, long)

public static bool SetProperty(SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, string pchPropertyName, long nValue)
Parameters
Returns

SetProperty(SteamInventoryUpdateHandle_t, SteamItemInstanceID_t, string, float)

public static bool SetProperty(SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, string pchPropertyName, float flValue)
Parameters
Returns

StartPurchase(SteamItemDef_t[], uint[], uint)

Starts the purchase process for the given item definitions. The callback SteamInventoryStartPurchaseResult_t

will be posted if Steam was able to initialize the transaction.

Once the purchase has been authorized and completed by the user, the callback SteamInventoryResultReady_t

will be posted.

public static SteamAPICall_t StartPurchase(SteamItemDef_t[] pArrayItemDefs, uint[] punArrayQuantity, uint unArrayLength)
Parameters
Returns

StartUpdateProperties()

Create a request to update properties on items

public static SteamInventoryUpdateHandle_t StartUpdateProperties()
Returns

SubmitUpdateProperties(SteamInventoryUpdateHandle_t, out SteamInventoryResult_t)

Submit the update request by handle

public static bool SubmitUpdateProperties(SteamInventoryUpdateHandle_t handle, out SteamInventoryResult_t pResultHandle)
Parameters
Returns

TradeItems(out SteamInventoryResult_t, CSteamID, SteamItemInstanceID_t[], uint[], uint, SteamItemInstanceID_t[], uint[], uint)

Deprecated. This method is not supported.

public static bool TradeItems(out SteamInventoryResult_t pResultHandle, CSteamID steamIDTradePartner, SteamItemInstanceID_t[] pArrayGive, uint[] pArrayGiveQuantity, uint nArrayGiveLength, SteamItemInstanceID_t[] pArrayGet, uint[] pArrayGetQuantity, uint nArrayGetLength)
Parameters
Returns

TransferItemQuantity(out SteamInventoryResult_t, SteamItemInstanceID_t, uint, SteamItemInstanceID_t)

TransferItemQuantity() is intended for use with items which are "stackable" (can have

quantity greater than one). It can be used to split a stack into two, or to transfer

quantity from one stack into another stack of identical items. To split one stack into

two, pass k_SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.

public static bool TransferItemQuantity(out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t itemIdSource, uint unQuantity, SteamItemInstanceID_t itemIdDest)
Parameters
Returns

TriggerItemDrop(out SteamInventoryResult_t, SteamItemDef_t)

Playtime credit must be consumed and turned into item drops by your game. Only item

definitions which are marked as "playtime item generators" can be spawned. The call

will return an empty result set if there is not enough playtime credit for a drop.

Your game should call TriggerItemDrop at an appropriate time for the user to receive

new items, such as between rounds or while the player is dead. Note that players who

hack their clients could modify the value of "dropListDefinition", so do not use it

to directly control rarity.

See your Steamworks configuration to set playtime drop rates for individual itemdefs.

The client library will suppress too-frequent calls to this method.

public static bool TriggerItemDrop(out SteamInventoryResult_t pResultHandle, SteamItemDef_t dropListDefinition)
Parameters
Returns

On this page

Class SteamGameServerInventory
Inheritance
Inherited Members
Methods
AddPromoItem(out SteamInventoryResult_t, SteamItemDef_t)
AddPromoItems(out SteamInventoryResult_t, SteamItemDef_t[], uint)
CheckResultSteamID(SteamInventoryResult_t, CSteamID)
ConsumeItem(out SteamInventoryResult_t, SteamItemInstanceID_t, uint)
DeserializeResult(out SteamInventoryResult_t, byte[], uint, bool)
DestroyResult(SteamInventoryResult_t)
ExchangeItems(out SteamInventoryResult_t, SteamItemDef_t[], uint[], uint, SteamItemInstanceID_t[], uint[], uint)
GenerateItems(out SteamInventoryResult_t, SteamItemDef_t[], uint[], uint)
GetAllItems(out SteamInventoryResult_t)
GetEligiblePromoItemDefinitionIDs(CSteamID, SteamItemDef_t[], ref uint)
GetItemDefinitionIDs(SteamItemDef_t[], ref uint)
GetItemDefinitionProperty(SteamItemDef_t, string, out string, ref uint)
GetItemPrice(SteamItemDef_t, out ulong, out ulong)
GetItemsByID(out SteamInventoryResult_t, SteamItemInstanceID_t[], uint)
GetItemsWithPrices(SteamItemDef_t[], ulong[], ulong[], uint)
GetNumItemsWithPrices()
GetResultItemProperty(SteamInventoryResult_t, uint, string, out string, ref uint)
GetResultItems(SteamInventoryResult_t, SteamItemDetails_t[], ref uint)
GetResultStatus(SteamInventoryResult_t)
GetResultTimestamp(SteamInventoryResult_t)
GrantPromoItems(out SteamInventoryResult_t)
InspectItem(out SteamInventoryResult_t, string)
LoadItemDefinitions()
RemoveProperty(SteamInventoryUpdateHandle_t, SteamItemInstanceID_t, string)
RequestEligiblePromoItemDefinitionsIDs(CSteamID)
RequestPrices()
SendItemDropHeartbeat()
SerializeResult(SteamInventoryResult_t, byte[], out uint)
SetProperty(SteamInventoryUpdateHandle_t, SteamItemInstanceID_t, string, string)
SetProperty(SteamInventoryUpdateHandle_t, SteamItemInstanceID_t, string, bool)
SetProperty(SteamInventoryUpdateHandle_t, SteamItemInstanceID_t, string, long)
SetProperty(SteamInventoryUpdateHandle_t, SteamItemInstanceID_t, string, float)
StartPurchase(SteamItemDef_t[], uint[], uint)
StartUpdateProperties()
SubmitUpdateProperties(SteamInventoryUpdateHandle_t, out SteamInventoryResult_t)
TradeItems(out SteamInventoryResult_t, CSteamID, SteamItemInstanceID_t[], uint[], uint, SteamItemInstanceID_t[], uint[], uint)
TransferItemQuantity(out SteamInventoryResult_t, SteamItemInstanceID_t, uint, SteamItemInstanceID_t)
TriggerItemDrop(out SteamInventoryResult_t, SteamItemDef_t)