Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "econ_item_inventory.h"
#include "vgui/ILocalize.h"
#include "tier3/tier3.h"
#include "econ_item_system.h"
#include "econ_item.h"
#include "econ_gcmessages.h"
#include "shareddefs.h"
#include "filesystem.h"
#include "econ_item_description.h" // only for CSteamAccountIDAttributeCollector
#ifdef CLIENT_DLL
#include <igameevents.h>
#include "econ_game_account_client.h"
#include "ienginevgui.h"
#include "econ_ui.h"
#include "item_pickup_panel.h"
#include "econ/econ_item_preset.h"
#include "econ/confirm_dialog.h"
#include "tf_xp_source.h"
#include "tf_notification.h"
#else
#include "props_shared.h"
#include "basemultiplayerplayer.h"
#endif
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
#include "tf_gcmessages.h"
#include "tf_duel_summary.h"
#include "econ_contribution.h"
#include "tf_player_info.h"
#include "econ/econ_claimcode.h"
#include "tf_wardata.h"
#include "tf_ladder_data.h"
#include "tf_rating_data.h"
#endif
#if defined(TF_DLL) && defined(GAME_DLL)
#include "tf_gc_api.h"
#include "econ/econ_game_account_server.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace GCSDK;
#ifdef _DEBUG
ConVar item_inventory_debug( "item_inventory_debug", "0", FCVAR_REPLICATED | FCVAR_CHEAT );
#endif
#ifdef USE_DYNAMIC_ASSET_LOADING
//extern ConVar item_dynamicload;
#endif
#define ITEM_CLIENTACK_FILE "item_clientacks.txt"
#ifdef _DEBUG
#ifdef CLIENT_DLL
ConVar item_debug_clientacks( "item_debug_clientacks", "0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
#endif
#endif // _DEBUG
// Result codes strings for GC results.
const char* GCResultString[8] =
{
"k_EGCMsgResponseOK", // Request succeeded
"k_EGCMsgResponseDenied", // Request denied
"k_EGCMsgResponseServerError", // Request failed due to a temporary server error
"k_EGCMsgResponseTimeout", // Request timed out
"k_EGCMsgResponseInvalid", // Request was corrupt
"k_EGCMsgResponseNoMatch", // No item definition matched the request
"k_EGCMsgResponseUnknownError", // Request failed with an unknown error
"k_EGCMsgResponseNotLoggedOn", // Client not logged on to steam
};
CBasePlayer *GetPlayerBySteamID( const CSteamID &steamID )
{
CSteamID steamIDPlayer;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer == NULL )
continue;
if ( pPlayer->GetSteamID( &steamIDPlayer ) == false )
continue;
if ( steamIDPlayer == steamID )
return pPlayer;
}
return NULL;
}
// Inventory Less function.
// Used to sort the inventory items into their positions.
bool CInventoryListLess::Less( const CEconItemView &src1, const CEconItemView &src2, void *pCtx )
{
int iPos1 = src1.GetInventoryPosition();
int iPos2 = src2.GetInventoryPosition();
// Context can be specified to point to a func that extracts the position from the backend position.
// Necessary if your inventory packs a bunch of info into the position instead of using it just as a position.
if ( pCtx )
{
CPlayerInventory *pInv = (CPlayerInventory*)pCtx;
iPos1 = pInv->ExtractInventorySortPosition( iPos1 );
iPos2 = pInv->ExtractInventorySortPosition( iPos2 );
}
if ( iPos1 < iPos2 )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CInventoryManager::CInventoryManager( void )
#ifdef CLIENT_DLL
: m_mapPersonaNamesCache( DefLessFunc( uint32 ) )
, m_sPersonaStateChangedCallback( this, &CInventoryManager::OnPersonaStateChanged )
, m_personaNameRequests( DefLessFunc( uint64 ) )
#endif
{
#ifdef CLIENT_DLL
m_pkvItemClientAckFile = NULL;
m_bClientAckDirty = false;
m_iPredictedDiscards = 0;
m_flNextLoadPresetChange = 0.0f;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::SteamRequestInventory( CPlayerInventory *pInventory, CSteamID pSteamID, IInventoryUpdateListener *pListener )
{
// SteamID must be valid
if ( !pSteamID.IsValid() || !pSteamID.BIndividualAccount() )
{
if ( !HushAsserts() )
{
Assert( pSteamID.IsValid() );
Assert( pSteamID.BIndividualAccount() );
}
return;
}
// If we haven't seen this inventory before, register it
bool bFound = false;
for ( int i = 0; i < m_pInventories.Count(); i++ )
{
if ( m_pInventories[i].pInventory == pInventory )
{
bFound = true;
break;
}
}
if ( !bFound )
{
int iIdx = m_pInventories.AddToTail();
m_pInventories[iIdx].pInventory = pInventory;
m_pInventories[iIdx].pListener = pListener;
}
// Add the request to our list of pending requests
int iIdx = m_hPendingInventoryRequests.AddToTail();
m_hPendingInventoryRequests[iIdx].pID = pSteamID;
m_hPendingInventoryRequests[iIdx].pInventory = pInventory;
pInventory->RequestInventory( pSteamID );
if( pListener )
{
pInventory->AddListener( pListener );
}
}
//-----------------------------------------------------------------------------
// Purpose: Called when a gameserver connects to steam.
//-----------------------------------------------------------------------------
void CInventoryManager::GameServerSteamAPIActivated()
{
#if defined(TF_DLL) && defined(GAME_DLL)
GameCoordinator_NotifyGameState();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPlayerInventory *CInventoryManager::GetInventoryForAccount( uint32 iAccountID )
{
FOR_EACH_VEC( m_pInventories, i )
{
if ( m_pInventories[i].pInventory->GetOwner().GetAccountID() == iAccountID )
return m_pInventories[i].pInventory;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::DeregisterInventory( CPlayerInventory *pInventory )
{
int iCount = m_pInventories.Count();
for ( int i = iCount-1; i >= 0; i-- )
{
if ( m_pInventories[i].pInventory == pInventory )
{
m_pInventories.Remove(i);
}
}
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CInventoryManager::IsPresetIndexValid( equipped_preset_t unPreset )
{
const bool bResult = GetItemSchema()->IsValidPreset( unPreset );
AssertMsg( bResult, "Invalid preset index!" );
return bResult;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CInventoryManager::LoadPreset( equipped_class_t unClass, equipped_preset_t unPreset )
{
if ( !IsValidPlayerClass( unClass ) )
return false;
if ( !IsPresetIndexValid( unPreset ) )
return false;
if ( !GetLocalInventory()->GetSOC() )
return false;
if ( m_flNextLoadPresetChange > gpGlobals->realtime )
{
Msg( "Loadout change denied. Changing presets too quickly.\n" );
return false;
}
m_flNextLoadPresetChange = gpGlobals->realtime + 0.5f;
GCSDK::CProtoBufMsg<CMsgSelectPresetForClass> msg( k_EMsgGCPresets_SelectPresetForClass );
msg.Body().set_class_id( unClass );
msg.Body().set_preset_id( unPreset );
GCClientSystem()->BSendMessage( msg );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::UpdateLocalInventory( void )
{
if ( steamapicontext->SteamUser() && GetLocalInventory() )
{
CSteamID steamID = steamapicontext->SteamUser()->GetSteamID();
if ( steamID.IsValid() ) // make sure we're logged in and we know who we are
{
SteamRequestInventory( GetLocalInventory(), steamID );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::OnPersonaStateChanged( PersonaStateChange_t *info )
{
if ( ( info->m_nChangeFlags & k_EPersonaChangeName ) != 0 )
m_personaNameRequests.InsertOrReplace( info->m_ulSteamID, true );
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CInventoryManager::Init( void )
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::PostInit( void )
{
// Initialize the item system.
ItemSystem()->Init();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::PreInitGC()
{
REG_SHARED_OBJECT_SUBCLASS( CEconItem );
#if defined (CLIENT_DLL)
REG_SHARED_OBJECT_SUBCLASS( CEconGameAccountClient );
REG_SHARED_OBJECT_SUBCLASS( CEconItemPerClassPresetData );
REG_SHARED_OBJECT_SUBCLASS( CSOTFMatchResultPlayerInfo );
REG_SHARED_OBJECT_SUBCLASS( CXPSource );
REG_SHARED_OBJECT_SUBCLASS( CTFNotification );
#endif
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
REG_SHARED_OBJECT_SUBCLASS( CWarData );
REG_SHARED_OBJECT_SUBCLASS( CTFDuelSummary );
REG_SHARED_OBJECT_SUBCLASS( CTFMapContribution );
REG_SHARED_OBJECT_SUBCLASS( CTFPlayerInfo );
REG_SHARED_OBJECT_SUBCLASS( CEconClaimCode );
REG_SHARED_OBJECT_SUBCLASS( CSOTFLadderData );
#endif
#ifdef TF_DLL
REG_SHARED_OBJECT_SUBCLASS( CEconGameAccountForGameServers );
#endif // TF_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::PostInitGC()
{
#ifdef CLIENT_DLL
// The client immediately loads the local player's inventory
UpdateLocalInventory();
#endif
}
//-----------------------------------------------------------------------------
void CInventoryManager::Shutdown()
{
int nInventoryCount = m_pInventories.Count();
for ( int iInventory = 0; iInventory < nInventoryCount; ++iInventory )
{
CPlayerInventory *pInventory = m_pInventories[iInventory].pInventory;
if ( pInventory )
{
pInventory->Clear();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::LevelInitPreEntity( void )
{
// Throw out any testitem definitions
for ( int i = 0; i < TI_TYPE_COUNT; i++ )
{
int iNewDef = TESTITEM_DEFINITIONS_BEGIN_AT + i;
ItemSystem()->GetItemSchema()->ItemTesting_DiscardTestDefinition( iNewDef );
}
// Precache all item models we've got
#ifdef GAME_DLL
CUtlVector<const char *> vecPrecacheModelStrings;
#endif // GAME_DLL
const CEconItemSchema::ItemDefinitionMap_t& mapItemDefs = ItemSystem()->GetItemSchema()->GetItemDefinitionMap();
FOR_EACH_MAP_FAST( mapItemDefs, i )
{
CEconItemDefinition *pData = mapItemDefs[i];
pData->SetHasBeenLoaded( true );
#ifdef GAME_DLL
bool bDynamicLoad = false;
#ifdef USE_DYNAMIC_ASSET_LOADING
bDynamicLoad = true;//item_dynamicload.GetBool();
#endif // USE_DYNAMIC_ASSET_LOADING
pData->GeneratePrecacheModelStrings( bDynamicLoad, &vecPrecacheModelStrings );
// Precache the models and the gibs for everything the definition requested.
FOR_EACH_VEC( vecPrecacheModelStrings, i )
{
// Ignore any objects which requested an empty precache string for whatever reason.
if ( vecPrecacheModelStrings[i] && vecPrecacheModelStrings[i][0] )
{
int iModelIndex = CBaseEntity::PrecacheModel( vecPrecacheModelStrings[i] );
PrecacheGibsForModel( iModelIndex );
}
}
vecPrecacheModelStrings.RemoveAll();
pData->GeneratePrecacheSoundStrings( bDynamicLoad, &vecPrecacheModelStrings );
// Precache the sounds for everything
FOR_EACH_VEC( vecPrecacheModelStrings, i )
{
// Ignore any objects which requested an empty precache string for whatever reason.
if ( vecPrecacheModelStrings[i] && vecPrecacheModelStrings[i][0] )
{
CBaseEntity::PrecacheScriptSound( vecPrecacheModelStrings[i] );
}
}
vecPrecacheModelStrings.RemoveAll();
#endif
}
// We reset the cached attribute class strings, since it's invalidated by level changes
ItemSystem()->ResetAttribStringCache();
#ifdef GAME_DLL
ItemSystem()->ReloadWhitelist();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::LevelShutdownPostEntity( void )
{
// We reset the cached attribute class strings, since it's invalidated by level changes
ItemSystem()->ResetAttribStringCache();
}
//-----------------------------------------------------------------------------
// Purpose: Lets the client know that we're now connected to the GC
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
void CInventoryManager::SendGCConnectedEvent( void )
{
IGameEvent *event = gameeventmanager->CreateEvent( "gc_connected" );
if ( event )
{
gameeventmanager->FireEventClientSide( event );
}
}
#endif
#if !defined(NO_STEAM)
//-----------------------------------------------------------------------------
// Purpose: GC Msg handler to receive the dev "new item" response
//-----------------------------------------------------------------------------
class CGCDev_NewItemRequestResponse : public GCSDK::CGCClientJob
{
public:
CGCDev_NewItemRequestResponse( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {}
virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket )
{
GCSDK::CGCMsg<MsgGCStandardResponse_t> msg( pNetPacket );
if ( msg.Body().m_eResponse == k_EGCMsgResponseOK )
{
Msg("Received new item acknowledgement: %s\n", GCResultString[msg.Body().m_eResponse] );
}
else
{
Warning("Failed to generate new item: %s\n", GCResultString[msg.Body().m_eResponse] );
}
return true;
}
};
GC_REG_JOB( GCSDK::CGCClient, CGCDev_NewItemRequestResponse, "CGCDev_NewItemRequestResponse", k_EMsgGCDev_NewItemRequestResponse, GCSDK::k_EServerTypeGCClient );
#endif // NO_STEAM
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::RemovePendingRequest( CSteamID *pSteamID )
{
#ifdef CLIENT_DLL
// Only the client, all requests are for the local player. Clear them all.
m_hPendingInventoryRequests.Purge();
return;
#endif
// On the server, remove all requests for the specified steam id
int iCount = m_hPendingInventoryRequests.Count();
for ( int i = iCount-1; i >= 0; i-- )
{
if ( m_hPendingInventoryRequests[i].pID == *pSteamID )
{
m_hPendingInventoryRequests.Remove(i);
}
}
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::DropItem( itemid_t iItemID )
{
static CSchemaAttributeDefHandle pAttrDef_NoDelete( "cannot delete" );
// Double check that this item can be delete
CEconItemView *pItem = GetLocalInventory()->GetInventoryItemByItemID( iItemID );
if ( !pItem || !pAttrDef_NoDelete || pItem->FindAttribute( pAttrDef_NoDelete ) )
{
return;
}
GCSDK::CGCMsg<MsgGCDelete_t> msg( k_EMsgGCDelete );
msg.Body().m_unItemID = iItemID;
GCClientSystem()->BSendMessage( msg );
// Keep track of how many items we've discarded, but haven't received responses for.
m_iPredictedDiscards++;
}
//-----------------------------------------------------------------------------
// Purpose: Delete any items we can't find static data for. This can happen when we're testing
// internally, and then remove an item. Shouldn't ever happen in the wild.
//-----------------------------------------------------------------------------
int CInventoryManager::DeleteUnknowns( CPlayerInventory *pInventory )
{
// We need to manually walk the main inventory's SOC, because unknown items won't be in the inventory
GCSDK::CGCClientSharedObjectCache *pSOC = pInventory->GetSOC();
if ( pSOC )
{
int iBadItems = 0;
CGCClientSharedObjectTypeCache *pTypeCache = pSOC->FindTypeCache( CEconItem::k_nTypeID );
if( pTypeCache )
{
for( uint32 unItem = 0; unItem < pTypeCache->GetCount(); unItem++ )
{
CEconItem *pItem = (CEconItem *)pTypeCache->GetObject( unItem );
if ( pItem )
{
CEconItemDefinition *pData = ItemSystem()->GetStaticDataForItemByDefIndex( pItem->GetDefinitionIndex() );
if ( !pData )
{
DropItem( pItem->GetItemID() );
iBadItems++;
}
}
}
}
return iBadItems;
}
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Tries to move the specified item into the player's backpack.
// FAILS if the backpack is full. Returns false in that case.
//-----------------------------------------------------------------------------
bool CInventoryManager::SetItemBackpackPosition( CEconItemView *pItem, uint32 iPosition, bool bForceUnequip, bool bAllowOverflow )
{
CPlayerInventory *pInventory = GetLocalInventory();
if ( !pInventory )
return false;
const int iMaxItems = pInventory->GetMaxItemCount();
if ( !iPosition )
{
// Build a list of empty slots. We track extra slots beyond the backpack for overflow.
CUtlVector< bool > bFilledSlots;
bFilledSlots.SetSize( iMaxItems * 2 );
for ( int i = 0; i < bFilledSlots.Count(); ++i )
{
bFilledSlots[i] = false;
}
for ( int i = 0; i < pInventory->GetItemCount(); i++ )
{
CEconItemView *pTmpItem = pInventory->GetItem(i);
// Ignore the item we're moving.
if ( pTmpItem == pItem )
continue;
int iBackpackPos = GetBackpackPositionFromBackend( pTmpItem->GetInventoryPosition() );
if ( iBackpackPos >= 0 && iBackpackPos < bFilledSlots.Count() )
{
bFilledSlots[iBackpackPos] = true;
}
}
// Add predicted filled slots
for ( int i = 0; i < m_PredictedFilledSlots.Count(); i++ )
{
int iBackpackPos = m_PredictedFilledSlots[i];
if ( iBackpackPos >= 0 && iBackpackPos < bFilledSlots.Count() )
{
bFilledSlots[iBackpackPos] = true;
}
}
// Now find an empty slot
for ( int i = 1; i < bFilledSlots.Count(); i++ )
{
if ( !bFilledSlots[i] )
{
iPosition = i;
break;
}
}
if ( !iPosition )
return false;
}
if ( !bAllowOverflow && iPosition > (uint32)iMaxItems )
return false;
//Warning("Moved item %llu to backpack slot: %d\n", pItem->GetItemID(), iPosition );
uint32 iBackendPosition = bForceUnequip ? 0 : pItem->GetInventoryPosition();
SetBackpackPosition( &iBackendPosition, iPosition );
UpdateInventoryPosition( pInventory, pItem->GetItemID(), iBackendPosition );
m_PredictedFilledSlots.AddToTail( iPosition );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::MoveItemToBackpackPosition( CEconItemView *pItem, int iBackpackPosition )
{
CEconItemView *pOldItem = GetItemByBackpackPosition( iBackpackPosition );
if ( pOldItem )
{
// Move the item in the new spot to our current spot
SetItemBackpackPosition( pOldItem, GetBackpackPositionFromBackend(pItem->GetInventoryPosition()) );
//Warning("Moved OLD item %llu to backpack slot: %d\n", pOldItem->GetItemID(), GetBackpackPositionFromBackend(iBackendPosition) );
}
// Move the item to the new spot
SetItemBackpackPosition( pItem, iBackpackPosition );
//Warning("Moved item %llu to backpack slot: %d\n", pItem->GetItemID(), iBackpackPosition );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CWaitForBackpackSortFinishDialog : public CGenericWaitingDialog
{
public:
CWaitForBackpackSortFinishDialog( vgui::Panel *pParent ) : CGenericWaitingDialog( pParent )
{
}
protected:
virtual void OnTimeout()
{
InventoryManager()->SortBackpackFinished();
}
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::SortBackpackBy( uint32 iSortType )
{
GCSDK::CProtoBufMsg<CMsgSortItems> msg( k_EMsgGCSortItems );
msg.Body().set_sort_type( iSortType );
GCClientSystem()->BSendMessage( msg );
ShowWaitingDialog( new CWaitForBackpackSortFinishDialog( NULL ), "#BackpackSortExplanation_Title", true, false, 3.0f );
m_bInBackpackSort = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::SortBackpackFinished( void )
{
m_bInBackpackSort = false;
GetLocalInventory()->SendInventoryUpdateEvent();
}
//-----------------------------------------------------------------------------
// Purpose: GC Msg handler to receive the sort finished message
//-----------------------------------------------------------------------------
class CGBackpackSortFinished : public GCSDK::CGCClientJob
{
public:
CGBackpackSortFinished( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {}
virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket )
{
CloseWaitingDialog();
InventoryManager()->SortBackpackFinished();
return true;
}
};
GC_REG_JOB( GCSDK::CGCClient, CGBackpackSortFinished, "CGBackpackSortFinished", k_EMsgGCBackpackSortFinished, GCSDK::k_EServerTypeGCClient );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::UpdateInventoryPosition( CPlayerInventory *pInventory, uint64 ulItemID, uint32 unNewInventoryPos )
{
if ( !pInventory->GetInventoryItemByItemID( ulItemID ) )
{
Warning("Attempt to update inventory position failure: %s.\n", "could not find matching item ID");
return;
}
if ( !pInventory->GetSOCDataForItem( ulItemID ) )
{
Warning("Attempt to update inventory position failure: %s\n", "could not find SOC data for item");
return;
}
// In the incredibly rare case where the GC crashed while sorting our backpack, we won't have gotten
// a k_EMsgGCBackpackSortFinished message. Assume that if we're requesting a manual move of an item, we're not sorting anymore.
m_bInBackpackSort = false;
// TF has multiple ways of using the inventory position bits. For all inventory positions moving forward, assume
// they're in the new format.
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
if ( unNewInventoryPos != 0 )
{
unNewInventoryPos |= kBackendPosition_NewFormat;
}
#endif // defined(TF_CLIENT_DLL) || defined(TF_DLL)
// Queue a message to be sent to the GC
CMsgSetItemPositions_ItemPosition *pMsg = m_msgPendingSetItemPositions.add_item_positions();
pMsg->set_item_id( ulItemID );
pMsg->set_position( unNewInventoryPos );
}
void CInventoryManager::Update( float frametime )
{
// Check if we have any pending item position changes that we need to flush out
if ( m_msgPendingSetItemPositions.item_positions_size() > 0 )
{
// !KLUDGE! It would be nice if we could just send this in one line instead of making a copy
CProtoBufMsg<CMsgSetItemPositions> msg( k_EMsgGCSetItemPositions );
msg.Body() = m_msgPendingSetItemPositions;
GCClientSystem()->BSendMessage( msg );
m_msgPendingSetItemPositions.Clear();
}
// Check if we have any pending account lookups to batch up
if ( m_msgPendingLookupAccountNames.accountids_size() > 0 )
{
// !KLUDGE! It would be nice if we could just send this in one line instead of making a copy
CProtoBufMsg< CMsgLookupMultipleAccountNames > msg( k_EMsgGCLookupMultipleAccountNames );
msg.Body() = m_msgPendingLookupAccountNames;
GCClientSystem()->BSendMessage( msg );
m_msgPendingLookupAccountNames.Clear();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::UpdateInventoryEquippedState( CPlayerInventory *pInventory, uint64 ulItemID, equipped_class_t unClass, equipped_slot_t unSlot )
{
// passing in INVALID_ITEM_ID means "unequip from this slot"
if ( ulItemID != INVALID_ITEM_ID )
{
if ( !pInventory->GetInventoryItemByItemID( ulItemID ) )
{
//Warning("Attempt to update equipped state failure: %s.\n", "could not find matching item ID");
return;
}
if ( !pInventory->GetSOCDataForItem( ulItemID ) )
{
//Warning("Attempt to update equipped state failure: %s\n", "could not find SOC data for item");
return;
}
}
CProtoBufMsg<CMsgAdjustItemEquippedState> msg( k_EMsgGCAdjustItemEquippedState );
msg.Body().set_item_id( ulItemID );
msg.Body().set_new_class( unClass );
msg.Body().set_new_slot( unSlot );
GCClientSystem()->BSendMessage( msg );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CInventoryManager::ShowItemsPickedUp( bool bForce, bool bReturnToGame, bool bNoPanel )
{
CPlayerInventory *pLocalInv = GetLocalInventory();
if ( !pLocalInv )
return false;
// Don't bring it up if we're already browsing something in the gameUI
vgui::VPANEL gameuiPanel = enginevgui->GetPanel( PANEL_GAMEUIDLL );
if ( !bForce && vgui::ipanel()->IsVisible( gameuiPanel ) )
return false;
CUtlVector<CEconItemView*> aItemsFound;
// Go through the root inventory and find any items that are in the "found" position
int iCount = pLocalInv->GetItemCount();
for ( int i = 0; i < iCount; i++ )
{
CEconItemView *pTmp = pLocalInv->GetItem(i);
if ( !pTmp )
continue;
if ( pTmp->GetStaticData()->IsHidden() )
continue;
uint32 iPosition = pTmp->GetInventoryPosition();
if ( IsUnacknowledged(iPosition) == false )
continue;
if ( GetBackpackPositionFromBackend(iPosition) != 0 )
continue;
// Now make sure we haven't got a clientside saved ack for this item.
// This makes sure we don't show multiple pickups for items that we've found,
// but haven't been able to move out of unack'd position due to the GC being unavailable.
if ( HasBeenAckedByClient( pTmp ) )
continue;
aItemsFound.AddToTail( pTmp );
}
if ( !aItemsFound.Count() )
return CheckForRoomAndForceDiscard();
// We're not forcing the player to make room yet. Just show the pickup panel.
CItemPickupPanel *pItemPanel = bNoPanel ? NULL : EconUI()->OpenItemPickupPanel();
if ( pItemPanel )
{
pItemPanel->SetReturnToGame( bReturnToGame );
}
for ( int i = 0; i < aItemsFound.Count(); i++ )
{
if ( pItemPanel )
{
pItemPanel->AddItem( aItemsFound[i] );
}
else
{
AcknowledgeItem( aItemsFound[i] );
}
}
if ( pItemPanel )
{
pItemPanel->MoveToFront();
}
else
{
SaveAckFile();
}
aItemsFound.Purge();
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CInventoryManager::CheckForRoomAndForceDiscard( void )
{
CPlayerInventory *pLocalInv = GetLocalInventory();
if ( !pLocalInv )
return false;
// Go through the inventory and attempt to move any items outside the backpack into valid positions.
// Remember the first item that we failed to move, so we can force a discard later.
CEconItemView *pItem = NULL;
const int iMaxItems = pLocalInv->GetMaxItemCount();
int iCount = pLocalInv->GetItemCount();
for ( int i = 0; i < iCount; i++ )
{
CEconItemView *pTmp = pLocalInv->GetItem(i);
if ( !pTmp )
continue;
if ( pTmp->GetStaticData()->IsHidden() )
continue;
uint32 iPosition = pTmp->GetInventoryPosition();
if ( IsUnacknowledged(iPosition) || GetBackpackPositionFromBackend(iPosition) > iMaxItems )
{
if ( !SetItemBackpackPosition( pTmp, 0, false, false ) )
{
pItem = pTmp;
break;
}
}
}
// If we're not over the limit, we're done.
if ( ( iCount - m_iPredictedDiscards ) <= iMaxItems )
return false;
if ( !pItem )
return false;
// We're forcing the player to make room for items he's found. Bring up that panel with the first item over the limit.
CItemDiscardPanel *pDiscardPanel = EconUI()->OpenItemDiscardPanel();
pDiscardPanel->SetItem( pItem );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Client Acknowledges an item and moves it in to the backpack
//-----------------------------------------------------------------------------
void CInventoryManager::AcknowledgeItem ( CEconItemView *pItem, bool bMoveToBackpack /* = true */ )
{
SetAckedByClient( pItem );
int iMethod = GetUnacknowledgedReason( pItem->GetInventoryPosition() ) - 1;
if ( iMethod >= ARRAYSIZE( g_pszItemPickupMethodStringsUnloc ) || iMethod < 0 )
iMethod = 0;
EconUI()->Gamestats_ItemTransaction( IE_ITEM_RECEIVED, pItem, g_pszItemPickupMethodStringsUnloc[iMethod] );
// Then move it to the first empty backpack position
if ( bMoveToBackpack )
{
SetItemBackpackPosition( pItem, 0, false, true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEconItemView *CInventoryManager::GetItemByBackpackPosition( int iBackpackPosition )
{
CPlayerInventory *pInventory = GetLocalInventory();
if ( !pInventory )
return NULL;
// Backpack positions start from 1
Assert( iBackpackPosition > 0 && iBackpackPosition <= pInventory->GetMaxItemCount() );
for ( int i = 0; i < pInventory->GetItemCount(); i++ )
{
CEconItemView *pItem = pInventory->GetItem(i);
if ( GetBackpackPositionFromBackend( pItem->GetInventoryPosition() ) == iBackpackPosition )
return pItem;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CInventoryManager::HasBeenAckedByClient( CEconItemView *pItem )
{
return ( GetAckKeyForItem( pItem ) != NULL );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::SetAckedByClient( CEconItemView *pItem )
{
VerifyAckFileLoaded();
static char szTmp[128];
Q_snprintf( szTmp, sizeof(szTmp), "%llu", pItem->GetItemID() );
m_pkvItemClientAckFile->SetInt( szTmp, 1 );
m_bClientAckDirty = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::SetAckedByGC( CEconItemView *pItem, bool bSave )
{
KeyValues *pkvItem = GetAckKeyForItem( pItem );
if ( pkvItem )
{
m_pkvItemClientAckFile->RemoveSubKey( pkvItem );
pkvItem->deleteThis();
m_bClientAckDirty = true;
if ( bSave )
{
SaveAckFile();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
KeyValues *CInventoryManager::GetAckKeyForItem( CEconItemView *pItem )
{
VerifyAckFileLoaded();
static char szTmp[128];
Q_snprintf( szTmp, sizeof(szTmp), "%llu", pItem->GetItemID() );
return m_pkvItemClientAckFile->FindKey( szTmp );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::VerifyAckFileLoaded( void )
{
if ( m_pkvItemClientAckFile )
return;
m_pkvItemClientAckFile = new KeyValues( ITEM_CLIENTACK_FILE );
ISteamRemoteStorage *pRemoteStorage = SteamClient()?(ISteamRemoteStorage *)SteamClient()->GetISteamGenericInterface(
SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), STEAMREMOTESTORAGE_INTERFACE_VERSION ):NULL;
if ( pRemoteStorage )
{
if ( pRemoteStorage->FileExists(ITEM_CLIENTACK_FILE) )
{
int32 nFileSize = pRemoteStorage->GetFileSize( ITEM_CLIENTACK_FILE );
if ( nFileSize > 0 )
{
CUtlBuffer buf( 0, nFileSize );
if ( pRemoteStorage->FileRead( ITEM_CLIENTACK_FILE, buf.Base(), nFileSize ) == nFileSize )
{
buf.SeekPut( CUtlBuffer::SEEK_HEAD, nFileSize );
m_pkvItemClientAckFile->ReadAsBinary( buf );
#ifdef _DEBUG
if ( item_debug_clientacks.GetBool() )
{
m_pkvItemClientAckFile->SaveToFile( g_pFullFileSystem, "cfg/tmp_readack.txt", "MOD" );
}
#endif
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Clean up any item references that we no longer have items for.
// This ensures that if we delete an item on the backend, we remove it from the ack file.
//-----------------------------------------------------------------------------
void CInventoryManager::CleanAckFile( void )
{
CPlayerInventory *pInventory = InventoryManager()->GetLocalInventory();
if ( !pInventory )
return;
if ( !pInventory->RetrievedInventoryFromSteam() )
return;
if ( m_pkvItemClientAckFile )
{
KeyValues *pKVItem = m_pkvItemClientAckFile->GetFirstSubKey();
while ( pKVItem != NULL )
{
itemid_t ulID = (itemid_t)Q_atoi64( pKVItem->GetName() );
if ( pInventory->GetInventoryItemByItemID(ulID) == NULL )
{
KeyValues *pTmp = pKVItem->GetNextKey();
m_pkvItemClientAckFile->RemoveSubKey( pKVItem );
pKVItem->deleteThis();
m_bClientAckDirty = true;
pKVItem = pTmp;
}
else
{
pKVItem = pKVItem->GetNextKey();
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInventoryManager::SaveAckFile( void )
{
if ( !m_bClientAckDirty )
return;
m_bClientAckDirty = false;
ISteamRemoteStorage *pRemoteStorage = SteamClient()?(ISteamRemoteStorage *)SteamClient()->GetISteamGenericInterface(
SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), STEAMREMOTESTORAGE_INTERFACE_VERSION ):NULL;
if ( pRemoteStorage )
{
CUtlBuffer buf;
m_pkvItemClientAckFile->WriteAsBinary( buf );
pRemoteStorage->FileWrite( ITEM_CLIENTACK_FILE, buf.Base(), buf.TellPut() );
#ifdef _DEBUG
if ( item_debug_clientacks.GetBool() )
{
m_pkvItemClientAckFile->SaveToFile( g_pFullFileSystem, "cfg/tmp_saveack.txt", "MOD" );
}
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose: GC sent name of account down
//-----------------------------------------------------------------------------
class CGCLookupAccountNameResponse : public GCSDK::CGCClientJob
{
public:
CGCLookupAccountNameResponse( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {}
virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket )
{
GCSDK::CGCMsg<MsgGCLookupAccountNameResponse_t> msg( pNetPacket );
CUtlString playerName;
if ( msg.BReadStr( &playerName ) )
{
InventoryManager()->PersonaName_Store( msg.Body().m_unAccountID, playerName.Get() );
}
return true;
}
};
GC_REG_JOB( GCSDK::CGCClient, CGCLookupAccountNameResponse, "CGCLookupAccountNameResponse", k_EMsgGCLookupAccountNameResponse, GCSDK::k_EServerTypeGCClient );
class CGCLookupMultipleAccountsNameResponse : public GCSDK::CGCClientJob
{
public:
CGCLookupMultipleAccountsNameResponse( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {}
virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket )
{
CProtoBufMsg<CMsgLookupMultipleAccountNamesResponse> msg( pNetPacket );
for ( int i = 0 ; i < msg.Body().accounts_size() ; ++i )
{
const CMsgLookupMultipleAccountNamesResponse_Account &account = msg.Body().accounts( i );
InventoryManager()->PersonaName_Store( account.accountid(), account.persona().c_str() );
}
return true;
}
};
GC_REG_JOB( GCSDK::CGCClient, CGCLookupMultipleAccountsNameResponse, "CGCLookupMultipleAccountsNameResponse", k_EMsgGCLookupMultipleAccountNamesResponse, GCSDK::k_EServerTypeGCClient );
void CInventoryManager::PersonaName_Precache( uint32 unAccountID )
{
const char *pszName = PersonaName_Get( unAccountID );
if ( pszName == NULL )
{
// Queue request name from GC
m_msgPendingLookupAccountNames.add_accountids( unAccountID );
// insert empty string so we don't ask again
m_mapPersonaNamesCache.Insert( unAccountID, "" );
}
}
const char *CInventoryManager::PersonaName_Get( uint32 unAccountID )
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
// First ask Steam if this is one of friends -- if so we can get an up-to-date persona name.
{
const char *pszName = NULL;
if ( steamapicontext && steamapicontext->SteamUser() && steamapicontext->SteamFriends() )
{
CSteamID steamID = steamapicontext->SteamUser()->GetSteamID();
steamID.SetAccountID( unAccountID );
uint64 u64AccountId = steamID.ConvertToUint64();
// We're covering three states here:
// 1. We've never asked before. We need to queue up a RequestUserInformation.
// 2. We've asked before, and we haven't heard back yet
// 3. We've asked before, we heard back. Don't re-request user information.
auto index = m_personaNameRequests.Find( u64AccountId );
if ( !m_personaNameRequests.IsValidIndex( index ) )
{
// This is case 1--we've never asked before.
// If RequestUserInformation returns false, the information is already available.
// Otherwise, it will arrive later and we need to rebuild the description at that time.
if ( !steamapicontext->SteamFriends()->RequestUserInformation( steamID, true ) )
{
pszName = steamapicontext->SteamFriends()->GetFriendPersonaName( steamID );
Assert( pszName ); // Guaranteed by the steam api
if ( Q_strncmp( pszName, "[unknown]", ARRAYSIZE( "[unknown]" ) ) != 0 )
{
m_mapPersonaNamesCache.InsertOrReplace( unAccountID, pszName );
return pszName;
}
}
else
{
// This is case 2, we've asked above.
m_personaNameRequests.Insert( u64AccountId, false );
}
}
else
{
if ( m_personaNameRequests[ index ] )
{
// This is case 3.
pszName = steamapicontext->SteamFriends()->GetFriendPersonaName( steamID );
Assert( pszName ); // Guaranteed by the steam api
if ( Q_strncmp( pszName, "[unknown]", ARRAYSIZE( "[unknown]" ) ) != 0 )
{
m_mapPersonaNamesCache.InsertOrReplace( unAccountID, pszName );
return pszName;
}
}
}
}
}
// If that didn't work, ask the server we're playing on if they know this account ID.
CBasePlayer *pPlayer = GetPlayerByAccountID( unAccountID );
if ( pPlayer )
{
const char *pszPlayerName = pPlayer->GetPlayerName();
if ( pszPlayerName )
{
m_mapPersonaNamesCache.InsertOrReplace( unAccountID, pszPlayerName );
return pszPlayerName;
}
}
// If *that* didn't work, look in our cache populated by the GC (or the above paths). This
// might be out of date but it's better than nothing.
int idx = m_mapPersonaNamesCache.Find( unAccountID );
if ( m_mapPersonaNamesCache.IsValidIndex( idx ) )
{
return m_mapPersonaNamesCache[idx].Get();
}
return "[unknown]";
}
void CInventoryManager::PersonaName_Store( uint32 unAccountID, const char *pPersonaName )
{
m_mapPersonaNamesCache.InsertOrReplace( unAccountID, pPersonaName );
}
#endif // CLIENT_DLL
//=======================================================================================================================
// PLAYER INVENTORY
//=======================================================================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPlayerInventory::CPlayerInventory( void )
{
m_bGotItemsFromSteam = false;
m_iPendingRequests = 0;
m_aInventoryItems.Purge();
m_pSOCache = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPlayerInventory::~CPlayerInventory()
{
FOR_EACH_VEC( m_vecItemHandles, i )
{
m_vecItemHandles[ i ]->InventoryIsBeingDeleted();
}
m_vecItemHandles.Purge();
if ( m_iPendingRequests )
{
InventoryManager()->RemovePendingRequest( &m_OwnerID );
m_iPendingRequests = 0;
}
SOClear();
InventoryManager()->DeregisterInventory( this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerInventory::SOClear()
{
if ( m_OwnerID.IsValid() )
{
CGCClientSystem *pClientSystem = GCClientSystem();
Assert ( pClientSystem != NULL );
if ( pClientSystem != NULL )
{
CGCClient *pClient = pClientSystem->GetGCClient();
Assert ( pClient != NULL );
pClient->RemoveSOCacheListener( m_OwnerID, this );
}
}
// Somebody registered as a listener through us, but now our Steam ID
// is changing? This is bad news.
Assert( m_vecListeners.Count() == 0 );
while ( m_vecListeners.Count() > 0 )
{
RemoveListener( m_vecListeners[0] );
}
// If we were subscribed, we should have gotten our unsubscribe message,
// and that should have cleared the pointer
Assert( m_pSOCache == NULL);
m_pSOCache = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerInventory::AddItemHandle( CEconItemViewHandle* pHandle )
{
FOR_EACH_VEC( m_vecItemHandles, i )
{
if ( m_vecItemHandles[ i ] == pHandle )
{
Assert( !"Item handle already in list to track!" );
return;
}
}
m_vecItemHandles.AddToTail( pHandle );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerInventory::RemoveItemHandle( CEconItemViewHandle* pHandle )
{
FOR_EACH_VEC( m_vecItemHandles, i )
{
if ( m_vecItemHandles[ i ] == pHandle )
{
m_vecItemHandles.Remove( i );
return;
}
}
Assert( !"Could not find item handle to remove!" );
}
void CPlayerInventory::Clear()
{
SOClear();
m_OwnerID = CSteamID();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerInventory::RequestInventory( CSteamID pSteamID )
{
// Make sure we don't already have somebody else's stuff
// on hand
if ( m_OwnerID != pSteamID )
SOClear();
// Remember whose inventory we're looking at
m_OwnerID = pSteamID;
// SteamID must be valid
if ( !m_OwnerID.IsValid() || !m_OwnerID.BIndividualAccount() )
{
Assert( m_OwnerID.IsValid() );
Assert( m_OwnerID.BIndividualAccount() );
return;
}
// If we don't already have an SO cache, then ask the GC for one,
// and start listening to it. We will receive our "subscribed" message
// when the data is valid
GCClientSystem()->GetGCClient()->AddSOCacheListener( m_OwnerID, this );
}
void CPlayerInventory::AddListener( GCSDK::ISharedObjectListener *pListener )
{
Assert( m_OwnerID.IsValid() );
if ( m_vecListeners.Find( pListener ) < 0 )
{
m_vecListeners.AddToTail( pListener );
GCClientSystem()->GetGCClient()->AddSOCacheListener( m_OwnerID, pListener );
}
}
void CPlayerInventory::RemoveListener( GCSDK::ISharedObjectListener *pListener )
{
if ( m_OwnerID.IsValid() )
{
m_vecListeners.FindAndFastRemove( pListener );
GCClientSystem()->GetGCClient()->RemoveSOCacheListener( m_OwnerID, pListener );
}
else
{
Assert( m_vecListeners.Count() == 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Helper function to add a new item for a econ item
//-----------------------------------------------------------------------------
bool CPlayerInventory::AddEconItem( CEconItem * pItem, bool bUpdateAckFile, bool bWriteAckFile, bool bCheckForNewItems )
{
CEconItemView newItem;
if( !FilloutItemFromEconItem( &newItem, pItem ) )
{
return false;
}
int iIdx = m_aInventoryItems.Insert( newItem );
DirtyItemHandles();
ItemHasBeenUpdated( &m_aInventoryItems[iIdx], bUpdateAckFile, bWriteAckFile );
#ifdef CLIENT_DLL
if ( bCheckForNewItems && InventoryManager()->GetLocalInventory() == this )
{
bool bNotify = IsUnacknowledged( pItem->GetInventoryToken() );
// ignore Halloween drops
bNotify &= pItem->GetOrigin() != kEconItemOrigin_HalloweenDrop;
// only notify for specific reasons
unacknowledged_item_inventory_positions_t reason = GetUnacknowledgedReason( pItem->GetInventoryToken() );
switch ( reason )
{
case UNACK_ITEM_UNKNOWN:
case UNACK_ITEM_DROPPED:
case UNACK_ITEM_SUPPORT:
case UNACK_ITEM_EARNED:
case UNACK_ITEM_REFUNDED:
case UNACK_ITEM_COLLECTION_REWARD:
case UNACK_ITEM_TRADED:
case UNACK_ITEM_GIFTED:
case UNACK_ITEM_QUEST_LOANER:
case UNACK_ITEM_VIRAL_COMPETITIVE_BETA_PASS_SPREAD:
break;
default:
bNotify = false;
break;
}
if ( bNotify && !pItem->GetItemDefinition()->IsHidden() )
{
OnHasNewItems();
}
}
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Creates a script item and associates it with this econ item
//-----------------------------------------------------------------------------
void CPlayerInventory::SOCreated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent )
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
if( pObject->GetTypeID() != CEconItem::k_nTypeID )
return;
Assert( steamIDOwner == m_OwnerID );
if ( steamIDOwner != m_OwnerID )
return;
// We shouldn't get these notifications unless we're subscribed, right?
if ( m_pSOCache == NULL)
{
Assert( m_pSOCache );
return;
}
// Don't bother unless it's an incremental notification.
// For mass updates, we'll do everything more efficiently in one place
if ( eEvent != GCSDK::eSOCacheEvent_Incremental )
{
Assert( eEvent == GCSDK::eSOCacheEvent_Subscribed || eEvent == GCSDK::eSOCacheEvent_Resubscribed || eEvent == GCSDK::eSOCacheEvent_ListenerAdded );
return;
}
CEconItem *pItem = (CEconItem *)pObject;
AddEconItem( pItem, true, true, true );
SendInventoryUpdateEvent();
}
//-----------------------------------------------------------------------------
// Purpose: Updates the script item associated with this econ item
//-----------------------------------------------------------------------------
void CPlayerInventory::SOUpdated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent )
{
if( pObject->GetTypeID() != CEconItem::k_nTypeID )
return;
Assert( steamIDOwner == m_OwnerID );
if ( steamIDOwner != m_OwnerID )
return;
// We shouldn't get these notifications unless we're subscribed, right?
if ( m_pSOCache == NULL)
{
Assert( m_pSOCache );
return;
}
// Don't bother unless it's an incremental notification.
// For mass updates, we'll do everything more efficiently in one place
if ( eEvent != GCSDK::eSOCacheEvent_Incremental )
{
Assert( eEvent == GCSDK::eSOCacheEvent_Subscribed || eEvent == GCSDK::eSOCacheEvent_Resubscribed );
return;
}
CEconItem *pEconItem = (CEconItem *)pObject;
bool bChanged = false;
CEconItemView *pScriptItem = GetInventoryItemByItemID( pEconItem->GetItemID() );
if ( pScriptItem )
{
if ( FilloutItemFromEconItem( pScriptItem, pEconItem ) )
{
ItemHasBeenUpdated( pScriptItem, false, false );
}
bChanged = true;
}
else
{
// The item isn't in this inventory right now. But it may need to be
// after the update, so try adding it and see if the inventory wants it.
bChanged = AddEconItem( pEconItem, false, false, false );
}
if ( bChanged )
{
ResortInventory();
DirtyItemHandles();
#ifdef CLIENT_DLL
// Client doesn't update inventory while items are moving in a backpack sort. Does it once at the sort end instead.
if ( !InventoryManager()->IsInBackpackSort() )
#endif
{
SendInventoryUpdateEvent();
}
#ifdef _DEBUG
if ( item_inventory_debug.GetBool() )
{
DumpInventoryToConsole( true );
}
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose: Removes the script item associated with this econ item
//-----------------------------------------------------------------------------
void CPlayerInventory::SODestroyed( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent )
{
if( pObject->GetTypeID() != CEconItem::k_nTypeID )
return;
Assert( steamIDOwner == m_OwnerID );
if ( steamIDOwner != m_OwnerID )
return;
// We shouldn't get these notifications unless we're subscribed, right?
if ( m_pSOCache == NULL)
{
Assert( m_pSOCache );
return;
}
// Don't bother unless it's an incremental notification.
// For mass updates, we'll do everything more efficiently in one place
if ( eEvent != GCSDK::eSOCacheEvent_Incremental )
{
Assert( eEvent == GCSDK::eSOCacheEvent_Subscribed || eEvent == GCSDK::eSOCacheEvent_Resubscribed );
return;
}
CEconItem *pEconItem = (CEconItem *)pObject;
RemoveItem( pEconItem->GetItemID() );
#ifdef CLIENT_DLL
InventoryManager()->OnItemDeleted( this );
#endif
SendInventoryUpdateEvent();
}
//-----------------------------------------------------------------------------
// Purpose: This is our initial notification that this cache has been received
// from the server.
//-----------------------------------------------------------------------------
void CPlayerInventory::SOCacheSubscribed( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent )
{
// Make sure we expect notifications about this guy
Assert( steamIDOwner == m_OwnerID );
if ( steamIDOwner != m_OwnerID )
return;
#ifdef _DEBUG
Msg("CPlayerInventory::SOCacheSubscribed\n");
#endif
// Clear our old inventory
m_aInventoryItems.Purge();
DirtyItemHandles();
// Locate the cache that was just subscribed to
m_pSOCache = GCClientSystem()->GetSOCache( m_OwnerID );
if ( m_pSOCache == NULL )
{
Assert( m_pSOCache != NULL );
return;
}
// add all the items already in the inventory
CSharedObjectTypeCache *pTypeCache = m_pSOCache->FindTypeCache( CEconItem::k_nTypeID );
if( pTypeCache )
{
for( uint32 unItem = 0; unItem < pTypeCache->GetCount(); unItem++ )
{
CEconItem *pItem = (CEconItem *)pTypeCache->GetObject( unItem );
AddEconItem(pItem, true, false, true );
}
}
m_bGotItemsFromSteam = true;
#ifdef CLIENT_DLL
if ( InventoryManager()->GetLocalInventory() == this )
{
// Only validate the local player inventory
ValidateInventoryPositions();
// tell the entire client that we're 'connected' to the GC now
CInventoryManager::SendGCConnectedEvent();
}
#endif
ResortInventory();
#ifdef CLIENT_DLL
// Now that we've read all the items in, write out the ack file (only if we're the local inventory)
if ( InventoryManager()->GetLocalInventory() == this )
{
InventoryManager()->CleanAckFile();
InventoryManager()->SaveAckFile();
}
#endif
}
bool CInventoryManager::IsValidPlayerClass( equipped_class_t unClass )
{
const bool bResult = ItemSystem()->GetItemSchema()->IsValidClass( unClass );
AssertMsg( bResult, "Invalid player class!" );
return bResult;
}
//-----------------------------------------------------------------------------
// Purpose: Removes the script item associated with this econ item
//-----------------------------------------------------------------------------
void CPlayerInventory::ValidateInventoryPositions( void )
{
#ifdef TF2
if ( engine->GetAppID() == 520 )
{
TFInventoryManager()->DeleteUnknowns( this );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerInventory::ItemHasBeenUpdated( CEconItemView *pItem, bool bUpdateAckFile, bool bWriteAckFile )
{
#ifdef CLIENT_DLL
// Handle the clientside ack file
if ( bUpdateAckFile && !IsUnacknowledged(pItem->GetInventoryPosition()) )
{
if ( InventoryManager()->GetLocalInventory() == this )
{
InventoryManager()->SetAckedByGC( pItem, bWriteAckFile );
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerInventory::SOCacheUnsubscribed( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent )
{
m_pSOCache = NULL;
m_bGotItemsFromSteam = false;
m_aInventoryItems.Purge();
DirtyItemHandles();
}
//-----------------------------------------------------------------------------
// Purpose: On the client this sends the "inventory_updated" event. On the server
// it does nothing.
//-----------------------------------------------------------------------------
void CPlayerInventory::SendInventoryUpdateEvent()
{
#ifdef CLIENT_DLL
if( InventoryManager()->GetLocalInventory() == this )
{
IGameEvent *event = gameeventmanager->CreateEvent( "inventory_updated" );
if ( event )
{
gameeventmanager->FireEventClientSide( event );
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Fills out all the fields in the script item based on what's in the
// econ item
//-----------------------------------------------------------------------------
bool CPlayerInventory::FilloutItemFromEconItem( CEconItemView *pScriptItem, CEconItem *pEconItem )
{
// We need to detect the case where items have been updated & moved bags / positions.
uint32 iOldPos = pScriptItem->GetInventoryPosition();
bool bWasInThisBag = ItemShouldBeIncluded( iOldPos );
// Ignore items that this inventory doesn't care about
if ( !ItemShouldBeIncluded( pEconItem->GetInventoryToken() ) )
{
// The item has been moved out of this bag. Ensure our derived inventory classes know.
if ( bWasInThisBag )
{
// We need to update it before it's removed.
ItemHasBeenUpdated( pScriptItem, false, false );
RemoveItem( pEconItem->GetItemID() );
}
return false;
}
pScriptItem->Init( pEconItem->GetDefinitionIndex(), pEconItem->GetQuality(), pEconItem->GetItemLevel(), pEconItem->GetAccountID() );
if ( !pScriptItem->IsValid() )
return false;
pScriptItem->SetItemID( pEconItem->GetItemID() );
pScriptItem->SetInventoryPosition( pEconItem->GetInventoryToken() );
OnItemChangedPosition( pScriptItem, iOldPos );
#if BUILD_ITEM_NAME_AND_DESC
// Precache account names if we have any. We do this way in advance of any code that might
// use it (ie., description text building) so that by the time we try that we already have
// the data setup.
//
// We don't worry about yielding here because this inventory code only runs on game
// clients/servers, not the GC.
CSteamAccountIDAttributeCollector AccountIDCollector;
pEconItem->IterateAttributes( &AccountIDCollector );
FOR_EACH_VEC( AccountIDCollector.GetAccountIDs(), i )
{
InventoryManager()->PersonaName_Precache( (AccountIDCollector.GetAccountIDs())[i] );
}
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerInventory::DumpInventoryToConsole( bool bRoot )
{
if ( bRoot )
{
#ifdef CLIENT_DLL
Msg("(CLIENT) Inventory:\n");
#else
Msg("(SERVER) Inventory for account (%d):\n", m_OwnerID.GetAccountID() );
#endif
Msg(" Version: %llu:\n", m_pSOCache ? m_pSOCache->GetVersion() : -1 );
}
int iCount = m_aInventoryItems.Count();
Msg(" Num items: %d\n", iCount );
for ( int i = 0; i < iCount; i++ )
{
Msg(" %s (ID %llu)\n", m_aInventoryItems[i].GetStaticData()->GetDefinitionName(), m_aInventoryItems[i].GetItemID() );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerInventory::RemoveItem( itemid_t iItemID )
{
int iIndex;
CEconItemView *pItem = GetInventoryItemByItemID( iItemID, &iIndex );
if ( pItem )
{
ItemIsBeingRemoved( pItem );
FOR_EACH_VEC( m_vecItemHandles, i )
{
m_vecItemHandles[ i ]->MarkDirty();
m_vecItemHandles[ i ]->ItemIsBeingDeleted( pItem );
}
m_aInventoryItems.Remove(iIndex);
#ifdef _DEBUG
if ( item_inventory_debug.GetBool() )
{
DumpInventoryToConsole( true );
}
#endif
}
// Don't need to resort because items will still be in order
}
//-----------------------------------------------------------------------------
// Purpose: Finds the item in our inventory that matches the specified global index
//-----------------------------------------------------------------------------
CEconItemView *CPlayerInventory::GetInventoryItemByItemID( itemid_t iIndex, int *pIndex )
{
int iCount = m_aInventoryItems.Count();
for ( int i = 0; i < iCount; i++ )
{
if ( m_aInventoryItems[i].GetItemID() == iIndex )
{
if ( pIndex )
{
*pIndex = i;
}
return &m_aInventoryItems[i];
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Finds the item in our inventory that matches the specified global original id
//-----------------------------------------------------------------------------
CEconItemView *CPlayerInventory::GetInventoryItemByOriginalID( itemid_t iOriginalID, int *pIndex /*= NULL*/ )
{
int iCount = m_aInventoryItems.Count();
for ( int i = 0; i < iCount; i++ )
{
CEconItem *pItem = m_aInventoryItems[i].GetSOCData();
if ( pItem && pItem->GetOriginalID() == iOriginalID )
{
if ( pIndex )
{
*pIndex = i;
}
return &m_aInventoryItems[i];
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Finds the item in our inventory in the specified position
//-----------------------------------------------------------------------------
CEconItemView *CPlayerInventory::GetItemByPosition( int iPosition, int *pIndex )
{
int iCount = m_aInventoryItems.Count();
for ( int i = 0; i < iCount; i++ )
{
if ( m_aInventoryItems[i].GetInventoryPosition() == (unsigned int)iPosition )
{
if ( pIndex )
{
*pIndex = i;
}
return &m_aInventoryItems[i];
}
}
return NULL;
}
// Finds the first item in our backpack with match itemdef
//-----------------------------------------------------------------------------
CEconItemView *CPlayerInventory::FindFirstItembyItemDef( item_definition_index_t iItemDef )
{
int iCount = m_aInventoryItems.Count();
for ( int i = 0; i < iCount; i++ )
{
//GetItemDefIndex()
if ( m_aInventoryItems[i].GetItemDefIndex() == iItemDef )
{
return &m_aInventoryItems[i];
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Get the index for the item in our inventory utlvector
//-----------------------------------------------------------------------------
int CPlayerInventory::GetIndexForItem( CEconItemView *pItem )
{
int iCount = m_aInventoryItems.Count();
for ( int i = 0; i < iCount; i++ )
{
if ( m_aInventoryItems[i].GetItemID() == pItem->GetItemID() )
return i;
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose: Dirty all the item handles that are registered with us
//-----------------------------------------------------------------------------
void CPlayerInventory::DirtyItemHandles()
{
FOR_EACH_VEC( m_vecItemHandles, i )
{
m_vecItemHandles[ i ]->MarkDirty();
}
}
//-----------------------------------------------------------------------------
// Purpose: Get the item object cache data for the specified item
//-----------------------------------------------------------------------------
CEconItem *CPlayerInventory::GetSOCDataForItem( itemid_t iItemID )
{
if ( !m_pSOCache )
return NULL;
CEconItem soIndex;
soIndex.SetItemID( iItemID );
return (CEconItem *)m_pSOCache->FindSharedObject( soIndex );
}
#if defined (_DEBUG) && defined(CLIENT_DLL)
CON_COMMAND_F( item_deleteall, "WARNING: Removes all of the items in your inventory.", FCVAR_CHEAT )
{
CPlayerInventory *pInventory = InventoryManager()->GetLocalInventory();
if ( !pInventory )
return;
int iCount = pInventory->GetItemCount();
for ( int i = 0; i < iCount; i++ )
{
CEconItemView *pItem = pInventory->GetItem(i);
if ( pItem )
{
InventoryManager()->DropItem( pItem->GetItemID() );
}
}
InventoryManager()->UpdateLocalInventory();
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPlayerInventory::GetRecipeCount() const
{
const CUtlMap<int, CEconCraftingRecipeDefinition *, int>& mapRecipes = ItemSystem()->GetItemSchema()->GetRecipeDefinitionMap();
return mapRecipes.Count();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const CEconCraftingRecipeDefinition *CPlayerInventory::GetRecipeDef( int iIndex )
{
if ( !m_pSOCache )
return NULL;
if ( iIndex < 0 || iIndex >= GetRecipeCount() )
return NULL;
const CEconItemSchema::RecipeDefinitionMap_t& mapRecipes = GetItemSchema()->GetRecipeDefinitionMap();
// Store off separate index for "number of items iterated over" in case something
// deletes from the recipes map out from under us.
int j = 0;
FOR_EACH_MAP_FAST( mapRecipes, i )
{
if ( j == iIndex )
return mapRecipes[i];
j++;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const CEconCraftingRecipeDefinition *CPlayerInventory::GetRecipeDefByDefIndex( uint16 iDefIndex )
{
if ( !m_pSOCache )
return NULL;
// check always-known recipes
const CUtlMap<int, CEconCraftingRecipeDefinition *, int>& mapRecipes = ItemSystem()->GetItemSchema()->GetRecipeDefinitionMap();
int i = mapRecipes.Find( iDefIndex );
if ( i != mapRecipes.InvalidIndex() )
return mapRecipes[i];
// there are no more SO recipes
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconItemViewHandle::SetItem( CEconItemView* pItem )
{
m_pItem = pItem;
if ( pItem )
{
// Cache the item_id for lookup when our pointer gets dirtied
m_nItemID = pItem->GetItemID();
auto* pInv = InventoryManager()->GetInventoryForAccount( pItem->GetAccountID() );
Assert( pInv );
if ( m_pInv != pInv )
{
// If this is a different inventory, unsubscribe. This can happen if the
// handle gets reused
if ( m_pInv )
{
m_pInv->RemoveItemHandle( this );
}
m_pInv = pInv;
// Subscribe to the new inventory
m_pInv->AddItemHandle( this );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Return a pointer to a CEconItemView
//-----------------------------------------------------------------------------
CEconItemView* CEconItemViewHandle::Get() const
{
// If our pointer is dirty, we need to go get a new pointer
if ( m_bPointerDirty )
{
if ( m_pInv )
{
m_pItem = m_pInv->GetInventoryItemByItemID( m_nItemID );
m_bPointerDirty = false;
}
}
return m_pItem;
}
//-----------------------------------------------------------------------------
// Purpose: Unsubscribe us from future updates
//-----------------------------------------------------------------------------
CEconItemHandle::~CEconItemHandle()
{
UnsubscribeFromSOEvents();
}
//-----------------------------------------------------------------------------
// Purpose: Save a pointer to the item and register us for SOCache events
//-----------------------------------------------------------------------------
void CEconItemHandle::SetItem( CEconItem* pItem )
{
UnsubscribeFromSOEvents();
m_pItem = NULL;
m_iItemID = INVALID_ITEM_ID;
if ( pItem )
{
auto* pInv = InventoryManager()->GetInventoryForAccount( pItem->GetAccountID() );
if ( pInv )
{
m_OwnerSteamID.SetFromUint64( pInv->GetOwner().ConvertToUint64() );
GCClientSystem()->GetGCClient()->AddSOCacheListener( m_OwnerSteamID, this );
}
m_pItem = pItem;
m_iItemID = pItem->GetID();
}
}
//-----------------------------------------------------------------------------
// Purpose: Check if out item got deleted. If it did, mark our pointer as NULL
// so future dereferences will get NULL instead of a stale pointer.
//-----------------------------------------------------------------------------
void CEconItemHandle::SODestroyed( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent )
{
if( pObject->GetTypeID() != CEconItem::k_nTypeID || m_pItem == NULL )
return;
const CEconItem *pItem = (CEconItem *)pObject;
if ( m_iItemID == pItem->GetID() )
{
UnsubscribeFromSOEvents();
m_pItem = NULL;
m_iItemID = INVALID_ITEM_ID;
}
}
void CEconItemHandle::SOCreated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent )
{
if( pObject->GetTypeID() != CEconItem::k_nTypeID )
return;
CEconItem *pItem = (CEconItem *)pObject;
if ( m_iItemID == pItem->GetID() )
{
SetItem( pItem );
}
}
void CEconItemHandle::SOUpdated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent )
{
if ( pObject->GetTypeID() != CEconItem::k_nTypeID )
return;
CEconItem *pItem = (CEconItem *)pObject;
if ( m_iItemID == pItem->GetID() )
{
SetItem( pItem );
}
}
void CEconItemHandle::SOCacheUnsubscribed( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent )
{
UnsubscribeFromSOEvents();
}
void CEconItemHandle::UnsubscribeFromSOEvents()
{
if ( m_OwnerSteamID.GetAccountID() != 0 )
{
GCClientSystem()->GetGCClient()->RemoveSOCacheListener( m_OwnerSteamID, this );
}
}
#if defined( STAGING_ONLY ) || defined( _DEBUG )
#if defined(CLIENT_DLL)
CON_COMMAND_F( item_dumpinv, "Dumps the contents of a specified client inventory.", FCVAR_CHEAT )
#else
CON_COMMAND_F( item_dumpinv_sv, "Dumps the contents of a specified server inventory.", FCVAR_CHEAT )
#endif
{
#if defined(CLIENT_DLL)
CPlayerInventory *pInventory = InventoryManager()->GetLocalInventory();
#else
CSteamID steamID;
CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( UTIL_GetCommandClient() );
pPlayer->GetSteamID( &steamID );
CPlayerInventory *pInventory = InventoryManager()->GetInventoryForAccount( steamID.GetAccountID() );
#endif
if ( !pInventory )
{
Msg("No inventory found.\n");
return;
}
pInventory->DumpInventoryToConsole( true );
}
#if defined (CLIENT_DLL)
CON_COMMAND_F( item_dumpschema, "Dump the expanded schema for items to a file in sorted order suitable for diffs. Format: item_dumpschema <filename>", FCVAR_CHEAT )
{
if ( args.ArgC() != 2 )
{
Msg("Usage: item_dumpschema <filename>\n");
return;
}
if ( GetItemSchema()->DumpItems(args[1]) )
Msg("Dump complete, saved in game/tf/%s\n", args[1]);
else
Msg("Dump failed (?)\n");
}
CON_COMMAND_F( item_giveitem, "Give an item to the local player. Format: item_giveitem <item definition name> or <item def index>", FCVAR_NONE )
{
if ( !steamapicontext || !steamapicontext->SteamUser() )
{
Msg("Not connected to Steam.\n");
return;
}
CSteamID steamIDForPlayer = steamapicontext->SteamUser()->GetSteamID();
if ( !steamIDForPlayer.IsValid() )
{
Msg("Failed to find a valid steamID for the local player.\n");
return;
}
int iItemCount = args.ArgC();
for ( int i = 1; i < iItemCount; ++i )
{
// Check to see if args[1] is a number (itemdefid) and if so, translate it to actual itemname
const char *pszItemname = NULL;
if ( V_isdigit( args[i][0] ) )
{
int iDef = V_atoi( args[i] );
CEconItemDefinition *pItemDef = GetItemSchema()->GetItemDefinition( iDef );
if ( pItemDef )
{
pszItemname = pItemDef->GetItemDefinitionName();
}
}
else
{
pszItemname = args[i];
}
Msg("Sending request to generate '%s' for Local Player (%llu)\n", pszItemname, steamIDForPlayer.ConvertToUint64() );
CItemSelectionCriteria criteria;
GCSDK::CProtoBufMsg<CMsgDevNewItemRequest> msg( k_EMsgGCDev_NewItemRequest );
msg.Body().set_receiver( steamIDForPlayer.ConvertToUint64() );
criteria.SetIgnoreEnabledFlag( true );
if ( !criteria.BAddCondition( "name", k_EOperator_String_EQ, pszItemname, true ) ||
!criteria.BSerializeToMsg( *msg.Body().mutable_criteria() ) )
{
Msg("Failed to add condition and/or serialize item grant request. This is probably caused by having a string that's too long.\n" );
return;
}
GCClientSystem()->BSendMessage( msg );
}
}
CON_COMMAND_F( item_rolllootlist, "Force a loot list rool for the local player. Format: item_rolllootlist <loot list definition name>", FCVAR_NONE )
{
if ( !steamapicontext || !steamapicontext->SteamUser() )
{
Msg("Not connected to Steam.\n");
return;
}
CSteamID steamIDForPlayer = steamapicontext->SteamUser()->GetSteamID();
if ( !steamIDForPlayer.IsValid() )
{
Msg("Failed to find a valid steamID for the local player.\n");
return;
}
Msg("Sending request to roll '%s' for Local Player (%llu)\n", args[1], steamIDForPlayer.ConvertToUint64() );
GCSDK::CProtoBufMsg<CMsgDevDebugRollLootRequest> msg( k_EMsgGCDev_DebugRollLootRequest );
msg.Body().set_receiver( steamIDForPlayer.ConvertToUint64() );
msg.Body().set_loot_list_name( args[1] );
GCClientSystem()->BSendMessage( msg );
}
#include "econ_item_description.h"
#include "localization_provider.h"
CON_COMMAND_F( item_generate_all_descriptions, "Generate full item descriptions for every item in your backpack. Meant as a code test.", FCVAR_CHEAT )
{
CPlayerInventory *pInventory = InventoryManager()->GetLocalInventory();
for ( int i = 0; i < pInventory->GetItemCount(); i++ )
{
CEconItemDescription desc;
IEconItemDescription::YieldingFillOutEconItemDescription( &desc, GLocalizationProvider(), pInventory->GetItem( i ) );
}
Msg("Done.\n");
}
#endif // CLIENT_DLL
#endif // STAGING_ONLY || _DEBUG