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 "tier1/KeyValues.h"
#include "econ_gcmessages.h"
#include "econ_item_system.h"
#include "econ_item_inventory.h"
#include "game_item_schema.h"
#include "gc_clientsystem.h"
#include "utldict.h"
#include "filesystem.h"
#include "steam/isteamhttp.h"
#if defined(CLIENT_DLL) || defined(GAME_DLL)
#include "gamestringpool.h"
#include "ihasattributes.h"
#include "tier0/icommandline.h"
#endif
#if defined(CLIENT_DLL)
#include "igameevents.h"
#endif
// FIXME FIXME FIXME
#if defined(TF_DLL) || defined(TF_CLIENT_DLL)
#include "tf_item_system.h"
#endif // defined(TF_DLL) || defined(TF_CLIENT_DLL)
#if defined (DOTA_CLIENT_DLL) || defined (DOTA_DLL)
#include "econ/dota_item_system.h"
#endif // defined (DOTA_CLIENT_DLL) || defined (DOTA_DLL)
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if ( defined( GAME_DLL ) || defined( CLIENT_DLL ) ) && ( defined( _DEBUG ) || defined( STAGING_ONLY ) )
ConVar item_debug( "item_debug", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
ConVar items_game_use_gc_copy( "items_game_use_gc_copy", "1", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_ARCHIVE, "If set, items_game.txt will be stomped by the GC." );
ConVar item_debug_validation( "item_debug_validation", "1", FCVAR_REPLICATED | FCVAR_ARCHIVE, "If set, CEconEntity::ValidateEntityAttachedToPlayer behaves as it would in release builds and also allows bot players to take the same code path as real players." );
#endif
static ConVar item_quality_chance_unique( "item_quality_chance_unique", "0.1", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Percentage chance that a random item is unique." );
static ConVar item_quality_chance_rare( "item_quality_chance_rare", "0.5", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Percentage chance that a random item is a rare." );
static ConVar item_quality_chance_common( "item_quality_chance_common", "1.0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Percentage chance that a random item is common." );
//-----------------------------------------------------------------------------
// Purpose: Get at the global item system
//-----------------------------------------------------------------------------
CEconItemSystem *ItemSystem( void )
{
static GameItemSystem_t *pSystem = NULL;
if ( !pSystem )
{
pSystem = new GameItemSystem_t();
}
return pSystem;
}
//-----------------------------------------------------------------------------
// Purpose: Global schema access, declared in game_item_schema.h
//-----------------------------------------------------------------------------
GameItemSchema_t *GetItemSchema()
{
return ItemSystem()->GetItemSchema();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEconItemSystem::CEconItemSystem( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEconItemSystem::~CEconItemSystem( void )
{
Shutdown();
}
//-----------------------------------------------------------------------------
// Purpose: Parse in our data files.
//-----------------------------------------------------------------------------
void CEconItemSystem::Init( void )
{
#if defined(USES_ECON_ITEMS)
ParseItemSchemaFile( "scripts/items/items_game.txt" );
#endif
#ifdef CLIENT_DLL
IGameEvent *event = gameeventmanager->CreateEvent( "item_schema_initialized" );
if ( event )
{
gameeventmanager->FireEventClientSide( event );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconItemSystem::Shutdown( void )
{
}
extern ConVar mp_tournament;
#ifdef GAME_DLL
ConVar mp_tournament_whitelist( "mp_tournament_whitelist", "item_whitelist.txt", FCVAR_NONE, "Specifies the item whitelist file to use." );
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconItemSystem::ReloadWhitelist( void )
{
// Default state of items depends on whether we're in tourney mode, and whether there's a whitelist
bool bDefault = true;
bool bFoundWhitelist = false;
KeyValues *pWhitelistKV = new KeyValues( "item_whitelist" );
#ifdef GAME_DLL
if ( mp_tournament.GetBool() && mp_tournament_whitelist.GetString() )
{
const char *pszWhitelistFile = mp_tournament_whitelist.GetString();
if ( pWhitelistKV->LoadFromFile( filesystem, pszWhitelistFile ) )
{
// Allow the whitelist to override the default, so they can turn it into a blacklist if they want to
bDefault = pWhitelistKV->GetBool( "unlisted_items_default_to" );
bFoundWhitelist = true;
}
else if ( pszWhitelistFile && pszWhitelistFile[0] )
{
Msg("Item Whitelist file '%s' could not be found. All items will be allowed.\n", pszWhitelistFile );
}
}
#endif
const CEconItemSchema::ItemDefinitionMap_t& mapItemDefs = m_itemSchema.GetItemDefinitionMap();
FOR_EACH_MAP_FAST( mapItemDefs, i )
{
mapItemDefs[i]->SetAllowedInMatch( bDefault );
}
// If we didn't find a file, we're done.
if ( !bFoundWhitelist )
return;
// Otherwise, go through the KVs and turn on the matching items.
Msg("Parsing item whitelist (default: %s)\n", bDefault ? "allowed" : "disallowed" );
pWhitelistKV = pWhitelistKV->GetFirstSubKey();
while ( pWhitelistKV )
{
bool bAllow = pWhitelistKV->GetBool();
const char *pszItemName = pWhitelistKV->GetName();
if ( pszItemName && pszItemName[0] && !FStrEq("unlisted_items_default_to", pszItemName) )
{
CEconItemDefinition *pItemDef = m_itemSchema.GetItemDefinitionByName( pszItemName );
if ( pItemDef )
{
pItemDef->SetAllowedInMatch( bAllow );
Msg(" -> %s '%s'\n", bAllow ? "Allowing" : "Removing", pszItemName );
}
else
{
Warning(" -> Could not find an item definition named '%s'\n", pszItemName );
}
}
pWhitelistKV = pWhitelistKV->GetNextKey();
}
Msg("Finished.\n");
}
#ifdef GAME_DLL
CON_COMMAND_F( item_show_whitelistable_definitions, "Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.", FCVAR_CHEAT )
{
Msg("Available item definitions for whitelisting:\n");
const CEconItemSchema::SortedItemDefinitionMap_t& mapItemDefs = ItemSystem()->GetItemSchema()->GetSortedItemDefinitionMap();
FOR_EACH_MAP( mapItemDefs, i )
{
const CEconItemDefinition *pItemDef = mapItemDefs[i];
if ( pItemDef && pItemDef->GetQuality() != AE_NORMAL && !pItemDef->IsHidden() )
{
Msg(" '%s'\n", pItemDef->GetDefinitionName() );
}
}
}
#endif // GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconItemSystem::ResetAttribStringCache( void )
{
const CUtlMap<int, CEconItemAttributeDefinition, int> &mapDefs = m_itemSchema.GetAttributeDefinitionMap();
FOR_EACH_MAP_FAST( mapDefs, i )
{
mapDefs[i].ClearStringCache();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconItemSystem::DecryptItemFiles( KeyValues *pKV, const char *pName )
{
char szFullName[512];
Q_snprintf(szFullName,sizeof(szFullName), "%s.ctx", pName );
FileHandle_t f = filesystem->Open( szFullName, "rb", "MOD" );
if (!f)
{
#if !defined(CSTRIKE_DLL)
Warning("No %s file found. May be unable to create items.\n", pName );
#endif // CSTRIKE_DLL
return false;
}
int fileSize = filesystem->Size(f);
char *buffer = (char*)MemAllocScratch(fileSize + 1);
Assert(buffer);
filesystem->Read(buffer, fileSize, f); // read into local buffer
buffer[fileSize] = 0; // null terminate file as EOF
filesystem->Close( f ); // close file after reading
UTIL_DecodeICE( (unsigned char*)buffer, fileSize, GetEncryptionKey() );
bool retOK = pKV->LoadFromBuffer( szFullName, buffer, filesystem );
MemFreeScratch();
if ( !retOK )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Read the specified item schema file. Init the item schema with the contents
//-----------------------------------------------------------------------------
void CEconItemSystem::ParseItemSchemaFile( const char *pFilename )
{
CUtlVector< CUtlString > vecErrors;
bool bSuccess = m_itemSchema.BInit( pFilename, "MOD", &vecErrors );
if( !bSuccess )
{
FOR_EACH_VEC( vecErrors, nError )
{
// we want this to be an Error because several
// places rely on loading a valid item schema
Error( "%s\n", vecErrors[nError].String() );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Generate a random item matching the specified criteria
//-----------------------------------------------------------------------------
item_definition_index_t CEconItemSystem::GenerateRandomItem( CItemSelectionCriteria *pCriteria, entityquality_t *outEntityQuality )
{
// First, pick a random item quality (use the one passed in first)
if ( !pCriteria->BQualitySet() )
{
pCriteria->SetQuality( GetRandomQualityForItem() );
}
pCriteria->SetIgnoreEnabledFlag( true );
// Determine which item templates match the criteria
CUtlVector<item_definition_index_t> vecMatches;
const CEconItemSchema::ItemDefinitionMap_t &mapDefs = m_itemSchema.GetItemDefinitionMap();
HackMakeValidList:
FOR_EACH_MAP_FAST( mapDefs, i )
{
if ( pCriteria->BEvaluate( mapDefs[i] ) )
{
vecMatches.AddToTail( mapDefs.Key( i ) );
}
}
// No valid items?
int iValidItems = vecMatches.Count();
if ( !iValidItems )
{
// If we were searching for a unique item, drop back to a non-unique
if ( pCriteria->GetQuality() == AE_UNIQUE )
{
pCriteria->SetQuality( GetRandomQualityForItem( true ) );
goto HackMakeValidList;
}
return INVALID_ITEM_DEF_INDEX;
}
// Choose a random match
int iChosenIdx = RandomInt( 0, (iValidItems-1) );
item_definition_index_t iChosenItem = vecMatches[iChosenIdx];
const CEconItemDefinition *pItemDef = m_itemSchema.GetItemDefinition( iChosenItem );
if ( !pItemDef )
return INVALID_ITEM_DEF_INDEX;
// If we haven't specified an entity quality, we want to use the item's specified one
if ( pCriteria->GetQuality() == AE_USE_SCRIPT_VALUE )
{
int32 iScriptQuality = pItemDef->GetQuality();
pCriteria->SetQuality( iScriptQuality == AE_UNDEFINED ? GetRandomQualityForItem( true ) : iScriptQuality );
}
// If we haven't specified an item level, we want to use the item's specified one.
if ( !pCriteria->BItemLevelSet() )
{
pCriteria->SetItemLevel( RandomInt( pItemDef->GetMinLevel(), pItemDef->GetMaxLevel() ) );
}
if ( outEntityQuality )
{
*outEntityQuality = pCriteria->GetQuality();
}
return iChosenItem;
}
//-----------------------------------------------------------------------------
// Purpose: Return a random quality for the item specified
//-----------------------------------------------------------------------------
entityquality_t CEconItemSystem::GetRandomQualityForItem( bool bPreventUnique )
{
// Start on the rarest, and work backwards
if ( !bPreventUnique )
{
if ( RandomFloat(0,1) < item_quality_chance_unique.GetFloat() )
return AE_UNIQUE;
}
if ( RandomFloat(0,1) < item_quality_chance_rare.GetFloat() )
return AE_RARITY2;
if ( RandomFloat(0,1) < item_quality_chance_common.GetFloat() )
return AE_RARITY1;
return AE_NORMAL;
}
static ISteamHTTP *GetISteamHTTP()
{
if ( steamapicontext != NULL && steamapicontext->SteamHTTP() )
{
return steamapicontext->SteamHTTP();
}
#ifndef CLIENT_DLL
if ( steamgameserverapicontext != NULL )
{
return steamgameserverapicontext->SteamHTTP();
}
#endif
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Common functionality for using our raw buffer data to initialize
// the schema when safe.
//-----------------------------------------------------------------------------
bool IDelayedSchemaData::InitializeSchemaInternal( CEconItemSchema *pItemSchema, CUtlBuffer& bufRawData, bool bInitAsBinary, uint32 nExpectedVersion )
{
Msg( "Applying new item schema, version %08X\n", nExpectedVersion );
CUtlVector<CUtlString> vecErrors;
bool bSuccess = bInitAsBinary
? pItemSchema->BInitBinaryBuffer( bufRawData, &vecErrors )
: pItemSchema->BInitTextBuffer( bufRawData, &vecErrors );
if( bSuccess )
{
// Sanity-check that we received the version that they sent us
uint32 nOurVersion = pItemSchema->GetVersion();
if ( nExpectedVersion != 0 && nOurVersion != nExpectedVersion )
{
Warning( "**WARNING** Item schema mismatch after update!\n" );
Warning( "GC told us to expect %08X, we got %08X\n", nExpectedVersion, nOurVersion );
}
}
else
{
Warning( "**WARNING** Failed to apply item schema!\n" );
FOR_EACH_VEC( vecErrors, nError )
{
Warning( "%s\n", vecErrors[nError].Get() );
}
}
return bSuccess;
}
//-----------------------------------------------------------------------------
// Purpose: The GC sent us a single block of binary data.
//-----------------------------------------------------------------------------
class DelayedSchemaData_GCDirectData : public IDelayedSchemaData
{
public:
DelayedSchemaData_GCDirectData( const std::string& strBuffer )
: m_bufRawData( strBuffer.data(), strBuffer.size(), CUtlBuffer::READ_ONLY )
{
//
}
virtual bool InitializeSchema( CEconItemSchema *pItemSchema )
{
return InitializeSchemaInternal( pItemSchema, m_bufRawData, true, 0 );
}
private:
CUtlBuffer m_bufRawData;
};
extern bool CheckValveSignature( const void *data, uint32 nDataSize, const void *signature, uint32 nSignatureSize );
//-----------------------------------------------------------------------------
// Purpose: We received a text file from an HTML request.
//-----------------------------------------------------------------------------
class DelayedSchemaData_HTTPResponseData : public IDelayedSchemaData
{
public:
DelayedSchemaData_HTTPResponseData( ISteamHTTP *pHTTP, HTTPRequestHandle handleHTTPRequest, uint32 unBodySize, uint32 nExpectedVersion, const std::string &sSignature )
: m_nExpectedVersion( nExpectedVersion )
{
Assert( pHTTP );
m_bufRawData.SetBufferType( true, true );
m_bufRawData.SeekPut( CUtlBuffer::SEEK_HEAD, unBodySize );
m_bValid = pHTTP->GetHTTPResponseBodyData( handleHTTPRequest, (uint8*)m_bufRawData.Base(), m_bufRawData.TellPut() );
if ( m_bValid )
m_bValid = CheckValveSignature( m_bufRawData.Base(), m_bufRawData.TellPut(), sSignature.c_str(), sSignature.length() );
}
virtual bool InitializeSchema( CEconItemSchema *pItemSchema )
{
if ( !m_bValid )
return false;
return InitializeSchemaInternal( pItemSchema, m_bufRawData, false, m_nExpectedVersion );
}
private:
bool m_bValid;
CUtlBuffer m_bufRawData;
uint32 m_nExpectedVersion;
};
#define GC_ITEM_SCHEMA_UPDATE_APPLIED "Applied updated item schema from GC. %d bytes, version %08X.\n"
#define GC_ITEM_SCHEMA_UPDATE_QUEUED "Received %d bytes item schema version %08X direct data; update is queued.\n"
//-----------------------------------------------------------------------------
// Purpose: Update the item schema from the GC
//-----------------------------------------------------------------------------
class CGCUpdateItemSchema : public GCSDK::CGCClientJob
{
public:
CGCUpdateItemSchema( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {
m_szUrl[0] = '\0';
m_nExpectedVersion = 0;
bHTTPCompleted = false;
}
char m_szUrl[512];
uint32 m_nExpectedVersion;
bool bHTTPCompleted;
CCallResult< CGCUpdateItemSchema, HTTPRequestCompleted_t > callback;
std::string m_sSignature;
virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket )
{
GCSDK::CProtoBufMsg< CMsgUpdateItemSchema > msg( pNetPacket );
#if ( defined( GAME_DLL ) || defined( CLIENT_DLL ) ) && ( defined( _DEBUG ) || defined( STAGING_ONLY ) )
const bool bUseGCCopy = items_game_use_gc_copy.GetBool();
#else
const bool bUseGCCopy = true;
#endif
if ( bUseGCCopy == false && k_EUniversePublic != GetUniverse() )
{
Msg( "Loading item schema from local file.\n" );
KeyValuesAD pItemsGameKV( "ItemsGameFile" );
if ( pItemsGameKV->LoadFromFile( g_pFullFileSystem, "scripts/items/items_game.txt", "GAME" ) )
{
CUtlBuffer buffer;
pItemsGameKV->WriteAsBinary( buffer );
CUtlVector< CUtlString > vecErrors;
bool bSuccess = ItemSystem()->GetItemSchema()->BInitBinaryBuffer( buffer, &vecErrors );
if( !bSuccess )
{
FOR_EACH_VEC( vecErrors, nError )
{
Warning( "%s\n", vecErrors[nError].Get() );
}
}
}
return true;
}
// Check if we're already up-to-date
m_nExpectedVersion = msg.Body().item_schema_version();
uint32 nCurrentSchemaVersion = ItemSystem()->GetItemSchema()->GetVersion();
if ( m_nExpectedVersion != 0 && m_nExpectedVersion == nCurrentSchemaVersion )
{
Msg( "Current item schema is up-to-date with version %08X.\n", nCurrentSchemaVersion );
return true;
}
m_sSignature = msg.Body().signature();
// !TEST!
//const char *szURL = "http://cdn.beta.steampowered.com/apps/440/scripts/items/items_game.b8b7a85b4dd98b139957004b86ec0bc070a59d18.txt";
if ( msg.Body().has_items_game() )
{
bool bDidInit = ItemSystem()->GetItemSchema()->MaybeInitFromBuffer( new DelayedSchemaData_GCDirectData( msg.Body().items_game() ) );
Msg( bDidInit ? GC_ITEM_SCHEMA_UPDATE_APPLIED : GC_ITEM_SCHEMA_UPDATE_QUEUED, (int)msg.Body().items_game().size(), m_nExpectedVersion );
}
else
{
// Remember URL
const char *szURL = msg.Body().items_game_url().c_str();
if ( !szURL || !szURL[0] )
{
Warning( "GC sent malformed CGCUpdateItemSchema message: No schema data, no URL\n" );
}
else
{
Q_strncpy( m_szUrl, szURL, sizeof( m_szUrl ) );
//Msg( "Fetching %s to update item schema\n", m_szUrl );
// Send an HTTP request for the file
ISteamHTTP *pHTTP = GetISteamHTTP();
if ( !pHTTP )
{
//Warning( "Can't get ISteamHTTP to update item schema\n");
return true;
}
HTTPRequestHandle hReq = pHTTP->CreateHTTPRequest( k_EHTTPMethodGET, m_szUrl );
pHTTP->SetHTTPRequestNetworkActivityTimeout( hReq, 10 );
SteamAPICall_t hCall;
if ( !pHTTP->SendHTTPRequest( hReq, &hCall ) )
{
Warning( "Failed to update item schema: couldn't fetch %s\n", m_szUrl );
return true;
}
//
// *Wait* for completion.
//
// This is important. The GC needs to be able to safely assume that
// we will not process the next message until we have finished
// dealing with this one.
//
bHTTPCompleted = false;
#ifndef CLIENT_DLL
if ( steamgameserverapicontext != NULL && pHTTP == steamgameserverapicontext->SteamHTTP() )
{
callback.SetGameserverFlag();
}
#endif
callback.Set( hCall, this, &CGCUpdateItemSchema::OnHTTPCompleted );
// Wait for it to finish.
while ( !bHTTPCompleted )
{
BYieldingWaitOneFrame();
}
}
}
return true;
}
void OnHTTPCompleted( HTTPRequestCompleted_t *arg, bool bFailed )
{
// Clear flag, no matter what else, so we can stop yielding
bHTTPCompleted = true;
ISteamHTTP *pHTTP = GetISteamHTTP();
Assert( pHTTP );
if ( !pHTTP ) return;
if ( arg->m_eStatusCode != k_EHTTPStatusCode200OK )
{
Warning( "Failed to update item schema: HTTP status %d fetching %s\n", arg->m_eStatusCode, m_szUrl );
}
else
{
if ( !arg->m_bRequestSuccessful )
{
bFailed = true;
}
if ( !bFailed )
{
uint32 unBodySize;
if ( !pHTTP->GetHTTPResponseBodySize( arg->m_hRequest, &unBodySize ) )
{
Assert( false );
bFailed = true;
}
else
{
bool bDidInit = ItemSystem()->GetItemSchema()->MaybeInitFromBuffer( new DelayedSchemaData_HTTPResponseData( pHTTP, arg->m_hRequest, unBodySize, m_nExpectedVersion, m_sSignature ) );
Msg( bDidInit ? GC_ITEM_SCHEMA_UPDATE_APPLIED : GC_ITEM_SCHEMA_UPDATE_QUEUED, unBodySize, m_nExpectedVersion );
}
}
if ( bFailed )
{
Warning( "Failed to update item schema from %s\n", m_szUrl );
}
}
pHTTP->ReleaseHTTPRequest( arg->m_hRequest );
}
};
GC_REG_JOB( GCSDK::CGCClient, CGCUpdateItemSchema, "CGCUpdateItemSchema", k_EMsgGCUpdateItemSchema, GCSDK::k_EServerTypeGCClient );
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Update the item schema from the GC
//-----------------------------------------------------------------------------
CON_COMMAND_F( econ_show_items_with_tag, "Lists the item definitions that have a specified tag.", FCVAR_CLIENTDLL )
{
if ( args.ArgC() != 2 )
return;
econ_tag_handle_t tagHandle = GetItemSchema()->GetHandleForTag( args.Arg( 1 ) );
FOR_EACH_MAP( GetItemSchema()->GetSortedItemDefinitionMap(), i )
{
const CEconItemDefinition *pItemDef = GetItemSchema()->GetItemDefinitionMap()[i];
if ( pItemDef->HasEconTag( tagHandle ) )
{
Msg(" '%s'\n", pItemDef->GetDefinitionName() );
}
}
}
#endif // CLIENT_DLL
#ifdef STAGING_ONLY
//-----------------------------------------------------------------------------
// Purpose: Update the item schema from the GC
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
CON_COMMAND_F( cl_reload_local_item_schema, "Reloads the local item schema copy.", FCVAR_CLIENTDLL )
#else
CON_COMMAND_F( sv_reload_local_item_schema, "Reloads the local item schema copy.", FCVAR_GAMEDLL )
#endif
{
#ifdef CLIENT_DLL
engine->ClientCmd_Unrestricted( "cmd sv_reload_local_item_schema" );
#endif
Msg( "Loading item schema from local file.\n" );
KeyValuesAD pItemsGameKV( "ItemsGameFile" );
if ( pItemsGameKV->LoadFromFile( g_pFullFileSystem, "scripts/items/items_game.txt", "GAME" ) )
{
CUtlBuffer buffer;
pItemsGameKV->WriteAsBinary( buffer );
CUtlVector< CUtlString > vecErrors;
bool bSuccess = ItemSystem()->GetItemSchema()->BInitBinaryBuffer( buffer, &vecErrors );
if( !bSuccess )
{
FOR_EACH_VEC( vecErrors, nError )
{
Warning( "%s\n", vecErrors[nError].Get() );
}
}
}
}
#endif