Steamworks.SteamGameServerInventory.SerializeResult C# (CSharp) Méthode

SerializeResult() public static méthode

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 SerializeResult ( SteamInventoryResult_t resultHandle, byte pOutBuffer, uint &punOutBufferSize ) : bool
resultHandle SteamInventoryResult_t
pOutBuffer byte
punOutBufferSize uint
Résultat bool
		public static bool SerializeResult(SteamInventoryResult_t resultHandle, byte[] pOutBuffer, out uint punOutBufferSize) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerInventory_SerializeResult(resultHandle, pOutBuffer, out punOutBufferSize);
		}