Steamworks.SteamGameServerInventory.DeserializeResult C# (CSharp) Method

DeserializeResult() public static method

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

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

Otherwise returns true and then delivers error codes via GetResultStatus.

The bRESERVED_MUST_BE_FALSE flag is reserved for future use and should not

be set to true by your game at this time.

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

is set to k_EResultExpired. GetResultItems() still succeeds in this mode.

The "expired" result could indicate that the data may be out of date - not

just due to timed expiration (one hour), but also because one of the items

in the result set may have been traded or consumed since the result set was

generated. You could compare the timestamp from GetResultTimestamp() to

ISteamUtils::GetServerRealTime() to determine how old the data is. You could

simply ignore the "expired" result code and continue as normal, or you

could challenge the player with expired data to send an updated result set.

public static DeserializeResult ( SteamInventoryResult_t &pOutResultHandle, byte pBuffer, uint unBufferSize, bool bRESERVED_MUST_BE_FALSE = false ) : bool
pOutResultHandle SteamInventoryResult_t
pBuffer byte
unBufferSize uint
bRESERVED_MUST_BE_FALSE bool
return bool
		public static bool DeserializeResult(out SteamInventoryResult_t pOutResultHandle, byte[] pBuffer, uint unBufferSize, bool bRESERVED_MUST_BE_FALSE = false) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerInventory_DeserializeResult(out pOutResultHandle, pBuffer, unBufferSize, bRESERVED_MUST_BE_FALSE);
		}