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.