409 lines
23 KiB
C++
409 lines
23 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
|
|
This file is part of the Goldberg Emulator
|
|
|
|
The Goldberg Emulator is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU Lesser General Public
|
|
License as published by the Free Software Foundation; either
|
|
version 3 of the License, or (at your option) any later version.
|
|
|
|
The Goldberg Emulator is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General Public
|
|
License along with the Goldberg Emulator; if not, see
|
|
<http://www.gnu.org/licenses/>. */
|
|
|
|
#ifndef __INCLUDED_STEAM_INVENTORY_H__
|
|
#define __INCLUDED_STEAM_INVENTORY_H__
|
|
|
|
#include "base.h" // For SteamItemDef_t
|
|
|
|
struct Steam_Inventory_Requests {
|
|
double timeout = 0.1;
|
|
bool done = false;
|
|
bool full_query{};
|
|
|
|
SteamInventoryResult_t inventory_result{};
|
|
std::chrono::system_clock::time_point time_created{};
|
|
|
|
std::vector<SteamItemInstanceID_t> instance_ids{};
|
|
|
|
bool result_done() const;
|
|
|
|
// in seconds
|
|
uint32 timestamp() const;
|
|
};
|
|
|
|
class Steam_Inventory :
|
|
public ISteamInventory001,
|
|
public ISteamInventory002,
|
|
public ISteamInventory
|
|
{
|
|
public:
|
|
static constexpr const char items_user_file[] = "items.json";
|
|
static constexpr const char items_default_file[] = "default_items.json";
|
|
|
|
private:
|
|
class Settings *settings{};
|
|
class SteamCallResults *callback_results{};
|
|
class SteamCallBacks *callbacks{};
|
|
class RunEveryRunCB *run_every_runcb{};
|
|
class Local_Storage* local_storage{};
|
|
|
|
nlohmann::json defined_items{};
|
|
nlohmann::json user_items{};
|
|
|
|
std::vector<struct Steam_Inventory_Requests> inventory_requests{};
|
|
|
|
bool inventory_loaded{};
|
|
bool call_definition_update{};
|
|
bool item_definitions_loaded{};
|
|
|
|
struct Steam_Inventory_Requests* new_inventory_result(bool full_query=true, const SteamItemInstanceID_t* pInstanceIDs = NULL, uint32 unCountInstanceIDs = 0);
|
|
struct Steam_Inventory_Requests *get_inventory_result(SteamInventoryResult_t resultHandle);
|
|
|
|
void read_items_db();
|
|
void read_inventory_db();
|
|
|
|
static void run_every_runcb_cb(void *object);
|
|
|
|
public:
|
|
Steam_Inventory(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb, class Local_Storage *local_storage);
|
|
~Steam_Inventory();
|
|
|
|
// INVENTORY ASYNC RESULT MANAGEMENT
|
|
//
|
|
// Asynchronous inventory queries always output a result handle which can be used with
|
|
// GetResultStatus, GetResultItems, etc. A SteamInventoryResultReady_t callback will
|
|
// be triggered when the asynchronous result becomes ready (or fails).
|
|
//
|
|
|
|
// Find out the status of an asynchronous inventory result handle. Possible values:
|
|
// k_EResultPending - still in progress
|
|
// k_EResultOK - done, result ready
|
|
// k_EResultExpired - done, result ready, maybe out of date (see DeserializeResult)
|
|
// k_EResultInvalidParam - ERROR: invalid API call parameters
|
|
// k_EResultServiceUnavailable - ERROR: service temporarily down, you may retry later
|
|
// k_EResultLimitExceeded - ERROR: operation would exceed per-user inventory limits
|
|
// k_EResultFail - ERROR: unknown / generic error
|
|
STEAM_METHOD_DESC(Find out the status of an asynchronous inventory result handle.)
|
|
EResult GetResultStatus( SteamInventoryResult_t resultHandle );
|
|
|
|
|
|
// Copies the contents of a result set into a flat array. The specific
|
|
// contents of the result set depend on which query which was used.
|
|
STEAM_METHOD_DESC(Copies the contents of a result set into a flat array. The specific contents of the result set depend on which query which was used.)
|
|
bool GetResultItems( SteamInventoryResult_t resultHandle,
|
|
STEAM_OUT_ARRAY_COUNT( punOutItemsArraySize,Output array) SteamItemDetails_t *pOutItemsArray,
|
|
uint32 *punOutItemsArraySize );
|
|
|
|
|
|
// In combination with GetResultItems, you can use GetResultItemProperty to retrieve
|
|
// dynamic string properties for a given item returned in the result set.
|
|
//
|
|
// Property names are always composed of ASCII letters, numbers, and/or underscores.
|
|
//
|
|
// Pass a NULL pointer for pchPropertyName to get a comma - separated list of available
|
|
// property names.
|
|
//
|
|
// If pchValueBuffer is NULL, *punValueBufferSize will contain the
|
|
// suggested buffer size. Otherwise it will be the number of bytes actually copied
|
|
// to pchValueBuffer. If the results do not fit in the given buffer, partial
|
|
// results may be copied.
|
|
bool GetResultItemProperty( SteamInventoryResult_t resultHandle,
|
|
uint32 unItemIndex,
|
|
const char *pchPropertyName,
|
|
STEAM_OUT_STRING_COUNT( punValueBufferSizeOut ) char *pchValueBuffer, uint32 *punValueBufferSizeOut );
|
|
|
|
|
|
// Returns the server time at which the result was generated. Compare against
|
|
// the value of IClientUtils::GetServerRealTime() to determine age.
|
|
STEAM_METHOD_DESC(Returns the server time at which the result was generated. Compare against the value of IClientUtils::GetServerRealTime() to determine age.)
|
|
uint32 GetResultTimestamp( SteamInventoryResult_t resultHandle );
|
|
|
|
|
|
// Returns true if the result belongs to the target steam ID, false if the
|
|
// result does not. This is important when using DeserializeResult, to verify
|
|
// that a remote player is not pretending to have a different user's inventory.
|
|
STEAM_METHOD_DESC(Returns true if the result belongs to the target steam ID or false if the result does not. This is important when using DeserializeResult to verify that a remote player is not pretending to have a different users inventory.)
|
|
bool CheckResultSteamID( SteamInventoryResult_t resultHandle, CSteamID steamIDExpected );
|
|
|
|
|
|
// Destroys a result handle and frees all associated memory.
|
|
STEAM_METHOD_DESC(Destroys a result handle and frees all associated memory.)
|
|
void DestroyResult( SteamInventoryResult_t resultHandle );
|
|
|
|
|
|
|
|
// INVENTORY ASYNC QUERY
|
|
//
|
|
|
|
// Captures the entire state of the current user's Steam inventory.
|
|
// You must call DestroyResult on this handle when you are done with it.
|
|
// Returns false and sets *pResultHandle to zero if inventory is unavailable.
|
|
// Note: calls to this function are subject to rate limits and may return
|
|
// cached results if called too frequently. It is suggested that you call
|
|
// this function only when you are about to display the user's full inventory,
|
|
// or if you expect that the inventory may have changed.
|
|
STEAM_METHOD_DESC(Captures the entire state of the current users Steam inventory.)
|
|
bool GetAllItems( SteamInventoryResult_t *pResultHandle );
|
|
|
|
|
|
|
|
// Captures the state of a subset of the current user's Steam inventory,
|
|
// identified by an array of item instance IDs. The results from this call
|
|
// can be serialized and passed to other players to "prove" that the current
|
|
// user owns specific items, without exposing the user's entire inventory.
|
|
// For example, you could call GetItemsByID with the IDs of the user's
|
|
// currently equipped cosmetic items and serialize this to a buffer, and
|
|
// then transmit this buffer to other players upon joining a game.
|
|
STEAM_METHOD_DESC(Captures the state of a subset of the current users Steam inventory identified by an array of item instance IDs.)
|
|
bool GetItemsByID( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT( unCountInstanceIDs ) const SteamItemInstanceID_t *pInstanceIDs, uint32 unCountInstanceIDs );
|
|
|
|
|
|
|
|
// 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.
|
|
bool SerializeResult( SteamInventoryResult_t resultHandle, STEAM_OUT_BUFFER_COUNT(punOutBufferSize) void *pOutBuffer, uint32 *punOutBufferSize );
|
|
|
|
|
|
// 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.
|
|
bool DeserializeResult( SteamInventoryResult_t *pOutResultHandle, STEAM_BUFFER_COUNT(punOutBufferSize) const void *pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE);
|
|
|
|
|
|
|
|
// INVENTORY ASYNC MODIFICATION
|
|
//
|
|
|
|
// GenerateItems() creates one or more items and then generates a SteamInventoryCallback_t
|
|
// notification with a matching nCallbackContext parameter. This API is only intended
|
|
// for prototyping - it is only usable by Steam accounts that belong to the publisher group
|
|
// for your game.
|
|
// If punArrayQuantity is not NULL, it should be the same length as pArrayItems and should
|
|
// describe the quantity of each item to generate.
|
|
bool GenerateItems( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength );
|
|
|
|
|
|
// GrantPromoItems() checks the list of promotional items for which the user may be eligible
|
|
// and grants the items (one time only). On success, the result set will include items which
|
|
// were granted, if any. If no items were granted because the user isn't eligible for any
|
|
// promotions, this is still considered a success.
|
|
STEAM_METHOD_DESC(GrantPromoItems() checks the list of promotional items for which the user may be eligible and grants the items (one time only).)
|
|
bool GrantPromoItems( SteamInventoryResult_t *pResultHandle );
|
|
|
|
|
|
// AddPromoItem() / AddPromoItems() are restricted versions of GrantPromoItems(). Instead of
|
|
// scanning for all eligible promotional items, the check is restricted to a single item
|
|
// definition or set of item definitions. This can be useful if your game has custom UI for
|
|
// showing a specific promo item to the user.
|
|
bool AddPromoItem( SteamInventoryResult_t *pResultHandle, SteamItemDef_t itemDef );
|
|
|
|
bool AddPromoItems( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, uint32 unArrayLength );
|
|
|
|
|
|
// ConsumeItem() removes items from the inventory, permanently. They cannot be recovered.
|
|
// Not for the faint of heart - if your game implements item removal at all, a high-friction
|
|
// UI confirmation process is highly recommended.
|
|
STEAM_METHOD_DESC(ConsumeItem() removes items from the inventory permanently.)
|
|
bool ConsumeItem( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity );
|
|
|
|
|
|
// ExchangeItems() is an atomic combination of item generation and consumption.
|
|
// It can be used to implement crafting recipes or transmutations, or items which unpack
|
|
// themselves into other items (e.g., a chest).
|
|
// Exchange recipes are defined in the ItemDef, and explicitly list the required item
|
|
// types and resulting generated type.
|
|
// Exchange recipes are evaluated atomically by the Inventory Service; if the supplied
|
|
// components do not match the recipe, or do not contain sufficient quantity, the
|
|
// exchange will fail.
|
|
bool ExchangeItems( SteamInventoryResult_t *pResultHandle,
|
|
STEAM_ARRAY_COUNT(unArrayGenerateLength) const SteamItemDef_t *pArrayGenerate, STEAM_ARRAY_COUNT(unArrayGenerateLength) const uint32 *punArrayGenerateQuantity, uint32 unArrayGenerateLength,
|
|
STEAM_ARRAY_COUNT(unArrayDestroyLength) const SteamItemInstanceID_t *pArrayDestroy, STEAM_ARRAY_COUNT(unArrayDestroyLength) const uint32 *punArrayDestroyQuantity, uint32 unArrayDestroyLength );
|
|
|
|
|
|
|
|
// TransferItemQuantity() is intended for use with items which are "stackable" (can have
|
|
// quantity greater than one). It can be used to split a stack into two, or to transfer
|
|
// quantity from one stack into another stack of identical items. To split one stack into
|
|
// two, pass k_SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.
|
|
bool TransferItemQuantity( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest );
|
|
|
|
|
|
|
|
// TIMED DROPS AND PLAYTIME CREDIT
|
|
//
|
|
|
|
// Deprecated. Calling this method is not required for proper playtime accounting.
|
|
STEAM_METHOD_DESC( Deprecated method. Playtime accounting is performed on the Steam servers. )
|
|
void SendItemDropHeartbeat();
|
|
|
|
|
|
// Playtime credit must be consumed and turned into item drops by your game. Only item
|
|
// definitions which are marked as "playtime item generators" can be spawned. The call
|
|
// will return an empty result set if there is not enough playtime credit for a drop.
|
|
// Your game should call TriggerItemDrop at an appropriate time for the user to receive
|
|
// new items, such as between rounds or while the player is dead. Note that players who
|
|
// hack their clients could modify the value of "dropListDefinition", so do not use it
|
|
// to directly control rarity.
|
|
// See your Steamworks configuration to set playtime drop rates for individual itemdefs.
|
|
// The client library will suppress too-frequent calls to this method.
|
|
STEAM_METHOD_DESC(Playtime credit must be consumed and turned into item drops by your game.)
|
|
bool TriggerItemDrop( SteamInventoryResult_t *pResultHandle, SteamItemDef_t dropListDefinition );
|
|
|
|
|
|
|
|
// Deprecated. This method is not supported.
|
|
bool TradeItems( SteamInventoryResult_t *pResultHandle, CSteamID steamIDTradePartner,
|
|
STEAM_ARRAY_COUNT(nArrayGiveLength) const SteamItemInstanceID_t *pArrayGive, STEAM_ARRAY_COUNT(nArrayGiveLength) const uint32 *pArrayGiveQuantity, uint32 nArrayGiveLength,
|
|
STEAM_ARRAY_COUNT(nArrayGetLength) const SteamItemInstanceID_t *pArrayGet, STEAM_ARRAY_COUNT(nArrayGetLength) const uint32 *pArrayGetQuantity, uint32 nArrayGetLength );
|
|
|
|
|
|
|
|
// ITEM DEFINITIONS
|
|
//
|
|
// Item definitions are a mapping of "definition IDs" (integers between 1 and 1000000)
|
|
// to a set of string properties. Some of these properties are required to display items
|
|
// on the Steam community web site. Other properties can be defined by applications.
|
|
// Use of these functions is optional; there is no reason to call LoadItemDefinitions
|
|
// if your game hardcodes the numeric definition IDs (eg, purple face mask = 20, blue
|
|
// weapon mod = 55) and does not allow for adding new item types without a client patch.
|
|
//
|
|
|
|
// LoadItemDefinitions triggers the automatic load and refresh of item definitions.
|
|
// Every time new item definitions are available (eg, from the dynamic addition of new
|
|
// item types while players are still in-game), a SteamInventoryDefinitionUpdate_t
|
|
// callback will be fired.
|
|
STEAM_METHOD_DESC(LoadItemDefinitions triggers the automatic load and refresh of item definitions.)
|
|
bool LoadItemDefinitions();
|
|
|
|
|
|
// GetItemDefinitionIDs returns the set of all defined item definition IDs (which are
|
|
// defined via Steamworks configuration, and not necessarily contiguous integers).
|
|
// If pItemDefIDs is null, the call will return true and *punItemDefIDsArraySize will
|
|
// contain the total size necessary for a subsequent call. Otherwise, the call will
|
|
// return false if and only if there is not enough space in the output array.
|
|
bool GetItemDefinitionIDs(
|
|
STEAM_OUT_ARRAY_COUNT(punItemDefIDsArraySize,List of item definition IDs) SteamItemDef_t *pItemDefIDs,
|
|
STEAM_DESC(Size of array is passed in and actual size used is returned in this param) uint32 *punItemDefIDsArraySize );
|
|
|
|
|
|
// GetItemDefinitionProperty returns a string property from a given item definition.
|
|
// Note that some properties (for example, "name") may be localized and will depend
|
|
// on the current Steam language settings (see ISteamApps::GetCurrentGameLanguage).
|
|
// Property names are always composed of ASCII letters, numbers, and/or underscores.
|
|
// Pass a NULL pointer for pchPropertyName to get a comma - separated list of available
|
|
// property names. If pchValueBuffer is NULL, *punValueBufferSize will contain the
|
|
// suggested buffer size. Otherwise it will be the number of bytes actually copied
|
|
// to pchValueBuffer. If the results do not fit in the given buffer, partial
|
|
// results may be copied.
|
|
bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPropertyName,
|
|
STEAM_OUT_STRING_COUNT(punValueBufferSizeOut) char *pchValueBuffer, uint32 *punValueBufferSizeOut );
|
|
|
|
|
|
// Request the list of "eligible" promo items that can be manually granted to the given
|
|
// user. These are promo items of type "manual" that won't be granted automatically.
|
|
// An example usage of this is an item that becomes available every week.
|
|
STEAM_CALL_RESULT( SteamInventoryEligiblePromoItemDefIDs_t )
|
|
SteamAPICall_t RequestEligiblePromoItemDefinitionsIDs( CSteamID steamID );
|
|
|
|
|
|
// After handling a SteamInventoryEligiblePromoItemDefIDs_t call result, use this
|
|
// function to pull out the list of item definition ids that the user can be
|
|
// manually granted via the AddPromoItems() call.
|
|
bool GetEligiblePromoItemDefinitionIDs(
|
|
CSteamID steamID,
|
|
STEAM_OUT_ARRAY_COUNT(punItemDefIDsArraySize,List of item definition IDs) SteamItemDef_t *pItemDefIDs,
|
|
STEAM_DESC(Size of array is passed in and actual size used is returned in this param) uint32 *punItemDefIDsArraySize );
|
|
|
|
|
|
// Starts the purchase process for the given item definitions. The callback SteamInventoryStartPurchaseResult_t
|
|
// will be posted if Steam was able to initialize the transaction.
|
|
//
|
|
// Once the purchase has been authorized and completed by the user, the callback SteamInventoryResultReady_t
|
|
// will be posted.
|
|
STEAM_CALL_RESULT( SteamInventoryStartPurchaseResult_t )
|
|
SteamAPICall_t StartPurchase( STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength );
|
|
|
|
|
|
// Request current prices for all applicable item definitions
|
|
STEAM_CALL_RESULT( SteamInventoryRequestPricesResult_t )
|
|
SteamAPICall_t RequestPrices();
|
|
|
|
|
|
// Returns the number of items with prices. Need to call RequestPrices() first.
|
|
uint32 GetNumItemsWithPrices();
|
|
|
|
bool GetItemsWithPrices( STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pArrayItemDefs, Items with prices) SteamItemDef_t *pArrayItemDefs,
|
|
STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pPrices, List of prices for the given item defs) uint64 *pCurrentPrices,
|
|
STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pPrices, List of prices for the given item defs) uint64 *pBasePrices,
|
|
uint32 unArrayLength );
|
|
|
|
// Returns item definition ids and their prices in the user's local currency.
|
|
// Need to call RequestPrices() first.
|
|
bool GetItemsWithPrices( STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pArrayItemDefs, Items with prices) SteamItemDef_t *pArrayItemDefs,
|
|
STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pPrices, List of prices for the given item defs) uint64 *pPrices,
|
|
uint32 unArrayLength );
|
|
|
|
bool GetItemPrice( SteamItemDef_t iDefinition, uint64 *pCurrentPrice, uint64 *pBasePrice );
|
|
|
|
// Retrieves the price for the item definition id
|
|
// Returns false if there is no price stored for the item definition.
|
|
bool GetItemPrice( SteamItemDef_t iDefinition, uint64 *pPrice );
|
|
|
|
|
|
// Create a request to update properties on items
|
|
SteamInventoryUpdateHandle_t StartUpdateProperties();
|
|
|
|
// Remove the property on the item
|
|
bool RemoveProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName );
|
|
|
|
// Accessor methods to set properties on items
|
|
bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, const char *pchPropertyValue );
|
|
|
|
bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, bool bValue );
|
|
|
|
bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, int64 nValue );
|
|
|
|
bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, float flValue );
|
|
|
|
// Submit the update request by handle
|
|
bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle );
|
|
|
|
bool InspectItem( SteamInventoryResult_t *pResultHandle, const char *pchItemToken );
|
|
|
|
void RunCallbacks();
|
|
|
|
};
|
|
|
|
#endif // __INCLUDED_STEAM_INVENTORY_H__
|