mirror of
https://github.com/mordentral/AdvancedSessionsPlugin.git
synced 2025-10-22 16:04:18 +00:00
Add UseLobbiesVoiceChat option for CreateSession
Allows the user to setup voice chat lobbies if the API supports it
This commit is contained in:
@@ -1,24 +1,24 @@
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/Engine.h"
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#include "BlueprintDataDefinitions.h"
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#include "CreateSessionCallbackProxyAdvanced.generated.h"
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UCLASS(MinimalAPI)
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class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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{
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GENERATED_UCLASS_BODY()
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// Called when the session was created successfully
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnSuccess;
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// Called when there was an error creating the session
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnFailure;
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/Engine.h"
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#include "BlueprintDataDefinitions.h"
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#include "CreateSessionCallbackProxyAdvanced.generated.h"
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UCLASS(MinimalAPI)
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class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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{
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GENERATED_UCLASS_BODY()
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// Called when the session was created successfully
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnSuccess;
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// Called when there was an error creating the session
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnFailure;
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/**
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* Creates a session with the default online subsystem with advanced optional inputs, for dedicated servers leave UsePresence as false and set IsDedicatedServer to true. Dedicated servers don't use presence.
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* @param PublicConnections When doing a 'listen' server, this must be >=2 (ListenServer itself counts as a connection)
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@@ -26,74 +26,78 @@ class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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* @param bUsePresence Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server.
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* @param bUseLobbiesIfAvailable Used to flag the subsystem to use a lobby api instead of general hosting if the API supports it, generally true on steam for listen servers and false for dedicated
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* @param bShouldAdvertise Set to true when the OnlineSubsystem should list your server when someone is searching for servers. Otherwise the server is hidden and only join via invite is possible.
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*/
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
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static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, bool bUsePresence = true, bool bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true);
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// UOnlineBlueprintCallProxyBase interface
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virtual void Activate() override;
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// End of UOnlineBlueprintCallProxyBase interface
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private:
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// Internal callback when session creation completes, calls StartSession
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void OnCreateCompleted(FName SessionName, bool bWasSuccessful);
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// Internal callback when session creation completes, calls StartSession
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void OnStartCompleted(FName SessionName, bool bWasSuccessful);
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// The player controller triggering things
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TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
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// The delegate executed by the online subsystem
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FOnCreateSessionCompleteDelegate CreateCompleteDelegate;
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// The delegate executed by the online subsystem
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FOnStartSessionCompleteDelegate StartCompleteDelegate;
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// Handles to the registered delegates above
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FDelegateHandle CreateCompleteDelegateHandle;
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FDelegateHandle StartCompleteDelegateHandle;
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// Number of public connections
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int NumPublicConnections;
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// Number of private connections
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int NumPrivateConnections;
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// Whether or not to search LAN
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bool bUseLAN;
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// Whether or not to allow invites
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bool bAllowInvites;
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// Whether this is a dedicated server or not
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bool bDedicatedServer;
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// Whether to use the presence option
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bool bUsePresence;
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// Whether to prefer the use of lobbies for hosting if the api supports them
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bool bUseLobbiesIfAvailable;
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// Whether to allow joining via presence
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bool bAllowJoinViaPresence;
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// Allow joining via presence for friends only
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bool bAllowJoinViaPresenceFriendsOnly;
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// Delcare the server to be anti cheat protected
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bool bAntiCheatProtected;
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// Record Stats
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bool bUsesStats;
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// Should advertise server?
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bool bShouldAdvertise;
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// Store extra settings
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TArray<FSessionPropertyKeyPair> ExtraSettings;
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// The world context object in which this call is taking place
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UObject* WorldContextObject;
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};
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* @param bUseLobbiesVoiceChatIfAvailable Set to true to setup voice chat lobbies if the API supports it
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*/
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
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static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, bool bUsePresence = true, bool bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true, bool bUseLobbiesVoiceChatIfAvailable = false);
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// UOnlineBlueprintCallProxyBase interface
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virtual void Activate() override;
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// End of UOnlineBlueprintCallProxyBase interface
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private:
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// Internal callback when session creation completes, calls StartSession
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void OnCreateCompleted(FName SessionName, bool bWasSuccessful);
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// Internal callback when session creation completes, calls StartSession
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void OnStartCompleted(FName SessionName, bool bWasSuccessful);
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// The player controller triggering things
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TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
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// The delegate executed by the online subsystem
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FOnCreateSessionCompleteDelegate CreateCompleteDelegate;
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// The delegate executed by the online subsystem
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FOnStartSessionCompleteDelegate StartCompleteDelegate;
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// Handles to the registered delegates above
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FDelegateHandle CreateCompleteDelegateHandle;
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FDelegateHandle StartCompleteDelegateHandle;
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// Number of public connections
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int NumPublicConnections;
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// Number of private connections
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int NumPrivateConnections;
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// Whether or not to search LAN
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bool bUseLAN;
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// Whether or not to allow invites
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bool bAllowInvites;
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// Whether this is a dedicated server or not
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bool bDedicatedServer;
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// Whether to use the presence option
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bool bUsePresence;
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// Whether to prefer the use of lobbies for hosting if the api supports them
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bool bUseLobbiesIfAvailable;
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// Whether to allow joining via presence
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bool bAllowJoinViaPresence;
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// Allow joining via presence for friends only
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bool bAllowJoinViaPresenceFriendsOnly;
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// Delcare the server to be anti cheat protected
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bool bAntiCheatProtected;
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// Record Stats
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bool bUsesStats;
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// Should advertise server?
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bool bShouldAdvertise;
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// Whether to prefer the use of voice chat lobbies if the api supports them
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bool bUseLobbiesVoiceChatIfAvailable;
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// Store extra settings
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TArray<FSessionPropertyKeyPair> ExtraSettings;
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// The world context object in which this call is taking place
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UObject* WorldContextObject;
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};
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@@ -13,7 +13,7 @@ UCreateSessionCallbackProxyAdvanced::UCreateSessionCallbackProxyAdvanced(const F
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{
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}
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UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, class APlayerController* PlayerController, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bIsDedicatedServer, bool bUsePresence, bool bUseLobbiesIfAvailable, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly, bool bAntiCheatProtected, bool bUsesStats, bool bShouldAdvertise)
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UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, class APlayerController* PlayerController, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bIsDedicatedServer, bool bUsePresence, bool bUseLobbiesIfAvailable, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly, bool bAntiCheatProtected, bool bUsesStats, bool bShouldAdvertise, bool bUseLobbiesVoiceChatIfAvailable)
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{
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UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
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Proxy->PlayerControllerWeakPtr = PlayerController;
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@@ -31,6 +31,7 @@ UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::Create
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Proxy->bAntiCheatProtected = bAntiCheatProtected;
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Proxy->bUsesStats = bUsesStats;
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Proxy->bShouldAdvertise = bShouldAdvertise;
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Proxy->bUseLobbiesVoiceChatIfAvailable = bUseLobbiesVoiceChatIfAvailable;
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return Proxy;
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}
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@@ -68,6 +69,7 @@ void UCreateSessionCallbackProxyAdvanced::Activate()
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Settings.bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
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}
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Settings.bUseLobbiesVoiceChatIfAvailable = bUseLobbiesIfAvailable ? bUseLobbiesVoiceChatIfAvailable : false;
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Settings.bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
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Settings.bAntiCheatProtected = bAntiCheatProtected;
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Settings.bUsesStats = bUsesStats;
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