Add UseLobbiesVoiceChat option for CreateSession

Allows the user to setup voice chat lobbies if the API supports it
This commit is contained in:
Ji-Rath
2021-12-17 15:47:39 -06:00
parent 7b8bebac66
commit 21b5b139d9
2 changed files with 99 additions and 93 deletions

View File

@@ -1,24 +1,24 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/Engine.h"
#include "BlueprintDataDefinitions.h"
#include "CreateSessionCallbackProxyAdvanced.generated.h"
UCLASS(MinimalAPI)
class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when the session was created successfully
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnSuccess;
// Called when there was an error creating the session
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure;
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/Engine.h"
#include "BlueprintDataDefinitions.h"
#include "CreateSessionCallbackProxyAdvanced.generated.h"
UCLASS(MinimalAPI)
class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when the session was created successfully
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnSuccess;
// Called when there was an error creating the session
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure;
/**
* 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.
* @param PublicConnections When doing a 'listen' server, this must be >=2 (ListenServer itself counts as a connection)
@@ -26,74 +26,78 @@ class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
* @param bUsePresence Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server.
* @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
* @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.
*/
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
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);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when session creation completes, calls StartSession
void OnCreateCompleted(FName SessionName, bool bWasSuccessful);
// Internal callback when session creation completes, calls StartSession
void OnStartCompleted(FName SessionName, bool bWasSuccessful);
// The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The delegate executed by the online subsystem
FOnCreateSessionCompleteDelegate CreateCompleteDelegate;
// The delegate executed by the online subsystem
FOnStartSessionCompleteDelegate StartCompleteDelegate;
// Handles to the registered delegates above
FDelegateHandle CreateCompleteDelegateHandle;
FDelegateHandle StartCompleteDelegateHandle;
// Number of public connections
int NumPublicConnections;
// Number of private connections
int NumPrivateConnections;
// Whether or not to search LAN
bool bUseLAN;
// Whether or not to allow invites
bool bAllowInvites;
// Whether this is a dedicated server or not
bool bDedicatedServer;
// Whether to use the presence option
bool bUsePresence;
// Whether to prefer the use of lobbies for hosting if the api supports them
bool bUseLobbiesIfAvailable;
// Whether to allow joining via presence
bool bAllowJoinViaPresence;
// Allow joining via presence for friends only
bool bAllowJoinViaPresenceFriendsOnly;
// Delcare the server to be anti cheat protected
bool bAntiCheatProtected;
// Record Stats
bool bUsesStats;
// Should advertise server?
bool bShouldAdvertise;
// Store extra settings
TArray<FSessionPropertyKeyPair> ExtraSettings;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};
* @param bUseLobbiesVoiceChatIfAvailable Set to true to setup voice chat lobbies if the API supports it
*/
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
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);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when session creation completes, calls StartSession
void OnCreateCompleted(FName SessionName, bool bWasSuccessful);
// Internal callback when session creation completes, calls StartSession
void OnStartCompleted(FName SessionName, bool bWasSuccessful);
// The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The delegate executed by the online subsystem
FOnCreateSessionCompleteDelegate CreateCompleteDelegate;
// The delegate executed by the online subsystem
FOnStartSessionCompleteDelegate StartCompleteDelegate;
// Handles to the registered delegates above
FDelegateHandle CreateCompleteDelegateHandle;
FDelegateHandle StartCompleteDelegateHandle;
// Number of public connections
int NumPublicConnections;
// Number of private connections
int NumPrivateConnections;
// Whether or not to search LAN
bool bUseLAN;
// Whether or not to allow invites
bool bAllowInvites;
// Whether this is a dedicated server or not
bool bDedicatedServer;
// Whether to use the presence option
bool bUsePresence;
// Whether to prefer the use of lobbies for hosting if the api supports them
bool bUseLobbiesIfAvailable;
// Whether to allow joining via presence
bool bAllowJoinViaPresence;
// Allow joining via presence for friends only
bool bAllowJoinViaPresenceFriendsOnly;
// Delcare the server to be anti cheat protected
bool bAntiCheatProtected;
// Record Stats
bool bUsesStats;
// Should advertise server?
bool bShouldAdvertise;
// Whether to prefer the use of voice chat lobbies if the api supports them
bool bUseLobbiesVoiceChatIfAvailable;
// Store extra settings
TArray<FSessionPropertyKeyPair> ExtraSettings;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};

View File

@@ -13,7 +13,7 @@ UCreateSessionCallbackProxyAdvanced::UCreateSessionCallbackProxyAdvanced(const F
{
}
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)
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)
{
UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
Proxy->PlayerControllerWeakPtr = PlayerController;
@@ -31,6 +31,7 @@ UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::Create
Proxy->bAntiCheatProtected = bAntiCheatProtected;
Proxy->bUsesStats = bUsesStats;
Proxy->bShouldAdvertise = bShouldAdvertise;
Proxy->bUseLobbiesVoiceChatIfAvailable = bUseLobbiesVoiceChatIfAvailable;
return Proxy;
}
@@ -68,6 +69,7 @@ void UCreateSessionCallbackProxyAdvanced::Activate()
Settings.bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
}
Settings.bUseLobbiesVoiceChatIfAvailable = bUseLobbiesIfAvailable ? bUseLobbiesVoiceChatIfAvailable : false;
Settings.bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
Settings.bAntiCheatProtected = bAntiCheatProtected;
Settings.bUsesStats = bUsesStats;