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 @@
|
|||||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "CoreMinimal.h"
|
#include "CoreMinimal.h"
|
||||||
#include "Engine/Engine.h"
|
#include "Engine/Engine.h"
|
||||||
#include "BlueprintDataDefinitions.h"
|
#include "BlueprintDataDefinitions.h"
|
||||||
#include "CreateSessionCallbackProxyAdvanced.generated.h"
|
#include "CreateSessionCallbackProxyAdvanced.generated.h"
|
||||||
|
|
||||||
UCLASS(MinimalAPI)
|
UCLASS(MinimalAPI)
|
||||||
class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
|
class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
|
||||||
{
|
{
|
||||||
GENERATED_UCLASS_BODY()
|
GENERATED_UCLASS_BODY()
|
||||||
|
|
||||||
// Called when the session was created successfully
|
// Called when the session was created successfully
|
||||||
UPROPERTY(BlueprintAssignable)
|
UPROPERTY(BlueprintAssignable)
|
||||||
FEmptyOnlineDelegate OnSuccess;
|
FEmptyOnlineDelegate OnSuccess;
|
||||||
|
|
||||||
// Called when there was an error creating the session
|
// Called when there was an error creating the session
|
||||||
UPROPERTY(BlueprintAssignable)
|
UPROPERTY(BlueprintAssignable)
|
||||||
FEmptyOnlineDelegate OnFailure;
|
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.
|
* 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)
|
* @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 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 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.
|
* @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.
|
||||||
*/
|
* @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);
|
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;
|
// UOnlineBlueprintCallProxyBase interface
|
||||||
// End of UOnlineBlueprintCallProxyBase interface
|
virtual void Activate() override;
|
||||||
|
// End of UOnlineBlueprintCallProxyBase interface
|
||||||
private:
|
|
||||||
// Internal callback when session creation completes, calls StartSession
|
private:
|
||||||
void OnCreateCompleted(FName SessionName, bool bWasSuccessful);
|
// 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);
|
// Internal callback when session creation completes, calls StartSession
|
||||||
|
void OnStartCompleted(FName SessionName, bool bWasSuccessful);
|
||||||
// The player controller triggering things
|
|
||||||
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
|
// The player controller triggering things
|
||||||
|
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
|
||||||
// The delegate executed by the online subsystem
|
|
||||||
FOnCreateSessionCompleteDelegate CreateCompleteDelegate;
|
// The delegate executed by the online subsystem
|
||||||
|
FOnCreateSessionCompleteDelegate CreateCompleteDelegate;
|
||||||
// The delegate executed by the online subsystem
|
|
||||||
FOnStartSessionCompleteDelegate StartCompleteDelegate;
|
// The delegate executed by the online subsystem
|
||||||
|
FOnStartSessionCompleteDelegate StartCompleteDelegate;
|
||||||
// Handles to the registered delegates above
|
|
||||||
FDelegateHandle CreateCompleteDelegateHandle;
|
// Handles to the registered delegates above
|
||||||
FDelegateHandle StartCompleteDelegateHandle;
|
FDelegateHandle CreateCompleteDelegateHandle;
|
||||||
|
FDelegateHandle StartCompleteDelegateHandle;
|
||||||
// Number of public connections
|
|
||||||
int NumPublicConnections;
|
// Number of public connections
|
||||||
|
int NumPublicConnections;
|
||||||
// Number of private connections
|
|
||||||
int NumPrivateConnections;
|
// Number of private connections
|
||||||
|
int NumPrivateConnections;
|
||||||
// Whether or not to search LAN
|
|
||||||
bool bUseLAN;
|
// Whether or not to search LAN
|
||||||
|
bool bUseLAN;
|
||||||
// Whether or not to allow invites
|
|
||||||
bool bAllowInvites;
|
// Whether or not to allow invites
|
||||||
|
bool bAllowInvites;
|
||||||
// Whether this is a dedicated server or not
|
|
||||||
bool bDedicatedServer;
|
// Whether this is a dedicated server or not
|
||||||
|
bool bDedicatedServer;
|
||||||
// Whether to use the presence option
|
|
||||||
bool bUsePresence;
|
// 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 prefer the use of lobbies for hosting if the api supports them
|
||||||
|
bool bUseLobbiesIfAvailable;
|
||||||
// Whether to allow joining via presence
|
|
||||||
bool bAllowJoinViaPresence;
|
// Whether to allow joining via presence
|
||||||
|
bool bAllowJoinViaPresence;
|
||||||
// Allow joining via presence for friends only
|
|
||||||
bool bAllowJoinViaPresenceFriendsOnly;
|
// Allow joining via presence for friends only
|
||||||
|
bool bAllowJoinViaPresenceFriendsOnly;
|
||||||
// Delcare the server to be anti cheat protected
|
|
||||||
bool bAntiCheatProtected;
|
// Delcare the server to be anti cheat protected
|
||||||
|
bool bAntiCheatProtected;
|
||||||
// Record Stats
|
|
||||||
bool bUsesStats;
|
// Record Stats
|
||||||
|
bool bUsesStats;
|
||||||
// Should advertise server?
|
|
||||||
bool bShouldAdvertise;
|
// Should advertise server?
|
||||||
|
bool bShouldAdvertise;
|
||||||
// Store extra settings
|
|
||||||
TArray<FSessionPropertyKeyPair> ExtraSettings;
|
// Whether to prefer the use of voice chat lobbies if the api supports them
|
||||||
|
bool bUseLobbiesVoiceChatIfAvailable;
|
||||||
// The world context object in which this call is taking place
|
|
||||||
UObject* WorldContextObject;
|
// Store extra settings
|
||||||
};
|
TArray<FSessionPropertyKeyPair> ExtraSettings;
|
||||||
|
|
||||||
|
// The world context object in which this call is taking place
|
||||||
|
UObject* WorldContextObject;
|
||||||
|
};
|
||||||
|
|
||||||
|
@@ -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>();
|
UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
|
||||||
Proxy->PlayerControllerWeakPtr = PlayerController;
|
Proxy->PlayerControllerWeakPtr = PlayerController;
|
||||||
@@ -31,6 +31,7 @@ UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::Create
|
|||||||
Proxy->bAntiCheatProtected = bAntiCheatProtected;
|
Proxy->bAntiCheatProtected = bAntiCheatProtected;
|
||||||
Proxy->bUsesStats = bUsesStats;
|
Proxy->bUsesStats = bUsesStats;
|
||||||
Proxy->bShouldAdvertise = bShouldAdvertise;
|
Proxy->bShouldAdvertise = bShouldAdvertise;
|
||||||
|
Proxy->bUseLobbiesVoiceChatIfAvailable = bUseLobbiesVoiceChatIfAvailable;
|
||||||
return Proxy;
|
return Proxy;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -68,6 +69,7 @@ void UCreateSessionCallbackProxyAdvanced::Activate()
|
|||||||
Settings.bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
|
Settings.bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Settings.bUseLobbiesVoiceChatIfAvailable = bUseLobbiesIfAvailable ? bUseLobbiesVoiceChatIfAvailable : false;
|
||||||
Settings.bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
|
Settings.bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
|
||||||
Settings.bAntiCheatProtected = bAntiCheatProtected;
|
Settings.bAntiCheatProtected = bAntiCheatProtected;
|
||||||
Settings.bUsesStats = bUsesStats;
|
Settings.bUsesStats = bUsesStats;
|
||||||
|
Reference in New Issue
Block a user