Added GetPlayerAuthToken function to advanced identity

Now forcing not passing in a player controller if hosting dedicated.


Former-commit-id: 7a6578b7ce8d98c87e33ef4623fddc2e39be31ce
This commit is contained in:
mordentral
2016-10-26 09:21:36 -04:00
parent 942a0bbf90
commit 24952f0d37
3 changed files with 39 additions and 4 deletions

View File

@@ -5,6 +5,38 @@
//General Log
DEFINE_LOG_CATEGORY(AdvancedIdentityLog);
void UAdvancedIdentityLibrary::GetPlayerAuthToken(APlayerController * PlayerController, FString & AuthToken, EBlueprintResultSwitch &Result)
{
if (!PlayerController)
{
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerAuthToken was passed a bad player controller!"));
Result = EBlueprintResultSwitch::OnFailure;
return;
}
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
if (!Player)
{
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerAuthToken failed to get LocalPlayer!"));
Result = EBlueprintResultSwitch::OnFailure;
return;
}
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface();
if (!IdentityInterface.IsValid())
{
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerAuthToken Failed to get identity interface!"));
Result = EBlueprintResultSwitch::OnFailure;
return;
}
AuthToken = IdentityInterface->GetAuthToken(Player->GetControllerId());
Result = EBlueprintResultSwitch::OnSuccess;
}
void UAdvancedIdentityLibrary::GetPlayerNickname(const FBPUniqueNetId & UniqueNetID, FString & PlayerNickname)
{
if (!UniqueNetID.IsValid())
@@ -20,7 +52,6 @@ void UAdvancedIdentityLibrary::GetPlayerNickname(const FBPUniqueNetId & UniqueNe
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerNickname Failed to get identity interface!"));
return;
}
PlayerNickname = IdentityInterface->GetPlayerNickname(*UniqueNetID.GetUniqueNetId());
}