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mordentral
2015-12-17 08:56:07 -05:00
commit 84e4224343
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "OnlineSubSystemHeader.h"
#include "GetFriendsCallbackProxy.h"
//////////////////////////////////////////////////////////////////////////
// UGetFriendsCallbackProxy
DEFINE_LOG_CATEGORY(AdvancedGetFriendsLog);
UGetFriendsCallbackProxy::UGetFriendsCallbackProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, FriendListReadCompleteDelegate(FOnReadFriendsListComplete::CreateUObject(this, &ThisClass::OnReadFriendsListCompleted))
{
}
UGetFriendsCallbackProxy* UGetFriendsCallbackProxy::GetAndStoreFriendsList(UObject* WorldContextObject, class APlayerController* PlayerController)
{
UGetFriendsCallbackProxy* Proxy = NewObject<UGetFriendsCallbackProxy>();
Proxy->PlayerControllerWeakPtr = PlayerController;
Proxy->WorldContextObject = WorldContextObject;
return Proxy;
}
void UGetFriendsCallbackProxy::Activate()
{
if (!PlayerControllerWeakPtr.IsValid())
{
// Fail immediately
UE_LOG(AdvancedGetFriendsLog, Warning, TEXT("GetFriends Failed received a bad player controller!"));
TArray<FBPFriendInfo> EmptyArray;
OnFailure.Broadcast(EmptyArray);
return;
}
IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
if (Friends.IsValid())
{
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
Friends->ReadFriendsList(Player->GetControllerId(), EFriendsLists::ToString((EFriendsLists::Type::Default)), FriendListReadCompleteDelegate);
return;
}
// Fail immediately
TArray<FBPFriendInfo> EmptyArray;
OnFailure.Broadcast(EmptyArray);
}
void UGetFriendsCallbackProxy::OnReadFriendsListCompleted(int32 LocalUserNum, bool bWasSuccessful, const FString& ListName, const FString& ErrorString)
{
if (bWasSuccessful)
{
IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
if (Friends.IsValid())
{
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
TArray<FBPFriendInfo> FriendsListOut;
TArray< TSharedRef<FOnlineFriend> > FriendList;
Friends->GetFriendsList(LocalUserNum, ListName, FriendList);
for (int32 i = 0; i < FriendList.Num(); i++)
{
TSharedRef<FOnlineFriend> Friend = FriendList[i];
FBPFriendInfo BPF;
BPF.OnlineState = ((EBPOnlinePresenceState::Type)((int32)Friend->GetPresence().Status.State));
BPF.DisplayName = Friend->GetDisplayName();
BPF.RealName = Friend->GetRealName();
BPF.UniqueNetId.SetUniqueNetId(Friend->GetUserId());
FriendsListOut.Add(BPF);
}
OnSuccess.Broadcast(FriendsListOut);
}
}
else
{
TArray<FBPFriendInfo> EmptyArray;
OnFailure.Broadcast(EmptyArray);
}
}